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# Plane List with Roll Table | **Slot #** | **D100 Roll** | **Plane Name** | **Plane Type** | |------------|---------------|-------------------------------|-----------------------------------------| | 1 | 100 | Material Plane | Material Plane | | 2 | 99 | Mystera | Material Plane | | 3 | 98 | Kingdoms of Kalamark | Material Plane | | 4 | 97 | Athas | Material Plane | | 5 | 96 | Forgotten Realms | Material Plane | | 6 | 95 | Eberron | Material Plane | | 7 | 87-94 | Krynn | Material Plane | | 8 | 84-86 | Greyhawk | Material Plane | | 9 | 81-83 | The Far Realm | ??? | | 10 | 73-80 | TAL’DOREI | Material Plane | | 11 | 72 | The Lord of the Rings | Material Plane | | 12 | 71 | Mythic Odysseys of Theros | Material Plane | | 13 | 70 | Humblewood | Material Plane | | 14 | 69 | Fool's Gold: Into the Bellowing Wilds | Material Plane | | 15 | 68 | First World | Parallel Plane (Fey) | | 16 | 67 | Shadowfell | Parallel Plane (Shadow) | | 17 | 68-70 | Domains of Dread | Parallel Plane (Dread) | | 18 | 67 | Ravenloft | Parallel Plane (Dread) | | 19 | 66 | Astral Plane | Transitive Plane | | 20 | 65 | Ethereal Plane | Transitive Plane | | 21 | 64 | RADIANT CITADEL | Transitive Plane | | 22 | 63 | Infinite Staircase | Transitive Plane | | 23 | 62 | Positive Energy Plane | Elemental Plane (Energy) | | 24 | 61 | Negative Energy Plane | Elemental Plane (Energy) | | 25 | 60 | Plane of Fire | Elemental Plane | | 26 | 59 | Plane of Water | Elemental Plane | | 27 | 58 | Plane of Earth | Elemental Plane | | 28 | 57 | Plane of Air | Elemental Plane | | 29 | 56 | Radiance | Quasi-Elemental Plane (Fire/Positive) | | 30 | 55 | Lightning | Quasi-Elemental Plane (Air/Positive) | | 31 | 54 | Mineral | Quasi-Elemental Plane (Earth/Positive) | | 32 | 53 | Steam | Quasi-Elemental Plane (Water/Positive) | | 33 | 52 | Ash | Quasi-Elemental Plane (Fire/Negative) | | 34 | 51 | Salt | Quasi-Elemental Plane (Water/Negative) | | 35 | 50 | Dust | Quasi-Elemental Plane (Earth/Negative) | | 36 | 49 | Vacuum | Quasi-Elemental Plane (Air/Negative) | | 37 | 48 | Ooze | Para-Elemental Plane (Earth/Water) | | 38 | 47 | Magma | Para-Elemental Plane (Earth/Fire) | | 39 | 46 | Smoke | Para-Elemental Plane (Fire/Air) | | 40 | 45 | Ice | Para-Elemental Plane (Water/Air) | | 41 | 44 | Sigil | Outer Plane (City of Doors) | | 42 | 43 | Heaven | Outer Plane (Good) | | 43 | 42 | Elysium | Outer Plane (Good) | | 44 | 41 | Mount Celestia | Outer Plane (Good/Lawful) | | 45 | 40 | Bytopia | Outer Plane (Good/Lawful/Neutral) | | 46 | 39 | The Beastlands | Outer Plane (Good/Neutral) | | 47 | 38 | Ysgard | Outer Plane (Good/Neutral/Chaotic) | | 48 | 37 | Arborea | Outer Plane (Chaotic Good) | | 49 | 36 | The Boneyard | Outer Plane (Neutral) | | 50 | 35 | Nirvana | Outer Plane (Neutral) | | 51 | 34 | The Outlands | Outer Plane (Neutral) | | 52 | 36 | Arcadia | Outer Plane (Lawful) | | 53 | 32 | Axis | Outer Plane (Lawful) | | 54 | 31 | Mechanus | Outer Plane (Lawful Neutral) | | 55 | 30 | Limbo | Outer Plane (Chaotic) | | 56 | 29 | Mælstrom | Outer Plane (Chaotic) | | 57 | 28 | Pandemonium | Outer Plane (Chaotic/Neutral) | | 58 | 27 | Gehenna | Outer Plane (Evil/Lawful) | | 59 | 26 | Acheron | Outer Plane (Lawful Evil/Neutral Evil) | | 60 | 25 | Carceri | Outer Plane (Neutral Evil) | | 61 | 24 | Abaddon | Outer Plane (Evil) | | 62 | 23 | The Abyss | Outer Plane (Chaotic Evil) | | 63 | 22 | Black Abyss | Outer Plane (Chaotic Evil) | | 64 | 21 | Baator | Outer Plane (Lawful Evil) | | 65 | 20 | The Boundless | Outer Plane (Space/Limitless) | | 66 | 19 | Maelost | Outer Plane (Destruction) | | 67 | 18 | Akashic Record | Demi-Plane (Knowledge) | | 68 | 17 | Dread Vault | Demi-Plane (Prison) | | 69 | 16 | Cynosure | Demi-Plane (Center of Reality) | | 70 | 15 | Hao Jin Tapestry | Demi-Plane (Magical Tapestry) | | 71 | 14 | Harrowed Realm | Demi-Plane (Fate) | | 72 | 13 | Jandelay | Demi-Plane (Illusion) | | 73 | 12 | Leng | Demi-Plane (Alien) | \pagebreak | **Slot #** | **D100 Roll** | **Plane Name** | **Plane Type** | |------------|---------------|-------------------------------|-----------------------------------------| | 69 | 16 | Cynosure | Demi-Plane (Center of Reality) | | 70 | 15 | Hao Jin Tapestry | Demi-Plane (Magical Tapestry) | | 71 | 14 | Harrowed Realm | Demi-Plane (Fate) | | 72 | 13 | Jandelay | Demi-Plane (Illusion) | | 73 | 12 | Leng | Demi-Plane (Alien) | | 74 | 11 | Xibala | Demi-Plane (Nature) | | 75 | 10 | Nightmares | Demi-Plane (Dreams/Fear) | | 76 | 9 | Shadow | Demi-Plane (Shadow) | | 77 | 8 | That Lives | Demi-Plane (Life) | | 78 | 7 | Time | Demi-Plane (Temporal) | | 79 | 6 | Wormscape | Demi-Plane (Worms/Chaos) | | 80 | 5 | Electromagnetism | Demi-Plane (Energy) | | 81 | 4 | Imprisonment | Demi-Plane (Prison) | | 82 | 3 | The Mazes | Demi-Plane (Maze) | | 83 | 2 | Dream Plane | Demi-Plane (Dreams) | | 84 | 1 | Moil | Demi-Plane (Death/Decay) | \pagebreak ### **Material Plane** The Material Plane is the primary world where most adventuring takes place. It is a reflection of reality, with tangible elements like land, air, water, and physical laws that govern life. It is the baseline for all planes, connecting to countless other planes via portals or magical means. Civilizations thrive, kingdoms rise and fall, and mortals go about their lives in this prime reality. ### **First World** **(Feywild)** The First World, often known as the Feywild, is a realm of vibrant color and dangerous beauty, mirroring the Material Plane but steeped in powerful fey magic. It is a land of wild nature, eternal seasons, and whimsical, often cruel creatures. The landscape shifts unpredictably, where time runs differently, and anything from flowers to beasts might possess an intelligence of their own. It is both a land of great beauty and terrifying chaos, ruled by the capricious whims of fey lords and ladies. ### **Shadowfell** The Shadowfell is a bleak and dark mirror of the Material Plane, where shadows and despair reign. A place where life is dimmed and color fades, the Shadowfell is home to creatures that thrive on fear, death, and sorrow. The land is cold and oppressive, often covered by a perpetual gloom that drains the vitality from those who wander too long. It is a realm where the souls of the dead sometimes linger, trapped in this land between life and the afterlife. ### **Ravenloft** Ravenloft, also known as the Domains of Dread, is a collection of dark and twisted realms, each one ruled by a tyrant known as a Darklord. These lands are forever cursed, trapping both the Darklords and those who dare enter. Ravenloft is a place of gothic horror, where supernatural forces, haunted landscapes, and oppressive atmospheres dominate. The very fabric of the plane warps reality, often turning nightmares into reality, and it is a place where the boundaries of good and evil are deeply obscured. ### **Athas (Dark Sun)** Athas is a dying world, once rich in magic but now barren and scorched by misuse of the arcane. It is a desert world where life struggles to survive, and the environment itself is corrupted. The sun beats down relentlessly, and the land is filled with dangerous creatures, mutated by the ravages of magic. Once a lush planet, Athas is now a world of ruin, where the last remnants of civilization fight for survival in a world of scarcity, under the rule of despotic sorcerer-kings. ### **Eberron** Eberron is a world of magic and technology, where arcane science and innovation have reshaped society. The plane is rich in diverse cultures, and the land is teeming with magical constructs, sentient cities, and a powerful mystical force known as the Dragonmarks. Eberron's unique features include the mysterious Plane of Shadows, the ethereal city of Sharn, and the powerful beings called the Progenitors, who shaped the world. It is a land where magic is as commonplace as electricity and where intrigue and danger lurk in every corner. ### **Forgotten Realms** The Forgotten Realms is a vast and diverse world filled with ancient cities, powerful deities, and countless realms of magic. From the bustling streets of Waterdeep to the wilds of the Underdark, this plane is rich in both history and adventure. The gods walk among mortals, influencing the fates of kingdoms and individuals alike, while great heroes and villains clash across its many continents. The magic of the Weave ties together all the forces of nature, and powerful creatures, including dragons and demons, roam the lands, seeking to change the world in their image. ### **Greyhawk** Greyhawk is one of the most iconic and traditional fantasy settings, filled with politics, intrigue, and numerous warring factions. The world is a land of knights and kings, where adventurers seek riches in forgotten tombs or fight back against dark forces in dungeons beneath the earth. Greyhawk is home to ancient secrets, powerful