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Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical Studies Rules ...
''
roleplaying game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
constitute the
multiverse The multiverse is a hypothetical group of multiple universes. Together, these universes comprise everything that exists: the entirety of space, time, matter, energy, information, and the physical laws and constants that describe them. The di ...
in which the game takes place. Each plane is a universe with its own rules with regard to gravity, geography, magic and morality. There have been various official cosmologies over the course of the different editions of the game; these cosmologies describe the structure of the standard ''Dungeons & Dragons'' multiverse. The concept of the Inner, Ethereal, Prime Material, Astral, and Outer Planes was introduced in the earliest versions of ''Dungeons & Dragons''; at the time there were only four Inner Planes and no set number of Outer Planes. This later evolved into what became known as the Great Wheel cosmology. The 4th Edition of the game shifted to the World Axis cosmology. The 5th Edition brought back a new version of the Great Wheel cosmology which includes aspects of World Axis model. In addition, some ''Dungeons & Dragons'' settings have cosmologies that are very different from the "standard" ones discussed here. For example, the ''
Eberron Eberron is a campaign setting for the ''Dungeons & Dragons'' (''D&D'') role-playing game. The game is set primarily on the continent of Khorvaire following a vast destructive war. Eberron is designed to accommodate traditional ''D&D'' elements a ...
'' setting has only thirteen planes, all of which are unique to ''Eberron''.


Publication history

The cosmology of the planes was presented for the first time, as part of the Great Wheel of Planes, in Volume 1, Number 8 of '' The Dragon'', released July 1977. In the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D",
Gary Gygax Ernest Gary Gygax ( ; July 27, 1938 – March 4, 2008) was an American game designer and author best known for co-creating the pioneering role-playing game ''Dungeons & Dragons'' (''D&D'') with Dave Arneson. In the 1960s, Gygax created an ...
mentions that there are 16 Outer Planes. The "Basic edition" of ''D&D'' had a separate, though similar, cosmology from that of its contemporary ''AD&D'' game, which is more open and less regulated than that of its counterpart. The planes were further "refined in the ''
Players Handbook The ''Player's Handbook'' (spelled ''Players Handbook'' in first edition ''Advanced Dungeons & Dragons'' (''AD&D'')) is a book of rules for the fantasy role-playing game ''Dungeons & Dragons'' (''D&D''). It does not contain the complete set of ru ...
'' (1978) and ''
Deities & Demigods ''Deities & Demigods'' (abbreviated ''DDG''), alternatively known as ''Legends & Lore'' (abbreviated ''L&L'' or ''LL''), is a reference book for the ''Dungeons & Dragons'' fantasy role-playing game (D&D). The book provides descriptions and game ...
'' (1980)". The appendix of the ''Player's Handbook'' included an abstract diagram of the planes, and mentioned the same 16 Outer Planes. Shannon Appelcline, the author of ''Designers & Dragons'', highlighted that throughout the early 1980s ''Dragon'' magazine would continue to detail "some of the planes in more depth", however, "there was no overarching plan for the planes of D&D other than a few increasingly old drawings". The ''D&D'' multiverse was expanded with the '' D&D Immortals Rules'' (1986) set. The Astral Plane permeates and connects the rest of the Multiverse. Plane sizes can vary from the Attoplane (one-third of an inch across), through the Standard Plane (.085 light-years across), to the Terraplane (851 billion light years across), with stars and planets varying in size accordingly. Both Appelcline and Curtis D. Carbonell, in his book the ''Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic'', highlighted that information on the planes and the shared cosmology was codified in the ''
Manual of the Planes The ''Manual of the Planes'' (abbreviated MoP) is a manual for the ''Dungeons and Dragons'' role-playing game. This text addresses the planar cosmology of the game universe. The original book (for use with ''Advanced Dungeons & Dragons'' 1st Ed ...
'' (1987) and ''
Tales of the Outer Planes ''Tales of the Outer Planes'' is an adventure module for the ''Dungeons & Dragons'' fantasy role-playing game, set in that game's Outer Planes. TSR, Inc. published the module in 1988 for the ''Advanced Dungeons & Dragons'' rules. The module is a ...
'' (1988). Carbonell wrote that project leader and designer
Jeff Grubb Jeff Grubb (born August 27, 1957) is an author who writes novels, short stories, and comics and a computer and role-playing game designer in the fantasy genre. Grubb worked on the ''Dragonlance'' campaign setting under Tracy Hickman, and the ''F ...
detailed "the schematization of the planes' requisite five area: the Prime Material, the Ethereal, the Astral, the Inner, and the Outer planes. This basic structure is still used in 5e, with some changes that provide minor rearrangements and clarifications .. Grubb's approach demonstrated a need to codify, while still remaining flexible, that has remained as a primary aim of the latest edition". Carbonell also highlighted that the 1989
Spelljammer ''Spelljammer'' is a campaign setting originally published for the ''Advanced Dungeons & Dragons'' (2nd edition) role-playing game, which features a fantastic (as opposed to scientific) outer space environment. Subsequent editions have included ' ...
campaign setting added cosmology that "allowed travel between the different settings" such as ''
Dragonlance ''Dragonlance'' is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of fantasy novels. The Hickmans conceived ''Dragonlance'' while driving in t ...
'', ''Greyhawk'', and the ''
Forgotten Realms ''Forgotten Realms'' is a campaign setting for the ''Dungeons & Dragons'' (''D&D'') fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a ...
''. However, campaign settings such as ''
Dark Sun ''Dark Sun'' is an original ''Dungeons & Dragons'' (D&D) campaign setting set in the fictional, post-apocalyptic desert world of Athas. ''Dark Sun'' featured an innovative metaplot, influential art work, dark themes, and a genre-bending take o ...
'' and ''
Ravenloft Ravenloft is a campaign setting for the ''Dungeons & Dragons'' roleplaying game. It is an alternate time-space existence known as a ''Demiplane, pocket dimension'' or demiplane, called the Demiplane of Dread, which consists of a collection of la ...
'' were inaccessible in this cosmology. Then in 1993, TSR wanted to do a series of books about the Outer Planes which
Zeb Cook David "Zeb" Cook is an American game designer, best known for his work at TSR, Inc. TSR, Inc. was an American game publishing company, best known as the original publisher of ''Dungeons & Dragons'' (''D&D''). Its earliest incarnation, Tactica ...
said led to the creation of the
Planescape ''Planescape'' is a campaign setting for the ''Dungeons & Dragons'' fantasy role-playing game, designed by Zeb Cook, and published in 1994. It crosses numerous planes of existence, encompassing an entire cosmology called the Great Wheel, as dev ...
campaign setting released in 1994. This campaign setting provided a framework to create adventures across the planes with the city of
Sigil A sigil () is a type of symbol used in magic. The term has usually referred to a pictorial signature of a deity or spirit. In modern usage, especially in the context of chaos magic, sigil refers to a symbolic representation of the practitioner ...
acting as a hometown and starting point for players. Carbonell called this setting "the most complex example of the multiverse created during the varieties of 2e's AD&D settings" and wrote: "A more nuanced and sophisticated attempt at harmonization, Planescape provided an alternate way to travel between the planes than Spelljammer's science-fantasy-oriented approach". The 3rd edition ''Manual of the Planes'' (2001) detailed both the inner and outer planes. Kevin Kulp, for DMs Guild, wrote that "the authors used an approach that said 'here's how it's been done in the past, and here are other ways you can do it,' which allowed the book to avoid setting planar mechanics in stone. Instead it gave DMs a modular approach by presenting Options, a flexible strategy that pleased both 1e and Planescape fans. Vast amounts of new ideas and new locations were presented, dovetailing nicely with canon from earlier editions". The 4th edition shifted the locations of the various planes to fit the new World Axis cosmology and added the Parallel Planes of the
Feywild The planes of the ''Dungeons & Dragons'' roleplaying game constitute the multiverse in which the game takes place. Each plane is a universe with its own rules with regard to gravity, geography, magic and morality. There have been various offic ...
and the Shadowfell to the game; many of the changes were detailed in that edition's ''Manual of the Planes'' (2008). However, the 5th edition ''Player's Handbook'' (2014) and ''Dungeon Master's Guide'' (2014) shifted most of the cosmology of the planes back to the Great Wheel model with some aspects of the World Axis model retained in the descriptions of the inner planes.


Great Wheel cosmology

The cosmology outlined in the Great Wheel model contains sixteen
Outer Plane In the fantasy role-playing game ''Dungeons & Dragons'', an Outer Plane is one of a number of general types of planes of existence. They can also be referred to as ''godly planes'', ''spiritual planes'' or ''divine planes''. The Outer Planes are ...
s which are arranged in a ring of sixteen planes with the
Good In most contexts, the concept of good denotes the conduct that should be preferred when posed with a choice between possible actions. Good is generally considered to be the opposite of evil and is of interest in the study of ethics, morality, ph ...
-aligned planes (or ''Upper Planes'') at the top, and the
Evil Evil, in a general sense, is defined as the opposite or absence of good. It can be an extremely broad concept, although in everyday usage it is often more narrowly used to talk about profound wickedness and against common good. It is general ...
-aligned planes (or ''Lower Planes'') at the bottom. Depictions usually display the
Lawful Law is a set of rules that are created and are law enforcement, enforceable by social or governmental institutions to regulate behavior,Robertson, ''Crimes against humanity'', 90. with its precise definition a matter of longstanding debate. ...
planes (or Planes of Law) to the left, and the
Chaotic Chaotic was originally a Danish trading card game. It expanded to an online game in America which then became a television program based on the game. The program was able to be seen on 4Kids TV (Fox affiliates, nationwide), Jetix, The CW4Kid ...
planes (or Planes of Chaos) to the right. Between all of these sit the
Neutral Neutral or neutrality may refer to: Mathematics and natural science Biology * Neutral organisms, in ecology, those that obey the unified neutral theory of biodiversity Chemistry and physics * Neutralization (chemistry), a chemical reaction in ...
planes, or the Planes of Conflict. The center contains the Inner and Material Planes. One further plane sits in the center of the ring, the
Outlands In the fantasy role-playing game ''Dungeons & Dragons'', an Outer Plane is one of a number of general types of planes of existence. They can also be referred to as ''godly planes'', ''spiritual planes'' or ''divine planes''. The Outer Planes are ...
, being neutral in alignment. At the center of the Outlands is a Spire of infinite height; the city of
Sigil A sigil () is a type of symbol used in magic. The term has usually referred to a pictorial signature of a deity or spirit. In modern usage, especially in the context of chaos magic, sigil refers to a symbolic representation of the practitioner ...
floats above the Spire's pinnacle. Many Outer Planes were renamed in ''Advanced Dungeons & Dragons'' 2nd Edition in the ''
Planescape ''Planescape'' is a campaign setting for the ''Dungeons & Dragons'' fantasy role-playing game, designed by Zeb Cook, and published in 1994. It crosses numerous planes of existence, encompassing an entire cosmology called the Great Wheel, as dev ...
'' campaign setting, released in 1994. In the 3rd Edition ''Manual of the Planes'' (2001), the old and new names were combined, the Demiplane of Shadow was promoted to the Plane of Shadow, the Prime Material Plane was shortened to the Material Plane, and it was stated that each Material Plane is connected to its own unique Ethereal Plane. The cosmology is usually presented as a series of
concentric In geometry, two or more objects are said to be concentric, coaxal, or coaxial when they share the same center or axis. Circles, regular polygons and regular polyhedra, and spheres may be concentric to one another (sharing the same center point ...
circles, with alternating spatial and transitive planes; from the center outwards, they are ordered as follows: Inner, Ethereal, Material, Astral, Outer Planes, and the Far Realm. The Shadow Plane and the Dimension of Time, if they are included, are separate from the others, and usually represented as being connected to the Material Plane. Demiplanes, although most commonly connected to the Ethereal Plane, can be found attached to any plane. All planes, save the demiplanes, are
infinite Infinite may refer to: Mathematics *Infinite set, a set that is not a finite set *Infinity, an abstract concept describing something without any limit Music * Infinite (group), a South Korean boy band *''Infinite'' (EP), debut EP of American m ...
in extent. Planes may border (be coterminous) or may be coexistent. In particular, the Ethereal and Shadow planes are coexistent with the Material Plane. In effect, the "boundary" between the two extends through all of space. Thus a ghost in ''Dungeons & Dragons'', which is an ethereal creature, has a location on the Material Plane when it is near the border of the Material and Ethereal planes. It can "manifest" itself into the Material, and force attacks launched from the Material can hit it.