wizards, and religions that vie for control of the hearts and minds of the people. The plane also has mysterious locales, like the Bandit Kingdoms and the Abyssal depths, filled with constant threats from both mortal and supernatural forces. ### **Dragonlance (Krynn)** Krynn, the world of Dragonlance, is a place where the forces of good and evil are ever at war, and dragons have a profound connection to the world's history and fate. Once ruled by gods, Krynn is marked by an ancient prophecy, the rise and fall of powerful heroes, and the constant threat of the Dark Queen, Takhisis. The planet is divided into several regions, each rich in its own culture and people, but they are all bound by the struggle between light and darkness. Magic is a delicate force, wielded carefully by mages and determined by the balance of the three moons that govern the art. The great War of the Lance left lasting scars on the land, and the world continues to face new challenges that threaten its fragile peace. \pagebreak ### **Astral Plane** The Astral Plane is a vast, empty expanse that connects all other planes of existence. It is a realm of thought, dream, and consciousness, where travelers move through the void between worlds. The Astral Plane is a timeless and formless space, where both physical and spiritual travelers can journey. It is the realm through which mortals can reach other planes, including the realms of the gods. Souls of the dead also pass through the Astral Plane on their way to their final resting places. The Astral Plane is known for its silvery, infinite horizon and is often seen as a gateway to other realities. ### **Ethereal Plane** The Ethereal Plane is a ghostly, insubstantial realm that overlaps with the material world but is distinct from it. It is a plane where objects and creatures in the Material Plane seem transparent, floating just out of reach, and only the most ethereal of beings can pass through it. It is the plane of ghosts, spirits, and other incorporeal creatures, where the laws of physics are distorted. The Ethereal Plane is a place where time and space are bent, and it is used by travelers to move between different locations within the Material Plane or to slip past physical barriers. It is also a place of refuge for those seeking to escape material existence or to hide from the forces of the living world. ### **Positive Energy Plane** The Positive Energy Plane is a realm of pure life and vitality, where energy flows freely in its most radiant and potent form. This plane is a source of creation, brimming with power that can heal and rejuvenate all living things. It is a place where energy is concentrated to such an extreme that it can overwhelm or even destroy creatures not accustomed to its intensity. The Positive Energy Plane is associated with growth, life, and light, often linked to divine beings of healing and creation. Its overwhelming force is the direct opposite of the Negative Energy Plane. ### **Negative Energy Plane** The Negative Energy Plane is the realm of death, decay, and destruction, where life is siphoned away and creatures are drained of vitality. This plane is the source of undead, feeding them with dark energy that sustains them in a state between life and death. It is a cold, inhospitable place, with shadowy, oppressive air that slowly leeches away the life force of anyone unfortunate enough to enter. This plane is the polar opposite of the Positive Energy Plane and is a region of dark power where life cannot thrive, only wither and fade. Necromancers often tap into the power of this plane to fuel their dark magic. ### **Plane of Fire** The Plane of Fire is an eternally blazing realm of intense heat, where vast seas of flame and rivers of lava stretch endlessly across the landscape. This plane is home to powerful fire elementals, salamanders, and creatures that thrive in extreme temperatures. The sky is an ever-burning inferno, filled with roiling clouds of smoke and ash. The heat is so extreme that even beings accustomed to the elemental planes risk being consumed by the ever-present flames. The Plane of Fire embodies destruction, passion, and purification, offering both creative and destructive forces through the power of fire. Travelers here must be prepared to endure unrelenting heat and flame. ### **Plane of Water** The Plane of Water is a vast, endless ocean, with waters that stretch beyond sight in all directions. It is a realm where water is the dominant force, constantly shifting between stillness and violent torrents. The plane is inhabited by water elementals, sea creatures, and aquatic beings, and its depths hide numerous mysteries, from sunken cities to deadly whirlpools. The Plane of Water is a place of fluidity and adaptability, where the forces of nature are both serene and overwhelming. The waters are also infused with powerful magic, offering those who travel here access to the elemental power of water, which can heal, drown, or control. ### **Plane of Earth** The Plane of Earth is a solid, unyielding realm made of mountains, caverns, and endless stretches of stone and metal. It is a place of stability and resilience, where the laws of gravity and mass are constant and unchanging. The plane is inhabited by earth elementals, gargoyles, and creatures made of rock and precious gems. The landscape is shaped by enormous subterranean caverns, towering cliffs, and deep chasms, many of which lead to other parts of the plane. The Plane of Earth represents strength, endurance, and the unshakable foundation upon which everything is built. Its oppressive gravity makes movement difficult for those unprepared, but it offers vast wealth in the form of rare minerals and gems. ### **Plane of Air** The Plane of Air is a vast, endless sky filled with nothing but air and clouds. It is a realm where the winds howl and whirl in chaotic currents, and floating islands drift through the ever-changing atmosphere. The plane is inhabited by air elementals, djinn, and flying creatures that thrive in its vast, ungrounded expanse. There are no physical barriers in the Plane of Air, and the laws of gravity are unstable, causing beings and objects to float freely or be carried away by the constant winds. The Plane of Air represents freedom, movement, and lightness, with its boundless skies offering opportunities for those who seek to explore the limitless heights and currents of the wind. It is a place of both serene flight and violent storms. \pagebreak ### **Radiance** The Plane of Radiance is a realm of pure light, where brilliant, blinding radiance fills the space, creating a dazzling and almost overwhelming landscape. This plane is made up of intensely bright, luminous energy, with no true physical terrain, but rather a radiant glow that stretches endlessly. The inhabitants of this plane are beings of pure light, such as lumas, solar creatures, and powerful beings made entirely of energy. The Plane of Radiance represents illumination, truth, and divinity, and its very essence can empower or blind those who enter it. Travelers here are often bathed in divine energy, granting them clarity of purpose but also a risk of being overwhelmed by the pure light. Time and space can feel distorted here, as the continuous brilliance bends the very laws of reality. ### **Lightning** The Plane of Lightning is an ever-changing, volatile realm where thunderstorms rage and the air crackles with constant electric energy. Bolts of lightning shoot through the sky, illuminating the darkness, and the landscape is frequently lit by bursts of intense electrical energy. The plane is inhabited by lightning elementals, storm giants, and other creatures attuned to electricity. The air is thick with charged particles, and the very ground is alive with static, making it a dangerous environment for anyone not prepared for the intense energy of the plane. The Plane of Lightning represents speed, chaos, and power, and it is a realm where energy can both create and destroy with blinding speed. Travelers must be quick and careful, lest they be struck by one of the plane's violent electrical discharges. ### **Mineral** The Plane of Mineral is a realm made of vast expanses of raw, unrefined minerals, crystals, and gemstones. The landscape is a maze of towering cliffs, endless caverns, and deep subterranean deposits of precious and semi-precious stones. Unlike the Plane of Earth, the Plane of Mineral is not solid stone but rather an ever-shifting, glittering expanse of crystalline formations. The inhabitants of this plane are often creatures made of minerals, such as earth elementals, golems, and stone giants. The Plane of Mineral represents the beauty and wealth found deep within the earth, and it offers great rewards for those who can navigate its labyrinthine passages. However, its beauty can also be dangerous, with sharp crystal formations and unstable deposits posing constant threats to travelers. The plane is rich with both danger and valuable treasures, making it a place where adventurers may find great riches---or suffer crushing defeat. ### **Steam** The Plane of Steam is a realm of thick fogs, hot vapors, and constant boiling heat. The air is dense with steam that rises from vast pools of boiling water, creating an environment of swirling mists and thick clouds. The landscape is dotted with towering geysers, hot springs, and steam vents that constantly release billowing clouds of vapor into the atmosphere. The plane is inhabited by creatures that thrive in this humid and high-pressure environment, including fire elementals, steam-powered constructs, and salamanders. The Plane of Steam represents the force of transformation and the power of pressure, with its ever-present heat and moisture constantly reshaping the environment. For travelers, it is a place of both wonder and danger, as the thick fog can disorient, and the intense heat can cause exhaustion or worse. While it may seem like a world of endless mist, it is a realm of constant motion and transformation, where the elements of fire and water combine into something new and powerful. \pagebreak ### **Ash** The Plane of Ash is a desolate and barren landscape, filled with the remnants of destruction. The terrain is covered in layers of fine, black ash that seems to perpetually fall from the sky, coating everything in a thick, gray dust. Massive volcanoes spew ash into the air, and the horizon is obscured by perpetual smoke and fog. The air is hot and choking, filled with the scent of burnt remnants. The plane is home to beings that are as soot-streaked as the land itself, including fire elementals, ash zombies, and powerful creatures that feed on the devastation left behind by destruction. The Plane of Ash represents decay, destruction, and the final stages of life, where even the land itself is in a constant state of dying and rebirth. Travelers may find themselves struggling to breathe, while the constant cloud cover leaves them vulnerable to the heat and ash storms that can suddenly arise. ### **Salt** The Plane of Salt is a vast and harsh wasteland, composed entirely of salt flats and crystalline salt formations. The air is dry, and the ground is covered with shimmering white salt, stretching to the horizon in all directions. In some regions, great salt mountains tower over the land, while other areas are filled with salt lakes that seem to evaporate under the scorching heat of an eternal sun. The creatures of this plane are often beings made of or associated with salt, such as salt golems, elementals, and creatures that thrive in the arid environment. The Plane of Salt represents preservation, desiccation, and purity, where nothing decays, but also nothing grows. It is a place where life is preserved in a state of stasis, trapped in the crystalline structure of the salt. Travelers must be cautious, as prolonged exposure to the salt can desiccate their bodies, draining away moisture and leaving them fragile and brittle. It is a land of stark beauty and harsh survival, where only the strong and well-prepared can endure the salt's unyielding grip. ### **Dust** The Plane of Dust is an expansive realm of swirling sandstorms, dry winds, and powdery earth. The landscape is made up of rolling dunes of dust and sand, with occasional rock formations rising from the sea of particles. The air is thick with fine dust, which causes difficulty in breathing and poor visibility. The plane is inhabited by creatures adapted to the harsh environment, such as dust elementals, sand golems, and beings that can move through the swirling storms without being hindered. The Plane of Dust represents entropy, erosion, and the passage of time, where everything is slowly worn down by the constant shifting of the sands. In this plane, nothing is ever truly stable---everything is in motion, constantly shifting under the pressure of the winds and the passage of time. The dust can blind, choke, and disorient travelers, and it is often impossible to tell where one part of the plane ends and another begins. For adventurers, it is a place of isolation and disorientation, where the very environment seems intent on swallowing them whole. ### **Vacuum** The Plane of Vacuum is a stark, empty realm that exists between the stars and planes. It is a place of utter nothingness, where no air, sound, or life exists. The landscape is devoid of substance, with only the faintest whispers of energy hanging in the ether. This plane is the very definition of emptiness, where even the concepts of space and time become meaningless. The few beings that dwell here are often manifestations of pure thought, energy, or force, such as void elementals, star-forged beings, or entities that thrive in the absence of matter. The Plane of Vacuum represents the void, the absence of existence, and the silence of the cosmos. It is an inhospitable place for most, as the lack of oxygen and physical substance renders it impossible to survive without specialized equipment or magical protection. The vast emptiness creates a sense of isolation and insignificance, as travelers are left to drift aimlessly through the void, completely cut off from all other realms. The vacuum is a place of silence, mystery, and profound emptiness, where nothing can be heard, and nothing can be seen, except for the faintest echoes of cosmic forces. \pagebreak ### **Ice** The Plane of Ice is a frozen, inhospitable world where everything is coated in thick sheets of ice and snow. The landscape is filled with towering glaciers, endless tundras, and frozen mountain ranges that stretch into the sky like jagged spikes. The air is bitterly cold, and the wind howls through the icy terrain, carrying with it the faint smell of snow and ozone. The creatures of this plane are creatures adapted to the cold, such as frost giants, ice elementals, and snow-dwelling beasts. The Plane of Ice represents stillness, preservation, and cold isolation. Time moves slowly here, as the land and its inhabitants are frozen in a never-ending winter. Travelers must be cautious of freezing temperatures and sudden blizzards that can make navigation nearly impossible. This plane is a place of beauty and peril, where the serenity of the icy wilderness can turn into deadly danger in an instant. ### **Smoke** The Plane of Smoke is a shadowy and shifting realm, filled with dense clouds of smoke and fog that obscure the landscape. The air is thick with the pungent smell of burning wood, sulfur, and ash, and the sky is perpetually overcast, filled with swirling, dark clouds. The terrain is difficult to navigate, as the smoke constantly shifts and swirls, sometimes forming solid walls or rising into thick, suffocating mists. Creatures that thrive in this environment include smoke elementals, fire spirits, and beings that feed on the haze and confusion of the smoke. The Plane of Smoke represents obscurity, confusion, and the smoldering remnants of destruction. Travelers may find it impossible to see more than a few feet in front of them, and the constant shifting of the smoke makes it easy to lose one's bearings. This plane is a place where visibility is low, and danger lurks just beyond the smoke, making it a realm of uncertainty and peril. ### **Magma** The Plane of Magma is a boiling, fiery world of rivers and lakes of molten rock, jagged volcanic landscapes, and immense pressure. The air is thick with the heat of the ever-present magma flows, and the ground is unstable, shifting as the molten rivers carve new paths through the terrain. Massive volcanoes constantly erupt, spewing ash and magma into the air, while geysers of molten lava spring from the ground. Creatures of the Plane of Magma are adapted to the intense heat, such as magma elementals, fire giants, and fire drakes. The plane represents destruction, raw power, and constant flux, where the very earth itself is in a state of violent transformation. Travelers must be cautious of lava flows and eruptions, as the intense heat can melt through most substances, including armor and weapons. The Plane of Magma is a place of both incredible beauty and danger, where the power of the earth is both awe-inspiring and terrifying. ### **Ooze** The Plane of Ooze is a repulsive and unstable realm, dominated by vast stretches of viscous, slimy, and often sentient substances. The landscape is an endless sea of jelly-like substances, puddles of slime, and miasma-filled bogs. The terrain is slippery and unstable, with the ground sometimes seeming to bubble and pulse as if alive. The air is thick with the stench of decay, and the ever-present slime pools can make movement difficult. Creatures that inhabit this plane include ooze elementals, slime beasts, and other creatures that are born from the primordial goo of the realm. The Plane