Inner Planes

The Inner Planes are made up of
elemental An elemental is a mythic being that is described in occult and alchemical works from around the time of the European Renaissance, and particularly elaborated in the 16th century works of Paracelsus. According to Paracelsus and his subsequent fo ...
matter and forces. They consist of the Elemental Planes and the Energy Planes. Some descriptions also contain the Para-elemental (magma, ice, etc.) and Quasi-elemental planes (lightning, dust, etc.) linking them. In his review of the ''
Planescape Campaign Setting The ''Planescape Campaign Setting'' is a boxed set for the ''Dungeons & Dragons'' fantasy role-playing game. The set was designed by David "Zeb" Cook and published in 1994. It introduced the Planescape setting and was highly praised by ''White W ...
'' boxed set, Gene Alloway mentioned that the set gives players a solid sense of "the sheer force of nature that drives all the Inner Planes. The Inner Planes don't have anything against you—they're hard on everyone." '' Backstab'' magazine reviewers Lord Winfield and Kaneda found the Inner Planes among the places in the Planescape setting least visited by player characters, which do not lend themselves to a prolonged stay. While the 5th Edition returned to the Great Wheel model, the Inner Planes detailed in that edition "retain aspects" of the 4th Edition
World Axis In astronomy, axis mundi is the Latin term for the Axial tilt, axis of Earth between the celestial poles. In a geocentric coordinate system, this is the axis of rotation of the celestial sphere. Consequently, in ancient Greco-Roman astronom ...
model: "The four elemental planes are back, but they remain tightly integrated with the material plane as its creative foundation. The paraelemental planes have also returned for the first time since Planescape, but they have more evocative names. The Plane of Ash is known as the Great Conflagration, the Plane of Ice is the Frostfell, the Plane of Magma is the Fountains of Creation, and the Plane of Ooze is the Swamp of Oblivion. Additionally, the
Elemental Chaos The planes of the ''Dungeons & Dragons'' roleplaying game constitute the multiverse in which the game takes place. Each plane is a universe with its own rules with regard to gravity, geography, magic and morality. There have been various offic ...
is the churning realm within which the Inner Planes are held". ''
Screen Rant ''Screen Rant'' is an entertainment website that offers news in the fields of television, films, video games, and film theories. ''Screen Rant'' was launched by Vic Holtreman in 2003, and originally had its primary office in Ogden, Utah. ''Scr ...
'' highlighted that the parts of the Inner Planes closest to the Material Plane will seem the most familiar to adventurers with features such as humanoid inhabitants and cities. However, the further adventurers venture "out into the Inner Planes, things become less familiar. Each plane starts to resemble its purest form, making it harder to travel without powerful magical spells that protect the party from the environment. If a traveler goes far enough, they will reach the Elemental Chaos, where the boundaries of the Inner Planes start to break down – and where some truly alien monsters exist".


Material Planes

The Material Planes are worlds that balance between the philosophical forces of the Outer Planes and the physical forces of the Inner Planes—these are the standard worlds of fantasy RPG campaigns. The Prime Material Plane is where the more 'normal' worlds exist, many of which resemble Earth. The 2nd edition ''Dungeon Master's Guide'' states there are several Prime Material Planes, but several other 2nd edition products say there is only one Prime Material Plane rather than several. Introduced in the ''
Spelljammer ''Spelljammer'' is a campaign setting originally published for the ''Advanced Dungeons & Dragons'' (2nd edition) role-playing game, which features a fantastic (as opposed to scientific) outer space environment. Subsequent editions have included ' ...
'' setting, the
Phlogiston The phlogiston theory is a superseded scientific theory that postulated the existence of a fire-like element called phlogiston () contained within combustible bodies and released during combustion. The name comes from the Ancient Greek (''burni ...
is a part of the Material plane. It is a highly flammable gaseous medium in which crystal spheres holding various Prime Material solar systems float, traversable by Spelljammer ships. The
Feywild The planes of the ''Dungeons & Dragons'' roleplaying game constitute the multiverse in which the game takes place. Each plane is a universe with its own rules with regard to gravity, geography, magic and morality. There have been various offic ...
and the Shadowfell, the Parallel Planes introduced in the 4th Edition World Axis model, were incorporated into the 5th Edition version of the Great Wheel model. In 2015, ''D&D'' Creative Director Chris Perkins stated that 4th Edition sourcebooks on these planes were the best source of information for the 5th Edition. The adventure module ''
The Wild Beyond the Witchlight ''The Wild Beyond the Witchlight'' is an adventure module set in the Feywild for the 5th edition of the ''Dungeons & Dragons'' fantasy role-playing game. Contents ''The Wild Beyond the Witchlight'' is designed to take player characters from le ...
'' (2021) is the first in-depth 5th Edition exploration of the Feywild and builds on the description included in the 5th Edition ''Dungeon Master's Guide'' (2014).


Outer Planes

Alignment Alignment may refer to: Archaeology * Alignment (archaeology), a co-linear arrangement of features or structures with external landmarks * Stone alignment, a linear arrangement of upright, parallel megalithic standing stones Biology * Structu ...
-based planes. The home of gods, dead souls, and raw philosophy and belief.


Transitive planes

The transitive planes connect the other planes and generally contain little, if any, solid matter or native life.


Astral Plane

The Astral Plane is the plane of thought, memory, and psychic energy; it is where
gods A deity or god is a supernatural being who is considered divine or sacred. The ''Oxford Dictionary of English'' defines deity as a god or goddess, or anything revered as divine. C. Scott Littleton defines a deity as "a being with powers greater ...
go when they die or are forgotten (or, most likely, both). It is a barren place with only rare bits of solid matter. The Astral Plane is unique in that it is
infinitesimal In mathematics, an infinitesimal number is a quantity that is closer to zero than any standard real number, but that is not zero. The word ''infinitesimal'' comes from a 17th-century Modern Latin coinage ''infinitesimus'', which originally referr ...
instead of infinite; there is no space or time here, though both catch up with beings when they leave. The
soul In many religious and philosophical traditions, there is a belief that a soul is "the immaterial aspect or essence of a human being". Etymology The Modern English noun ''soul'' is derived from Old English ''sāwol, sāwel''. The earliest attes ...
s of the newly dead from the Prime Material Plane pass through here on their way to the
afterlife The afterlife (also referred to as life after death) is a purported existence in which the essential part of an individual's identity or their stream of consciousness continues to live after the death of their physical body. The surviving ess ...
or
Outer Plane In the fantasy role-playing game ''Dungeons & Dragons'', an Outer Plane is one of a number of general types of planes of existence. They can also be referred to as ''godly planes'', ''spiritual planes'' or ''divine planes''. The Outer Planes are ...
s. The most common feature of the Astral Plane is the
silver cord The silver cord in metaphysical studies and literature, also known as the sutratma or life thread of the antahkarana, refers to a life-giving linkage from the higher self ( atma) down to the physical body. It also refers to an extended synthesis ...
s of travelers using an astral projection spell. These cords are the lifelines that keep travelers of the plane from becoming lost, stretching all the way back to the traveler's point of origin. A god-isle is the immense
petrified In geology, petrifaction or petrification () is the process by which organic material becomes a fossil through the replacement of the original material and the filling of the original pore spaces with minerals. Petrified wood typifies this proce ...
remains of a dead god that float on the Astral Plane, where githyanki and others often mine them for minerals and build communities on their stony surfaces. Tu'narath, the capital city of the githyanki, is built on the petrified corpse of a dead god known only as "The One in the Void". God-isles often have unusual effects on those nearby, including causing strange
dream A dream is a succession of images, ideas, emotions, and sensations that usually occur involuntarily in the mind during certain stages of sleep. Humans spend about two hours dreaming per night, and each dream lasts around 5 to 20 minutes, althou ...
s of things that happened to the god when it was alive. God-isles are also the only locations on the Astral Plane that are known to possess
gravity In physics, gravity () is a fundamental interaction which causes mutual attraction between all things with mass or energy. Gravity is, by far, the weakest of the four fundamental interactions, approximately 1038 times weaker than the stro ...
or normal time flows. Part of '' Baldur's Gate II: Shadows of Amn'' takes place on the Astral Plane. Trenton Webb for ''Arcane'' magazine comments that ''
A Guide to the Astral Plane ''A Guide to the Astral Plane'' is an accessory for the 2nd edition of the ''Advanced Dungeons & Dragons'' fantasy tabletop role-playing game, published in 1996. Contents The book explains rules for astral travel, zero-gravity combat and spellca ...
'' "breathes life into what had hitherto been little more than a planar motorway. Essentially infinite and filled with few 'solid locations' or indigenous species, the Astral Plane should by rights be a dull place. Yet with some deft imaginative touches and sleight of logic, the guide transforms this dead zone into a wonderfully different 'world'." He adds that "By expanding the accepted 'physics' of the Astral plane and applying classic Planescape thinking, the Silver Void is made solid and comprehensible."


Ethereal Plane

The Ethereal is often likened to an ocean, but rather than water it is a sea of boundless possibility. It consists of two parts: the Border Ethereal which connects to the Inner and Prime Material planes, and the Deep Ethereal plane which acts as the incubator to many potential demiplanes and other proto-magical realms. From a Border Ethereal plane a traveler can see a misty greyscale version of the plane from which they are traveling; however, each plane is only connected to its own Border Ethereal, which means inter-planar travel necessitates entering the Deep Ethereal and then exiting into the destination plane's own Border Ethereal plane. Many demiplanes, such as that which houses the
Ravenloft Ravenloft is a campaign setting for the ''Dungeons & Dragons'' roleplaying game. It is an alternate time-space existence known as a ''Demiplane, pocket dimension'' or demiplane, called the Demiplane of Dread, which consists of a collection of la ...
setting, can be found in the Deep Ethereal plane; most demiplanes are born here, and many fade back into nothingness here. Unlike the Astral Plane, in which solid objects can exist (though are extremely rare) anything and everything that goes to the Ethereal Plane becomes Ethereal. There is also something here called the Ether Cyclone that connects the Ethereal plane to the Astral Plane. In the 3rd Edition, each Material Plane is attached to its own unique Ethereal Plane; use of the Deep Ethereal connecting these Ethereal Planes together is an optional rule.


Plane of Shadow

A fictional plane of existence in ''Dungeons & Dragons'', under the standard planar cosmology. A dimly lit dimension that is both conterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly. The Plane of Shadow is also conterminous to other planes. With the right spell, a character can use the Plane of Shadow to visit other realities. It is magically morphic, and parts continually flow onto other planes. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks. The Plane of Shadow is replaced by the Shadowfell in the 5th Edition. In first edition ''AD&D'', the Plane of Shadow was the largest Demi-Plane of the Ethereal Plane.


Mirror planes

Mirror planes were introduced in the Third Edition ''Manual of the Planes'' as an optional group of transitive planes. They are small planes that each connect to a group of mirrors that can be located in any other planes throughout the multiverse. A mirror plane takes the form of a long, winding corridor with the mirrors it attaches to hanging like windows along the walls. Mirror planes allow quick travel between the various mirrors that are linked to each, but each plane contains a mirror version of any traveler that enters it. This mirror version has an opposite alignment and will seek to slay their real self to take their place. All mirrors connect to a mirror plane, though each mirror plane usually has only five to twenty mirrors connecting to it.


Temporal Plane

The Plane of Time was known as the Temporal Prime in the 1995 book '' Chronomancer''. It is a plane where physical travel can result in
time travel Time travel is the concept of movement between certain points in time, analogous to movement between different points in space by an object or a person, typically with the use of a hypothetical device known as a time machine. Time travel is a w ...
. In 3rd edition products, some of the detail of Temporal Prime became incorporated into the "Temporal Energy Plane" mentioned in the 3rd edition ''
Manual of the Planes The ''Manual of the Planes'' (abbreviated MoP) is a manual for the ''Dungeons and Dragons'' role-playing game. This text addresses the planar cosmology of the game universe. The original book (for use with ''Advanced Dungeons & Dragons'' 1st Ed ...
''. ''
Dragon Magazine Dragon Magazine may refer to: * ''Dragon'' (magazine), an American magazine for ''Dungeons & Dragons'' players * ''Dragon Magazine'' (Fujimi Shobo), a Japanese light novel magazine {{disambig ...
'' No. 353 associates it also with the "Demiplane of Time" that has appeared in various forms since 1st edition.