of Ooze represents decay, transformation, and the primordial muck of creation. It is a place where matter and form are constantly in flux, as oozes and slimes dissolve, absorb, and reform anything they come into contact with. Travelers must be careful to avoid the relentless flow of the ooze, as it can dissolve flesh and bone with ease. The Plane of Ooze is a place of eerie, constantly shifting substances, where nothing is solid or stable. It is a realm of transformation, where even the very ground beneath one's feet is a constantly changing mass of slime and goo. \pagebreak ### **Arborea (Chaotic Good)** Arborea is a plane of boundless freedom, creativity, and chaos, where good-hearted beings embrace self-expression and personal freedom. It is a vibrant, colorful realm of eternal spring, where the laws of nature and society are loose and ever-changing. Its inhabitants include faeries, nymphs, and other beings that value freedom, artistry, and personal choice above all else. --- ### **Arcadia (Lawful Good / Neutral)** Arcadia is a realm of perfect order, a land where the natural world operates according to strict and unyielding laws. The celestial beings who live here work tirelessly to maintain harmony, peace, and stability. Arcadia is a place where every element works together in a perfect balance, and where everyone follows the rules and duties assigned to them. It is a land of disciplined labor and well-organized government. --- ### **Bytopia (Lawful Good / Neutral Good)** Bytopia consists of two layers that are separated by a mountain range. One side is a bright, serene land of peace, good deeds, and generosity, while the other side reflects the hardworking, industrious, and pragmatic nature of those who seek to improve themselves and others. This plane is home to the industrious and practical, where the forces of good strive to build a better world. --- ### **Elysium (Neutral Good)** Elysium is the embodiment of ultimate good, where the pursuit of selfless compassion, kindness, and justice is the central tenet. The plane is vast and filled with peaceful fields, tranquil rivers, and gentle skies. It is the perfect refuge for those who have led virtuous lives, and its inhabitants include archangels, noble-hearted beings, and those who wish to help others without expectation of reward. --- ### **Heaven (Good)** Heaven is a realm of ultimate goodness, where celestial beings live in harmony, striving for justice, peace, and love. This plane is a land of beauty and serenity, with sprawling gardens, shining temples, and peaceful landscapes. The inhabitants include archangels, devas, and other beings of celestial nature, who work together to protect the multiverse from the forces of evil. Heaven is the home of the good gods and is considered a paradise for those who live virtuously. --- ### **Mount Celestia (Lawful Good)** Mount Celestia is a plane of ultimate law and goodness, a shining mountain that rises through seven layers of perfection. It is inhabited by archons, angels, and other celestial beings dedicated to the pursuit of justice and goodness. The inhabitants of this plane strive to bring order and righteousness to the multiverse. It is a place of harmony, peace, and the eternal struggle against evil. --- ### **The Beastlands (Neutral Good / Chaotic Good)** The Beastlands is a plane of wilderness, where the forces of good are expressed through the freedom of nature and the protection of wild creatures. It is a place where law is replaced by the instinctual freedom of the beasts, and the environment is untamed and wild. The inhabitants include powerful creatures, such as lions, wolves, and celestial animals, who embody the chaos and the goodness of the natural world. --- ### **Ysgard (Chaotic Good / Chaotic Neutral)** Ysgard is a plane of unbridled action, courage, and constant battle. The inhabitants of Ysgard are warriors and adventurers who value honor, glory, and the thrill of conflict. It is a place where the gods and mortals alike engage in eternal battle, with warriors and creatures that thrive on fighting for the sake of challenge and heroism. The plane is a land of eternal struggle, but with no malice or evil intent. ### **Limbo (Chaotic Neutral)** Limbo is the embodiment of absolute chaos, where the fabric of reality is in constant flux. The plane is a maelstrom of swirling chaos, and its terrain is made up of floating, shifting chunks of matter that are constantly rearranging. The inhabitants of Limbo are beings of pure chaos, such as slaadi and other creatures of unpredictable nature, who thrive in a place where everything is in constant change. --- ### **Mælstrom (Chaotic)** Mælstrom is a chaotic, turbulent plane of existence, constantly shifting and ever-changing. It is a place of violent storms, crashing waves, and extreme instability. Mælstrom embodies the forces of chaos, unpredictability, and emotional extremes. The plane is home to chaotic entities, including demons and other unpredictable beings that thrive in an environment of constant upheaval. Mælstrom represents the raw energy of chaos, where anything can happen, and there is no true stability or peace. \pagebreak ### **Axis (Lawful)** Axis is the plane of ultimate law and order, where everything functions according to a strict, unyielding set of rules. It is a land of clockwork precision, with landscapes that reflect perfect structure and organization. Axis is ruled by the modrons, beings of pure law and order who maintain balance across the multiverse. The inhabitants of Axis are devoted to ensuring the smooth operation of all things and seek to impose order on the chaos of the multiverse. Axis represents the extreme of lawfulness, and its denizens are uncompromising in their desire for control and structure. --- ### **The Boneyard (Lawful)** The Boneyard is the realm of death and the afterlife, where souls are judged and sorted into the appropriate afterlife. It is a land of eerie quiet, with vast fields of bones and skeletal remains. The Boneyard is ruled by Pharasma, the goddess of fate and death, who oversees the process of judging souls and ensuring they are placed in the proper afterlife. It is also a place where souls who are neither good nor evil must be evaluated before they move on. The Boneyard is the final resting place for those whose lives have ended and is often a place of reflection and judgment. --- ### **Mechanus (Lawful Neutral)** Mechanus is a plane of ultimate law, where the very fabric of reality is a vast, clockwork machine. The inhabitants of Mechanus are the modrons, beings of pure order and structure who serve the gods of law and seek to maintain balance throughout the multiverse. Mechanus is a realm where everything functions according to strict rules, and where every action, thought, and event is part of a greater, predetermined system. --- ### **Nirvana (Neutral)** Nirvana is the plane of perfect balance and inner peace. It is the ultimate state of enlightenment, where all beings strive for harmony between their desires and their actions. Nirvana is a land of peace, stillness, and reflection, where personal desires and conflicts are left behind. It is inhabited by a variety of beings who have transcended material concerns and live in perfect harmony with the universe, including angels and other enlightened entities. The plane's tranquil nature allows travelers to gain deep wisdom and insight into the nature of existence. --- ### **Pandemonium (Chaotic Neutral / Lawful Neutral)** Pandemonium is a plane of madness and noise, where howling winds tear through labyrinthine tunnels, and the environment constantly shifts. The plane is the embodiment of madness, where the constant chaos makes it difficult for anyone to maintain their sanity for long. The beings who live here are often eccentric, unpredictable, and prone to strange behavior. It is a plane where even the most law-abiding creatures can lose their sense of order. --- ### **The Outlands (Neutral)** The Outlands is the plane of absolute neutrality, where neither law nor chaos, good nor evil, hold sway. It is a place where all the other Outer Planes meet, and it is the hub of the multiverse. The Outlands is a plane of constant balance, where all the forces of alignment intersect and coalesce. It is a realm of ever-shifting landscapes and borders, and its inhabitants are beings who value neutrality, balance, and harmony above all else. ### **The Outlands Sigil (Neutral)** At the heart of the Outlands lies Sigil, the City of Doors. Suspended above an impossibly tall spire, Sigil is a sprawling metropolis that serves as a nexus for travelers across the multiverse. Known as the "Cage" due to its ring-like shape, the city is riddled with portals that lead to countless planes of existence, each requiring a specific key to activate. Ruled by the enigmatic and all-powerful Lady of Pain, Sigil