Demiplanes

Demiplanes are minor planes, most of which are artificial. They are commonly created by
demigod A demigod or demigoddess is a part-human and part-divine offspring of a deity and a human, or a human or non-human creature that is accorded divine status after death, or someone who has attained the "divine spark" ( spiritual enlightenment). A ...
s and extremely powerful wizards and psions. Naturally-occurring demiplanes are rare; most such demiplanes are actually fragments of other planes that have somehow split off from their parent plane. Demiplanes are often constructed to resemble the Material Plane, though a few—mostly those created by non-humans—are quite alien. ''Genesis'', a 9th level arcane spell or psionic power, and the 9th-level arcane spell ''Demiplane Seed'' are among the few printed methods for a player character to create a demiplane. Among the most notable of demiplanes is the
Demiplane of Dread Ravenloft is a campaign setting for the ''Dungeons & Dragons'' roleplaying game. It is an alternate time-space existence known as a ''pocket dimension'' or demiplane, called the Demiplane of Dread, which consists of a collection of land pieces c ...
, the setting of Ravenloft.


Neth

Neth, the Demiplane That Lives, was first presented in ''A Guide to the Ethereal Plane'', a sourcebook for the ''Planescape'' setting of AD&D Second Edition. It is a living,
sentient Sentience is the capacity to experience feelings and sensations. The word was first coined by philosophers in the 1630s for the concept of an ability to feel, derived from Latin '' sentientem'' (a feeling), to distinguish it from the ability to ...
plane of finite size that has an immense curiosity. The only access Neth has to the rest of the multiverse is through a single metallic, peach-colored pool on the Astral Plane. Those who look into the pool from the Astral Plane might notice a huge eye flash into focus on its surface, which quickly fades. The only thing native to Neth is the plane itself. Neth creates humanoid subunits of itself called Neth's Children, sometimes for specific short-term purposes before reabsorbing them. At Neth's center is a thick knot of membrane at least a mile across where all the folds come together. This serves as Neth's brain. Other parts of the membrane also serve specific functions, which include areas where the membrane can be easily deformed for communication, encapsulation, and budding Neth's Children. The Visage Wall is an area of Neth's membrane where Neth communicates with visitors. It contains thousands of head-shaped bumps that resemble the likenesses of those previously absorbed by Neth. Neth speaks to its visitors from about five or six of the heads simultaneously, questioning them to learn more of the outside universe. Sometimes, Neth will choose to encapsulate its visitors. Two folds of membrane will come together and ensnare and seal off the victims. Neth will then flood the compartment with either preservative or absorptive fluid. The preservative fluid will put the victim in temporal stasis, and the victim can be revived if the fluid is drained away. If the compartment is flooded with absorptive fluid, the victim will dissolve and be absorbed into Neth itself, including the victim's memories. Gravity on Neth is the same strength as that on the material world; however, Neth chooses the direction of gravity's pull and may change it at will. Time is normal on Neth. Neth can move its interior membrane at will, creating or destroying fluid-filled spaces.


Other planes


Far Realm

The Far Realm is an alien dimension of
cosmic Cosmic commonly refers to: * The cosmos, a concept of the universe Cosmic may also refer to: Media * ''Cosmic'' (album), an album by Bazzi * Afro/Cosmic music * "Cosmic", a song by Kylie Minogue from the album '' X'' * CosM.i.C, a member of ...
horror. It is the home plane for many aberrations and strange monsters. The Far Realm's mix of horror, madness, and strange geometries was largely inspired by the work of American writer H. P. Lovecraft. It is particularly inspired by Lovecraft stories like "Through the Gates of the Silver Key". It was created by
Bruce Cordell Bruce Robert Cordell (born 1968) is an American author of roleplaying games and fantasy novels. He has worked on ''Dungeons & Dragons'' games for Wizards of the Coast. He won the Origins Award for ''Return to the Tomb of Horrors'' and has also wo ...
, and introduced in the Second Edition ''Advanced Dungeons & Dragons''
adventure module An adventure is a playable scenario in a tabletop role-playing game. These can be constructed by gamemasters for their players, and are also released by game publishers as pre-made adventure modules. Different types of designs exist, including l ...
''
The Gates of Firestorm Peak The Gates of Firestorm Peak is an adventure module for the second edition of the '' Advanced Dungeons & Dragons'' fantasy role-playing game. The adventure was published in 1996, and was written by Bruce Cordell, with cover art by Jeff Easley an ...
'' (1996). Cordell, Bruce R. "Enter the Far Realm", ''
Dragon A dragon is a reptilian legendary creature that appears in the folklore of many cultures worldwide. Beliefs about dragons vary considerably through regions, but dragons in western cultures since the High Middle Ages have often been depicted as ...
'' No. 330 (
Wizards of the Coast Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and List of science fiction themes, science fiction themes, and formerly an operator of retail stores for ga ...
, April 2005)
James Jacobs later called Cordell's work an "adventure with a distinctly Lovecraftian feel", noting that "Deep inside Firestorm Peak lies a portal to an insidious region beyond sanity and light known only as the Far Realm, and the unknowable but hostile entities of this hideous region prepare to pass through into the world." Jacobs, James. "The Shadow Over D&D", ''
Dragon A dragon is a reptilian legendary creature that appears in the folklore of many cultures worldwide. Beliefs about dragons vary considerably through regions, but dragons in western cultures since the High Middle Ages have often been depicted as ...
'' No. 324 (
Wizards of the Coast Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and List of science fiction themes, science fiction themes, and formerly an operator of retail stores for ga ...
, October 2004).
The adventure featured a magical portal that produced creatures and energies from the Far Realm. In Third Edition, the Far Realm was incorporated into the Realm of Xoriat in the
Eberron Eberron is a campaign setting for the ''Dungeons & Dragons'' (''D&D'') role-playing game. The game is set primarily on the continent of Khorvaire following a vast destructive war. Eberron is designed to accommodate traditional ''D&D'' elements a ...
campaign setting. In Fourth Edition, the Far Realms were included in the new cosmology design of ''Dungeons & Dragons''. In this edition, members of the
Warlock A warlock is a male practitioner of witchcraft. Etymology and terminology The most commonly accepted etymology derives ''warlock'' from the Old English '' wǣrloga'', which meant "breaker of oaths" or "deceiver" and was given special applicatio ...
class can forge a pact (called the Starpact) with the entities from or near the Far Realm to gain power. The Far Realm's association with the new setting has been detailed in various supplements. The Far Realm contains an infinite number of layers, these layers range from inches thick to miles, and it is often possible to perceive multiple layers simultaneously. These layers can grow, spawn further layers, breathe and possibly die. The Far Realm is home to many powerful and unspeakable beings ripped from the nightmares of the darkest minds of the waking world, beings so unfathomable that their very existence is a perversion of reality itself. These beings are governed by lords of unimaginable power and knowledge completely alien. The Far Realm is a plane far outside the others and often not included in the standard cosmology. It is sometimes referred to simply as "Outside", because in many cosmologies it is literally outside reality as mortals understand it.