is a place of intrigue, danger, and opportunity, where beings from every corner of reality converge. Its unique nature as a planar crossroads makes it both a sanctuary and a crucible for adventurers, merchants, and planar denizens alike. \pagebreak ### **Acheron (Lawful Evil / Neutral Evil)** Acheron is a plane of eternal battle, where the forces of law and evil are embodied in the never-ending war between the various factions of evil creatures. The plane is made up of endless fields of floating cubes, where armies of devils, fiends, and evil outsiders fight in a brutal and unending conflict. The clashing of swords and the roar of battle never cease, making Acheron a grim testament to the destructive potential of law and order twisted by malice. The plane is the home of those who seek to expand their power through conquest, manipulation, and war. ### **Abaddon (Evil)** Abaddon is a plane of pure destruction and entropy. It is a realm where everything is consumed by decay and annihilation, a land of eternal ruin. Abaddon is ruled by the powerful, destructive beings known as the Abyssal Lords, and its inhabitants are fiends, monsters, and other malevolent entities that seek to spread devastation. The plane is a place of endless destruction, where nothing remains whole or intact for long, and everything eventually succumbs to the forces of entropy. It is a realm where the very fabric of existence is torn apart. ### **Baator (Lawful Evil)** The Nine Hells is the ultimate plane of evil and law, where the forces of order are used to further oppression and tyranny. The Nine Hells are a place of eternal suffering, with each of its nine layers ruled by an archdevil who seeks to expand their power through manipulation and control. The devils of Baator are the epitome of lawful evil, constantly plotting against one another in their quest for power, while forcing others to submit to their will. Every layer is a masterpiece of torment, reflecting the cruelty and cunning of its ruler. ### **The Black Abyss (Chaotic Evil)** The Black Abyss is a plane of deep, unfathomable darkness, where light itself is consumed by the infinite expanse. This realm is a vast, endless chasm, a bottomless void where nothingness reigns supreme. The atmosphere is thick with an oppressive silence, and the air is dense with void energy, threatening to unravel the very fabric of reality. Inhabitants of the Black Abyss, known as Abyssals, are shadowy, insubstantial beings that prey on the unwary and manipulate perception to disorient their victims. Time flows inconsistently, with moments stretching into eons or collapsing into mere seconds. It is a place of ultimate isolation, where the lost are doomed to eternal darkness. ### **Carceri (Neutral Evil)** Carceri is a plane of imprisonment and suffering, where the forces of evil trap those who have fallen from grace. It is a grim realm of massive prisons, boundless chains, and desolate isolation. The condemned are left to rot in despair, their cries echoing in the emptiness. Fiends and demonic creatures roam the plane, thriving on the torment of others. Carceri is a place of hopelessness, where even the strongest wills are broken by the weight of eternal confinement. ### **Gehenna (Lawful Evil / Neutral Evil)** Gehenna is a plane of fire, ash, and eternal suffering, where the balance between law and evil creates a twisted, oppressive environment. The jagged, volcanic terrain is riddled with fiery pits and rivers of molten rock. The oppressive heat and smoke reflect the cruelty and tyranny that pervade this plane. Ruled by powerful fiends and malevolent entities, Gehenna is a realm where control is enforced through fear and suffering, and ambition is fueled by greed and ruthlessness. ### **The Abyss (Chaotic Evil)** The Abyss is a plane of unrelenting chaos and evil, a vast, endless expanse of nightmarish realms. Each layer of the Abyss is ruled by a different demon lord, whose domains are as twisted and cruel as their desires. The plane embodies entropy and destruction, with no order or stability to restrain the forces of chaos. Demons constantly battle, scheme, and destroy one another, their insatiable thirst for power driving them to new depths of depravity. The Abyss is the ultimate expression of chaos and malevolence, where only the strongest and most cunning survive. \pagebreak Akashic Record Demi-Plane (Knowledge) The Akashic Record is a plane of ultimate knowledge, where the past, present, and future are all written in a vast, infinite library. It is a realm of pure understanding, where all the secrets of the universe are contained. Beings who enter the Akashic Record can access the collective knowledge of the multiverse and gain insight into events that have happened, are happening, and will happen. The Akashic Record is a place of enlightenment, where those who seek knowledge can find answers to all their questions. Cynosure Demi-Plane (Center of Reality) Cynosure is a plane that exists as the center of the multiverse, a focal point where all realities converge. It is a realm of infinite possibilities, where all the threads of existence meet and intertwine. Cynosure is a place of power, where reality can be shaped and manipulated. It is home to the most powerful beings in the multiverse, and those who can control the plane can alter the fabric of reality itself. It is a place of great potential and infinite risk, where the balance of the multiverse can be altered at will. Dread Vault Demi-Plane (Prison) The Dread Vault is a mysterious and dark realm, a prison that holds powerful and dangerous entities. It is a place where beings of great power are contained, their abilities suppressed by magical forces. The Dread Vault is a place of isolation, a realm where no escape is possible. The plane is surrounded by a shroud of fear and uncertainty, and it is filled with ancient secrets and forbidden knowledge. It is a place where powerful beings are locked away to prevent them from causing harm to the multiverse. ### **Dream Plane Demi-Plane (Dreams)** The Dream Plane is a mysterious and ever-shifting realm where the boundaries between reality and fantasy blur. It is a plane of imagination and subconscious thought, where dreams and nightmares come to life in tangible forms. This plane is often a reflection of the dreamer's innermost fears, desires, and unresolved emotions. The landscape can be surreal, with impossible structures, landscapes, and creatures that defy the laws of physics and reason. Time is fluid here, as a single moment in the waking world can stretch into what feels like hours or even years within the Dream Plane. Dreamers who enter this realm may experience vivid dreams that seem as real as waking life, often interacting with their own subconscious minds or confronting aspects of themselves they are unwilling to face. The inhabitants of the Dream Plane are often dream creatures---such as slumbering beasts, ephemeral entities, or sentient dreams---that feed on the emotions or thoughts of those who visit. Some powerful beings are capable of manipulating the Dream Plane, creating dreamscapes tailored to their whims or even entering the dreams of others to influence their waking lives. The Dream Plane can be a source of great power or intense terror, depending on the nature of the dreams that unfold within it. ### **Electromagnetism Demi-Plane (Energy)** The Plane of Electromagnetism is an electrifying and chaotic realm where the forces of magnetism and electricity are amplified to unimaginable degrees. The air crackles with energy, and the landscape is dominated by giant electrical storms, arcs of lightning that dance across the sky, and fields of magnetic force that twist and warp the environment around them. The terrain is constantly shifting, as magnetic currents and electric pulses reshape the landscape, pushing and pulling objects in unpredictable ways. Inhabitants of this plane include electrical elementals, living electrical storms, and beings made of pure electrical energy, who thrive in the intense currents that run through the plane. The very fabric of reality seems to hum with power, and time itself can feel distorted, as the flow of energy interferes with the passage of events. Travelers in the Plane of Electromagnetism must be prepared to navigate the turbulent forces of the plane, where metal objects are constantly pulled toward or pushed away from one another, and where electrical currents can either be a powerful ally or a deadly foe. Those who are caught in the wrong magnetic field or struck by lightning risk being torn apart or lost in the volatile energy storms that rage across the realm. This plane is a place of raw power and uncontrollable forces, and those who enter must tread carefully, for it is a realm where the laws of physics are pushed to their limits. \pagebreak ### **Imprisonment Demi-Plane (Prison)** The Plane of Imprisonment is a desolate and oppressive realm dedicated to eternal confinement, where freedom is a distant memory. It is a place of relentless captivity, its very essence infused with the power to bind and suppress. The landscape is dominated by an endless array of monolithic prisons, labyrinthine fortresses, and shadowy oubliettes, each designed to ensure no escape. These prisons do not merely confine the body but also ensnare the soul, mind, and will, reducing even the most powerful beings to shadows of their former selves. The air is thick with despair, and the echo of clanging chains and grinding locks reverberates throughout the plane, a constant reminder of its purpose. Its overlords are master jailers—entities of immense control and authority who thrive on domination and restraint. They are both creators and enforcers of the plane’s unbreakable bonds, weaving magical and psychological traps to keep their captives subdued. The plane itself seems alive, feeding on the anguish and hopelessness of its prisoners. As beings succumb to despair, the realm grows more oppressive, its grip tightening like an ever-constricting vice. The rare few who dare to journey here willingly do so with great caution, either seeking to rescue the imprisoned or to strike bargains with its rulers. For most, however, the Plane of Imprisonment is a one-way destination, a grim and unyielding place where the strongest wills can be broken and the very concept of escape becomes an impossible dream. ### **Hao Jin Tapestry Demi-Plane (Magical Tapestry)** The Hao Jin Tapestry is a breathtaking realm contained within a magical, intricately woven tapestry. This pocket dimension is alive with vivid colors, rich textures, and an ever-shifting mosaic of landscapes that seem to reweave themselves in an endless dance of creation. It is a realm of artistry and magic, where reality itself appears to be shaped by the hand of an unseen weaver. Rivers of silk flow through forests of shimmering thread, and mountains loom like textured embroidery, blending seamlessly into the sky. The tapestry is a sanctuary of secrets, home to ancient magic and powerful artifacts hidden within its folds. Those who traverse its ever-changing patterns may find themselves navigating enchanted cities, boundless deserts, or labyrinthine gardens, each intricately stitched with its own purpose. Time and space have little meaning here, and travelers may encounter pockets of history or forgotten legends preserved within the fabric of the plane. The Hao Jin Tapestry is a place of boundless creativity, where the threads of fate, magic, and destiny intertwine in an endless masterpiece. --- ### **Harrowed Realm Demi-Plane (Fate)** The Harrowed Realm is a mystic plane deeply tied to the harrow deck, a divinatory tool that determines the fates of those who draw its cards. It is a realm of shifting symbolism, where every landscape, figure, and event seems drawn from the deck’s enigmatic designs. The air hums with an aura of destiny, as though unseen forces are forever turning the cards of fate to guide or hinder those who enter. Travelers here find themselves at the mercy of fortune's whims, navigating landscapes that reflect the harrow deck’s archetypes: radiant fields representing triumph and light, shadowy forests embodying misfortune, and labyrinthine cities of uncertainty. Symbolic figures appear as guides, allies, or adversaries, each playing a role in the unfolding tapestry of fate. Time and causality are mutable, and events often occur in unexpected and puzzling ways, reflecting the deck’s unpredictable nature. For those willing to risk its twists and turns, the Harrowed Realm offers insight into their destinies—but not without a price, as the journey often tests the traveler’s will and character in ways they never anticipated. --- ### **Jandelay Demi-Plane (Illusion)** Jandelay is a mesmerizing realm where illusion and reality intermingle, shaped by the desires, fears, and emotions of those who wander its dreamlike expanse. The landscapes are breathtaking yet unsettling, with crystalline palaces floating on oceans of light, forests of glass swaying in unseen winds, and skies painted with impossible constellations. Everything here is both beautiful and deceptive, designed to beguile and ensnare the unwary. At the heart of Jandelay lies its power: the ability to manifest the deepest fantasies, desires, and nightmares of its visitors. Illusionists, tricksters, and enigmatic beings thrive in this realm, crafting intricate mirages to amuse, ensnare, or destroy. Travelers may find their senses overwhelmed as their surroundings blur the line between imagination and reality, and the very ground beneath their feet shifts to reflect their inner thoughts. While the allure of Jandelay’s wonders is intoxicating, it is also treacherous. The plane challenges visitors to discern truth from illusion, testing their resolve and exposing their vulnerabilities. Only those with clarity of purpose and strength of will can navigate its deceptive beauty unscathed, for in Jandelay, nothing is ever as it seems. \pagebreak ### **Leng Demi-Plane (Illusion)** Leng is an alien, enigmatic realm on the fringes of reality itself. Its vast deserts stretch endlessly, filled with strange, geometric landscapes and ruins of ancient, unearthly structures that defy understanding. The air is heavy with an unspoken mystery, and the environment is perpetually disorienting. The very fabric of space and time here is warped, causing travelers to experience reality in unfamiliar, often unnerving ways. The land is populated by bizarre, unknowable beings, whose motives and existence remain a puzzle to those who encounter them. In Leng, the concept of illusion is inherent in the very nature of the realm. Perceptions shift unpredictably, and even the most mundane objects may appear distorted or unreal. Reality here is malleable, a surreal puzzle that confounds the mind. The forgotten knowledge of ancient civilizations lingers in the ruins, as if waiting for those brave or foolish enough to uncover dark secrets. Yet, to truly comprehend Leng’s mysteries is an endeavor that may drive one to madness, for what is encountered here is often beyond the capacity of mortal understanding. --- ### **Moil Demi-Plane (Death/Decay)** The Plane of Moil is a dark and suffocating realm, filled with endless shadows, suffering, and decay. The sky is a swirling mass of black clouds, blocking out any light, while the ground is slick with oily, foul substances that burn with unnatural heat. Moil is a place of torment, where the damned souls of the lost are eternally punished, twisted by the vile energy that permeates the land. The creatures that call this plane home are embodiments of suffering and decay—fiendish beings, deathless spirits, and grotesque aberrations that feed on despair and anguish. Every corner of Moil seems to be falling apart, as cities crumble and landscapes rot under the oppressive weight of evil energy. The air is thick with the cries of the tortured and the oppressive, stifling atmosphere of despair. In Moil, death and decay are no longer abstract concepts—they are the very forces that define the realm. Souls are trapped in an endless cycle of rebirth and suffering, their torment never ceasing. For those brave or foolish enough to venture here, the very essence of malevolence and suffering waits to consume them, and the laws of life and death are twisted into horrifying new forms. --- ### **Nightmares Demi-Plane (Dreams/Fear)** The Plane of Nightmares is a realm where the mind is both prison and tormentor, a place where the boundaries between dreams and reality collapse into a nightmarish landscape of terror. Here, twisted and distorted versions of familiar places come to life, inhabited by grotesque creatures and nightmarish figures that seem to exist solely to induce fear. The air is thick with dread, and every step in this plane leads deeper into an ever-shifting maze of psychological terror. In this realm, fear manifests as a tangible, physical force. The deepest, most subconscious fears of those who enter take shape in the environment, and nightmare creatures—nightmare beasts, dream weavers, and entities that feed on terror—hunger for the fear of intruders. Time moves erratically in the Plane of Nightmares, with what may seem like an eternity of torment lasting only moments in the waking world. The constant dread and shifting realities leave travelers vulnerable to madness, as their sense of self and sanity is tested by the oppressive horrors that manifest here. It is a plane where the mind’s darkest impulses are given shape and form, and where even the most fearless may falter when trapped within its grip. ### **Shadow Demi-Plane (Shadow)** The Plane of Shadow is a grim, unnerving reflection of the Material Plane, where darkness reigns and