Plane of Dreams

The Plane of Dreams is a plane far outside the others and often not included in the standard cosmology. As its name suggests, all true dreams take place on the Plane of Dreams.


The World Axis cosmology

4th edition uses a simplified default cosmology with only six major planes, each of which has a corresponding creature origin. The Astral Sea, Elemental Chaos, Feywild and Shadowfell are covered extensively in the ''Manual of the Planes'', while the Far Realm and Sigil are covered briefly. Supplemental sourcebooks relating to the Elemental Chaos (''The Plane Below'') and the Astral Sea (''The Plane Above'') were released in 2009 and 2010, respectively. The Ethereal Plane has been removed entirely.


Fundamental Planes

The fundamental planes are two vast expanses from which the other planes were formed. It was the conflict between the inhabitants of each fundamental plane that constituted the Dawn War. The two Fundamental Planes are theoretically infinite; it is implied that if one departs the world of one campaign setting and sets out through either the Astral Sea or the Elemental Chaos, they will eventually reach the worlds of other campaign settings.


The Astral Sea

The Astral Sea corresponds to the Astral Plane of earlier editions. The ''Astral Dominions'', counterparts to the Outer Planes of earlier editions, are planes which float within the Astral Sea. The majority of the gods dwell in Astral Dominions. The Astral Sea itself is spacially infinite, but the Astral Dominions are all finite. Creatures native to or connected with the Astral Sea (such as angels and devils) generally have the immortal origin. The plane is described in ''The Plane Above: Secrets of the Astral Sea'', released in 2010. In the ''Forgotten Realms'' setting, the Astral Sea was formed from the collapse of the Outer Planes into the Astral Plane after Mystra's murder, while in ''Eberron'', the Astral Sea is equated with Siberys, the Dragon Above. ;Astral Dominions in the
Points of Light Points of Light is an international nonprofit, nonpartisan organization headquartered in Georgia, United States dedicated to engaging more people and resources in solving serious social problems through voluntary service. Each year, Points of ...
setting *'' Arvandor, the Verdant Isles'': A realm of nature, beauty and magic similar to the Feywild. Home to Corellon and (sometimes) Sehanine. *'' Baator, the Nine Hells'': A place of sin and tyranny, a world of continent-sized caverns. Home to
Asmodeus Asmodeus (; grc, Ἀσμοδαῖος, ''Asmodaios'') or Ashmedai (; he, אַשְמְדּאָי, ''ʾAšmədʾāy''; see below for other variations), is a ''prince of demons'' and hell."Asmodeus" in ''The New Encyclopædia Britannica''. Chica ...
. *'' Celestia, the Radiant Throne'': A great mountain that drifts in a world of silver mists. Home to
Bahamut Bahamut, or Bahamoot ( ; ar, بهموت), is a monster that lies deep below, underpinning the support structure that holds up the earth, according to Zakariya al-Qazwini. In this conception of the world, the earth is shouldered by an angel, w ...
,
Moradin Moradin is the chief deity in the dwarven pantheon in the ''Dungeons & Dragons'' game and is a member of the default D&D pantheon. In 3rd edition, Moradin's domains are Creation, Earth, Good, Law, and Protection. The 5th Edition ''Players Han ...
and, sometimes, Kord. *''Chernoggar, the Iron Fortress'': The rust-pitted iron castle, where mighty warriors fight and die endlessly. Home to
Bane Bane may refer to: Fictional characters * Bane (DC Comics), an adversary of Batman * Bane (''Harry Potter''), a centaur in the ''Harry Potter'' series * Bane (''The Matrix''), a character in the ''Matrix'' film trilogy * Bane the Druid, a Gu ...
and
Gruumsh This is a list of deities of ''Dungeons & Dragons'', including all of the 3.5 edition gods and powers of the "Core Setting" for the ''Dungeons & Dragons'' (''D&D'') roleplaying game. Religion is a key element of the D&D game, since it is require ...
. *''Hestavar, the Bright City'': a luminous metropolis which floats above sandy beaches and crystal-clear lagoons, the center of astral civilization. Home to Erathis, Ioun and
Pelor This is a list of deities from the Greyhawk campaign setting for the ''Dungeons & Dragons'' fantasy role-playing game. A Al'Akbar Al'Akbar is the Baklunish demigod of dignity, duty, faithfulness, and guardianship. His symbol is a cup and eig ...
. *''Kalandurren, the Darkened Pillars'': A dominion that plays host to demons. It belonged to the god Amoth before he was killed by the demon lords Orcus and Demogorgon. *''
Pandemonium Pandæmonium, Pandemonium or Pandamonium may refer to: Literature * Pandæmonium (''Paradise Lost''), capital of Hell in John Milton's epic poem ''Paradise Lost'' * ''Pandaemonium'' (history book), a book by Humphrey Jennings, published posthum ...
'': The former dominion of Tharizdun. The tower of the lich god Vecna is said to be hidden within it. *''Shom, the White Desert'': The former dominion of the mysterious God of the Word. Astral giants loyal to the goddess Erathis fight for control of it. *''Tytherion, the Endless Night'': A dark, arid wilderness where serpents and dragons lurk. Home to
Zehir ''Forgotten Realms'' is a campaign setting for the ''Dungeons & Dragons'' (''D&D'') fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a ...
and
Tiamat In Mesopotamian religion, Tiamat ( akk, or , grc, Θαλάττη, Thaláttē) is a primordial goddess of the sea, mating with Abzû, the god of the groundwater, to produce younger gods. She is the symbol of the chaos of primordial creati ...
.


The Elemental Chaos

The Elemental Chaos corresponds to the Inner Planes of earlier editions (excluding the Positive and Negative Energy Planes), also containing some aspects of Limbo. The Elemental Chaos contains Elemental Realms, which are themselves planes; the Abyss is one such realm. The only god who dwells in the Elemental Chaos is
Lolth The drow ( or ) or dark elves are a dark-skinned and white-haired subrace of elves connected to the subterranean Underdark in the ''Dungeons & Dragons'' fantasy roleplaying game. The drow have traditionally been portrayed as generally evil and ...
, who resides on the 66th layer of the Abyss. The Elemental Chaos is spacially infinite, the Elemental Realms are not. Creatures native to or connected with the Elemental Chaos (including demons) generally have the ''elemental'' origin. The plane is described in ''The Plane Below: Secrets of the Elemental Chaos'', released in 2010. In the ''Forgotten Realms'' setting, the Elemental Chaos was formed from the collapse of the Inner Planes after Mystra's murder, while in ''Eberron'', the Elemental Chaos is equated with Khyber, the Dragon Below. ;Locations within the Elemental Chaos *''
The Abyss ''The Abyss'' is a 1989 American science fiction film written and directed by James Cameron and starring Ed Harris, Mary Elizabeth Mastrantonio, and Michael Biehn. When an American submarine sinks in the Caribbean, a US search and recovery team ...
'': A place of utter evil and corruption, the result of a mad god's attempt to control the whole cosmos. Lolth's home, the Demonweb Pits, can also be found here. *''
The City of Brass ''One Thousand and One Nights'' ( ar, أَلْفُ لَيْلَةٍ وَلَيْلَةٌ, italic=yes, ) is a collection of Middle Eastern folk tales compiled in Arabic during the Islamic Golden Age. It is often known in English as the ''Arabian ...
'': The Efreeti capital and a major trade hub planar trade and travel. *''The Keening Delve'' *''The Ninth Bastion'' *''Zerthadlun''


Parallel Planes


The World

The equivalent to the Prime Material Plane or Material Plane of earlier editions. This plane lacks a formal name and is most often referred to as the World, although titles such as the Middle World and the First Work were also presented in ''Manual of the Planes''. Creatures native to the world generally have the ''natural'' origin. The gods Avandra, Melora and Torog have their homes in the World. The god Vecna wanders the whole cosmos (Sehanine is prone to doing this as well). In the ''Forgotten Realms'' setting, the world is named Toril (there is another, inaccessible world called Abeir), while in ''Eberron'', the world is equated with Eberron, the Dragon Between.


The Feywild

One of the two parallel planes, the Feywild is a more extreme and magical reflection of the world with some thematic links to the Positive Energy Plane and the Plane of Faerie of earlier editions and settings. Creatures native to or connected with the Feywild (such as elves and gnomes) generally have the ''fey'' origin. According to the 4th edition ''Manual of the Planes'', this plane has some sort of unspecified connection to ''Arvandor'', and is suspected that the Dominion of Corellon can be reached by here. Important locales within the Feywild are known as Fey Demesnes. Additional details on the Feywild were included in the 4th edition supplement '' Heroes of the Feywild'' (2011) which added storytelling and mechanics themed around the Feywild. The Feywild was next explored in-depth in the 5th adventure module ''
The Wild Beyond the Witchlight ''The Wild Beyond the Witchlight'' is an adventure module set in the Feywild for the 5th edition of the ''Dungeons & Dragons'' fantasy role-playing game. Contents ''The Wild Beyond the Witchlight'' is designed to take player characters from le ...
'' (2021) and the corresponding ''Domains of Delight'' (2021) supplement (an official PDF by Wizards of the Coast released on the
Dungeon Masters Guild OneBookShelf is a digital marketplace company for both major and indie games, fiction and comics. OneBookShelf was formed by the merger of RPGNow and DriveThruRPG. The company's e-commerce platforms host content from individual sellers, indie cre ...
). The 5th edition added the concept of Domains of Delight similar to Ravenloft's Domains of Dread; each domain is ruled Archfey who can shape their region via their will. Chris Perkins, ''Dungeons & Dragons'' Principal Story Designer, explained that "the Feywild is described in the fifth edition ''Dungeon Master’s Guide'', which builds on material from earlier editions. ''The Wild Beyond the Witchlight'' used the DMG’s description as a starting point and expanded from there. The concept of archfey – powerful Fey creatures who carve out domains for themselves – dates back to earlier editions, but this is the first time we’ve given these domains a name". In the ''Forgotten Realms'' setting, the Feywild is also known as the Plane of Faerie and has come into alignment with Toril after countless millennia of drifting away, while in ''Eberron'', the Feywild is equated with Thelanis, formerly known as the Faerie Court. ''
SyFy Wire Syfy (formerly Sci-Fi Channel, later shortened to Sci Fi; stylized as SYFY) is an American basic cable channel owned by the NBCUniversal Television and Streaming division of Comcast's NBCUniversal through NBCUniversal Cable Entertainment. Launc ...
'' highlighted that "traditionally, the Feywild is an alternate plane of existence that mirrors and overlaps the material world. It's a place of perpetual twilight that's full of both enticing beauty and terrible dangers. Time works differently inside the Feywild, and those who leave may find what they thought was a brief venture instead lasted years — assuming they're even able to leave at all. In short, it's a good place for a magical and eerie adventure". ;Locations within the Feywild