the light barely survives. It is a realm of perpetual twilight, a place where everything is cast in dull grays and blacks, and the landscape is distorted, as though twisted by some unseen force. Familiar locations in the Material Plane appear in shadowy forms, yet they feel wrong, oppressive, and weighty, as though imbued with an inescapable sense of gloom. The air is thick with an unnatural cold, and the very essence of the plane feels heavy, suffocating, and unsettling. Here, shadows are alive, taking form as shadow demons, darklings, and shadow dragons. The creatures of this plane are just as elusive and dangerous as the darkness itself, lurking in corners, beneath rocks, and in the depths of the murky twilight. Magic behaves erratically in this realm—spells may be dampened, distorted, or altered by the overwhelming shadows that warp reality. Time crawls slowly, and the border between the Plane of Shadow and the Material Plane is thin, allowing shadow creatures to slip into the waking world, where they often wreak havoc. The Plane of Shadow is a realm of secrecy, dread, and hidden truths, where the light rarely shines and the shadows conceal dangers at every turn. --- \pagebreak ### **That Lives Demi-Plane (Life)** The Plane of That Lives is a strange and unnerving realm, where every part of the environment is alive, sentient, and ever-changing. The land itself seems to breathe and pulse with life, with trees, rocks, and even the very ground shifting and adapting as if they are conscious beings. The terrain is in constant flux, evolving in ways that are both wondrous and dangerous. Structures are organic, often made of twisting roots, living flesh, or other alien materials that seem to grow and change before one's eyes. Inhabitants of the Plane of That Lives include sentient plants, parasitic entities, and symbiotic creatures that form complex relationships with the environment. The very nature of this plane is cyclical, representing the constant cycle of birth, growth, decay, and death in their most primal forms. Travelers may encounter creatures that are part of the plane's ecosystem—some benign and helpful, others parasitic and deadly. The plane itself is a reflection of the interconnectedness of life, where everything, from the smallest blade of grass to the tallest tree, is a living part of a vast, ever-evolving organism. Visitors must be cautious, for even the ground beneath their feet may shift in unexpected ways, and the creatures may see them as either partners or prey in the constant dance of life and death that defines this realm. ### **Time Demi-Plane (Temporal)** The Plane of Time is a surreal and disorienting realm where the very fabric of time is unstable and malleable. Within this plane, time behaves unpredictably—sometimes flowing rapidly, other times stretching to a near standstill, and at times even looping back upon itself, creating paradoxes and distortions. The landscape reflects this temporal chaos, with fragments of past, present, and future existing side by side in overlapping layers, making it impossible to discern where one moment ends and another begins. Travelers in the Plane of Time may find themselves walking through ancient history, witnessing future events, or experiencing moments in reverse. The experience of time is fluid, and those who journey here may find themselves lost in temporal anomalies, caught between events or trapped in loops that repeat endlessly. Time elementals and temporal anomalies inhabit the plane, their existence tied to the ebb and flow of time itself. These beings, along with other time-warped creatures, can manipulate the very passage of time, often to their advantage. While time travel is possible here, it is incredibly dangerous. Even the slightest alteration of events can cause ripples that reverberate throughout the timeline, potentially leading to catastrophic consequences. Those who remain in this plane for too long risk losing their sense of self, becoming trapped in an endless cycle or stuck in a singular moment that never seems to end. Time is fluid, mutable, and utterly beyond the control of any who enter, making the Plane of Time a place of great mystery, but also great peril. Visitors must approach with caution, as even the smallest misstep can have irreversible consequences. ### **The Mazes Demi-Plane (Maze)** The Mazes is a plane of intricate, ever-changing labyrinths, designed to challenge the minds and wills of those who enter. It consists of a sprawling network of interlocking passages, corridors, and chambers, with no clear beginning or end. The architecture is strange and often defies conventional laws of geometry. Walls shift and rearrange themselves, doors lead to dead ends, and rooms appear to fold into themselves in impossible ways. Time behaves unpredictably within the Mazes, causing travelers to lose track of time. One could spend what feels like days or weeks trapped in its twisting halls, only to emerge moments later in the outside world. The Mazes is inhabited by creatures that thrive on confusion and disorientation, such as labyrinthine beasts and enigmatic guardians. These beings, known as the Keepers, act as the plane's rulers, delighting in leading travelers astray with elaborate puzzles and traps. The Keepers weave challenges designed to test the will and intellect of anyone who dares to enter. While the maze may seem endless and inescapable, those who manage to navigate it successfully are often rewarded with treasures of great value, powerful artifacts, or secrets hidden for millennia. However, for many, the Mazes is a place of despair. Some may lose themselves forever in the shifting corridors, never to find their way back to the outside world. It is a plane that represents the ultimate test of perseverance and cunning, where the very landscape itself becomes the greatest adversary. \pagebreak ### **Wormscape Demi-Plane (Worms/Chaos)** Wormscape is a bizarre and nightmarish plane, defined by endless twisting tunnels and vast, serpentine labyrinths. The terrain is an organic, ever-shifting network of tunnels that seem to twist back upon themselves, leading nowhere or to terrifying places that defy understanding. The air is thick with an unsettling, pulsating hum, as if the very plane itself is alive with ancient energy. Giant, burrowing creatures dominate the landscape, and these immense, worm-like entities tunnel through the plane, leaving behind tunnels that are their own domain. The ecosystem is built around these massive creatures, with various parasitic and symbiotic life forms existing on or within the worms' vast bodies. While the plane is vast, empty, and inhospitable, it is not devoid of life. Travelers who find themselves in Wormscape often face a world where even the earth itself is alive, and the laws of reality seem to twist and change as the plane shifts beneath them. Time moves erratically, and the constant shifting of the tunnels leads to disorientation, making it difficult to judge how long one has been traveling. While hostile to outsiders, Wormscape holds the promise of strange and terrifying wonders for those brave enough to venture into its depths. --- ### **Xibala Demi-Plane (Nature)** Xibala is a mysterious and exotic plane, a jungle realm filled with vibrant flora and fauna, often described as a place of primal energy. It is a land where the forces of nature are raw and untamed, where the powerful spirits of animals, plants, and the elements live in harmony. Xibala is a realm of passion, survival, and the primal forces that shape existence. The plane is full of hidden dangers and wonders, and it is a place where only the strongest and most resourceful can thrive. Travelers to Xibala must navigate its untamed wilderness carefully, as every step could lead to discovery or destruction. \pagebreak ### **EDITORS NOTE** The black and the grey are not well known to me and the page wasnt big enough to include them on the table but this my planar document coovering all Pathfinder and D&D I could consume legendarysenna is my discord if you want to talk planear or gameing in genral id love to know who reads my stuff ii sppent hours reaeching the planes and configureing them to this document so please enjoy this document should be univseal to any system less about rules and more what to expect when your there ### **The Black Demi-Plane (????)** In the Dark Sun setting, The Black represents the deepest, most forsaken corners of the world. It is the vast, endless emptiness that lies beyond the known boundaries of civilization, a place untouched by the sun's light or the forces of life. The Black is a realm of decay and entropy, where everything that is not part of the material world is consumed by the void. It is often seen as the domain of the Grey, a collective of powerful beings who have transcended physical form to exist as spirits, devoid of any connection to the natural cycles of life and death. These beings drift endlessly through the Black, seeking to consume or absorb what little life energy still remains within the deteriorating world of Dark Sun. The Black embodies death, loss, and the final end, where even the most powerful entities can be lost to oblivion if they stray too far from the edges of existence. ### **The Grey Demi-Plane (????)** On the other hand, The Grey represents the boundary between life and death, a liminal space where souls linger before their final passage into the Black or return to the material world. The Grey is a realm where time has little meaning, and the spirits of the departed float aimlessly, disconnected from both their past lives and the world they once inhabited. While the Black represents ultimate destruction and annihilation, the Grey is a place of quiet waiting, where spirits may find themselves trapped in a never-ending purgatory. It is a zone of transition, neither fully alive nor completely dead, where the forces of the natural world clash with the endless entropy of the Black. In the Dark Sun setting, the balance between The Grey and The Black is fragile, with each influencing the other, and the souls who pass through it either finding redemption or being lost to the darkness forever. ### **The Far Realm (????)** The *Far Realm* is one of the most enigmatic and terrifying planes in the *Dungeons & Dragons* cosmology. It is a place that lies far beyond the known multiverse, outside of the established structure of the Great Wheel or the Planescape cosmology. It is a realm of madness, incomprehensible geometry, and alien horrors that defy the natural laws of reality. The Far Realm is not governed by the same principles as the rest of the planes; instead, it is a chaotic and unpredictable place where the very fabric of existence warps and shifts. #### Nature of the Far Realm The Far Realm is described as being beyond the reach of mortal understanding, a dimension where reality itself is alien and mutable. Time, space, and even causality behave in strange and unpredictable ways. The beings that come from the Far Realm are typically described as aberrations: creatures that are not native to the known multiverse and often appear as disturbing, unnatural forms. These creatures include mind flayers, beholders, and other terrifying entities that may have origins in the Far Realm. They often act as harbingers of its influence, spreading madness and chaos wherever they go. The Far Realm is not a place one can travel to easily. It lies outside the normal planes, so it is extremely difficult, if not impossible, to reach through conventional planar travel. It is a place that defies the traditional structure of the multiverse, making it a source of great mystery and danger. Few who venture into it ever return, and those who do often emerge broken or mad, unable to describe what they saw or experienced. #### Influence on the Material Plane While the Far Realm is distant and disconnected from the rest of the multiverse, its influence can still be felt in the *Dungeons & Dragons* worlds. Creatures and artifacts from the Far Realm occasionally slip into the Material Plane, often bringing madness and destruction with them. The minds of mortals are particularly vulnerable to the horrors of the Far Realm, with its alien thoughts and incomprehensible realities driving individuals to insanity. The Far Realm is also linked to the *Aberrations* in *Dungeons & Dragons* lore, such as mind flayers, beholders, and other similar creatures, all of which are often portrayed as being either native to or influenced by the Far Realm. These beings are twisted and often possess unnatural powers that allow them to warp reality itself. As a result, the Far Realm is often associated with aberrant powers and horrifying creatures. #### The Role of the Far Realm in Campaigns In *Dungeons & Dragons* campaigns, the Far Realm can serve as a source of eldritch horror and a backdrop for high-stakes, terrifying adventures. Dungeon Masters can use the Far Realm to introduce elements of madness, chaos, and the unknown, presenting challenges that push adventurers to the edge of their sanity. Whether as a plot hook involving a portal to the Far Realm, a cult that worships its aberrations, or the appearance of a Far Realm entity, the influence of this alien plane can create some of the most unsettling and memorable moments in a campaign. The Far Realm’s complete incomprehensibility makes it a fascinating tool for Dungeon Masters who want to introduce existential themes and challenge their players with the unknown. It allows for stories that revolve around the fear of the unknowable and the struggle to maintain one’s grip on reality when faced with forces far beyond mortal understanding. \pagebreak #### Key Features of the Far Realm: - **Reality-bending Nature:** The laws of physics, time, and space behave erratically in the Far Realm, making it a place of confusion and danger. - **Aberrations:** Many of the monsters and creatures from the Far Realm are classified as aberrations, which often defy known biology and reality. - **Madness:** Exposure to the Far Realm is often associated with madness, as mortal minds struggle to comprehend its alien concepts. - **Impenetrable Location:** The Far Realm lies outside the traditional planar cosmology, making it virtually inaccessible through standard planar travel. The Far Realm is a key part of the *Dungeons & Dragons* mythos, representing the ultimate unknown and a source of horrifying, incomprehensible danger. #### **TAL’DOREI CAMPAIGN SETTING: REBORN** The continent of Tal’Dorei from *Critical Role* offers a rich high-fantasy setting filled with political intrigue, magical wonders, and ancient dangers. As an alternate Material Plane, it provides a grounded yet vibrant world teeming with powerful factions, diverse cultures, and opportunities for planar travelers to experience the echoes of Vox Machina's legendary exploits. The setting balances heroic adventuring with a deep lore foundation, offering a familiar but unique playground for exploration. --- #### **The Lord of the Rings Roleplaying** Based on Tolkien's legendary Middle-earth, this setting offers a starkly mythic and grounded alternate Material Plane. It emphasizes the themes of hope, courage, and perseverance in a world fraught with fading magic and growing shadow. Players visiting this realm would navigate the intricacies of ancient histories, the power of the Rings, and the enduring fight against darkness, all while marveling at iconic locales like Rivendell or Minas Tirith. Its blend of epic adventure and personal heroism makes it an ideal choice for introspective, character-driven narratives. --- #### **Mythic Odysseys of Theros** Theros reimagines the Material Plane as a land heavily influenced by Greek mythology, where gods, heroes, and monsters walk among mortals. Divine intervention and mythic quests define life here, with players taking on epic roles that could reshape the fates of nations and gods alike. Its emphasis on piety and belief creates a unique dynamic where planar travelers might find themselves at odds with—or in the favor of—this plane’s deities. Theros is a world of grand narratives and legendary challenges. --- #### **RADIANT CITADEL** The Radiant Citadel serves as both a hub for exploration and a gateway to diverse lands filled with unique stories. As an alternate Material Plane, it acts as a vibrant nexus that connects to other worlds, offering an unparalleled opportunity for planar travelers to experience cultures and traditions unlike their own. Its focus on storytelling and communal ties makes it a refreshing change from more conflict-driven realms, emphasizing discovery and cooperation. --- #### **Humblewood Campaign Setting** Humblewood is a whimsical and nature-centric alternate Material Plane, populated by birdfolk and humble animalfolk in a vibrant, forested world. It emphasizes themes of environmental stewardship, community, and the balance of nature. Planar visitors might find themselves drawn into conflicts with the elemental forces of the wood or aiding its denizens against a growing corruption. Its charm lies in its focus on smaller, heartfelt tales that resonate with a sense of wonder. --- #### **Fool's Gold: Into the Bellowing Wilds** This setting offers a chaotic, treasure-laden jungle filled with deadly creatures, ancient ruins, and over-the-top humor. As an alternate Material Plane, it would challenge planar travelers with its sheer unpredictability and mix of comedic and dramatic tones. With the threat of ancient dinosaurs and the lure of powerful artifacts, it’s an ideal realm for daring adventurers seeking both thrills and laughter. The setting thrives on absurdity and creative problem-solving, providing a sharp contrast to more traditional planes.