The Shadowfell

The Shadowfell is a type of
underworld The underworld, also known as the netherworld or hell, is the supernatural world of the dead in various religious traditions and myths, located below the world of the living. Chthonic is the technical adjective for things of the underworld. ...
, and the thematic successor to the Negative Energy Plane and Plane of Shadow from earlier editions. The
Raven Queen This is a list of deities of ''Dungeons & Dragons'', including all of the 3.5 edition gods and powers of the "Core Setting" for the ''Dungeons & Dragons'' (''D&D'') roleplaying game. Religion is a key element of the D&D game, since it is require ...
makes her home here rather than the Astral Sea. It also incorporates the Domains of Dread, areas created by the shadows cast by great tragedies in the world. '' CBR'' highlighted that "if the Feywild is the Prime Material's dream reflection, the Shadowfell is a mirror of its darkness, drawing from the shadows and gloom in a way that makes it impossible to forget that, where there is light and life, there is also darkness and decay. ..Home to numerous species, the most prominent entities who dwell in the Shadowfell are mysterious undead beings called shadows. Shadow dragons and shadow mastiffs can also be found there, along with a host of dark, terrifying creatures like wraiths, spectres, darkweavers and shadow demons. There are also a number of humanoid natives, including gnomes, humans, halflings and beings known as Shadar-Kai". The plane is described in the boxed set '' The Shadowfell: Gloomwrought and Beyond'', released in 2011. In the ''Forgotten Realms'' setting, the Shadowfell was formed from what was left of the Plane of Shadow after Mystra's murder, while in ''Eberron'', the Shadowfell is equated with Dolurrh, the realm of the dead. ;Locations within the Shadowfell


Demiplanes

Demiplanes are relatively small planes which are not part of larger planes. The most prominent demiplane is
Sigil A sigil () is a type of symbol used in magic. The term has usually referred to a pictorial signature of a deity or spirit. In modern usage, especially in the context of chaos magic, sigil refers to a symbolic representation of the practitioner ...
, the City of Doors, which is largely unchanged from earlier editions.


Anomalous planes

Anomalous planes are planes which do not fit into other categories. The most prominent of these planes are the Realm of Dreams, which can be reached via the Astral Sea, and the Far Realm, which breaks through into the remote parts of the Astral and the world.


The Far Realm

An anomalous plane, the
Far Realm The planes of the ''Dungeons & Dragons'' roleplaying game constitute the multiverse in which the game takes place. Each plane is a universe with its own rules with regard to gravity, geography, magic and morality. There have been various offi ...
is a bizarre, maddening plane said to be composed of thin layers filled with strange liquids – at least, that is what the most coherent descriptions say, for though some escape the Far Realm with their lives, most do not do so with their sanity. Visitors to the Far Realm can only exist in one layer at a time, but large Far Realm natives can exist in multiple layers at once. Creatures native to or connected with the Far Realm generally have the aberrant origin. The Far Realm was originally sealed off from reality by a crystalline structure known as the Living Gate, which lay at the top of the Astral Sea. The Living Gate awoke and opened during the Dawn War between the gods and primordials, and was destroyed in the same war, thus enabling freer transit between the planes than should be allowed. Classic creatures such as aboleths, beholders, and mind flayers originate in the Far Realm. Distant stars have been driven mad by proximity to the Far Realm, resulting in the abominations known as starspawn. Natural humanoids tainted by the Far Realm are known as foulspawn. The Far Realm is occasionally referred to as "Outside", because it seems to exist outside of reality as defined by the world, the fundamental planes and the parallel planes. In ''Eberron'', the Far Realm is equated with Xoriat, the Realm of Madness.


Other fictional interpretations

Within the context of the game, there are many theories of the organization of the planes. For instance, in some lands it is believed that there are multiple Prime Material planes, rather than one containing all the worlds or planets. In these lands the Ethereal planes are believed to surround each Prime Material plane. Additionally, other ''Dungeons & Dragons'' cosmologies were developed after Greyhawk for various other campaign settings, however, "they would be subsumed under 5e's umbrella concept of the multiverse".


Dark Sun cosmology

One of the hallmarks of the ''
Dark Sun ''Dark Sun'' is an original ''Dungeons & Dragons'' (D&D) campaign setting set in the fictional, post-apocalyptic desert world of Athas. ''Dark Sun'' featured an innovative metaplot, influential art work, dark themes, and a genre-bending take o ...
'' setting was Athas' cosmological isolation, something that broke with the rest of the canonical ''Dungeons & Dragon''s universe. Many of ''Dark Sun'''s ''AD&D'' contemporaries are accessible via planar travel or spelljamming, but Athas, with very few exceptions, is entirely cut off from the rest of the universe. Rea, Nicky. '' Defilers and Presrevers: Wizards of Athas''. TSR, Inc., 1996. While it retains its connections to the Inner Planes, access to the Transitive Planes and Outer Planes is nearly impossible. The reason for the cosmological isolation is never fully explained.


Eberron cosmology

The ''Eberron'' cosmology, used in the original ''
Eberron Eberron is a campaign setting for the ''Dungeons & Dragons'' (''D&D'') role-playing game. The game is set primarily on the continent of Khorvaire following a vast destructive war. Eberron is designed to accommodate traditional ''D&D'' elements a ...
''
campaign setting A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A ''campaign'' is a series of individual adventures, and a ''campaign setting'' is the world in which such adventures and ca ...
, contained thirteen Outer Planes in 3rd edition,excerpt
from Chapter 5 of the ''Eberron Campaign Setting''.
and gained at least two for 4th edition under the new cosmology. They exhibit traits similar to those of the ''standard D&D cosmology'' but also some (Irian, Mabar, Fernia, and Risia) appear more like
Inner Plane The planes of the ''Dungeons & Dragons'' roleplaying game constitute the multiverse in which the game takes place. Each plane is a universe with its own rules with regard to gravity, geography, magic and morality. There have been various offic ...
s. The cosmology was unique in that the Outer Planes orbited around Eberron through the Astral plane. As they orbited, their overlap with the material plane changed and access to those planes became easier or restricted.


Forgotten Realms cosmology

The ''Forgotten Realms'' cosmology was originally the same as that of a standard ''Dungeons & Dragons'' campaign. The cosmology for the 3rd edition of ''D&D'' was altered substantially so that it contained twenty-six Outer Planes, arranged in a tree-like structure around the central 'trunk' of the material plane of Toril. Unlike the Outer Planes of the standard D&D cosmology which were heavily alignment-based, the Outer Planes of the ''Forgotten Realms'' cosmology were faith-based. The planes of the Forgotten Realms were retooled in the 4th Edition to match the new default cosmology, with many of the planes or realms being relocated to the Astral Sea, and a handful now located in the Elemental Chaos. Appelcline highlighted that the 4th Edition World Axis model "had actually originated with the Forgotten Realms, which was planning a view of the heavens as early as 2005 or 2006. It was then co-opted by the SCRAMJET world design team for D&D 4e".


Fictional planar travel

Portals, conduits and gates are all openings leading from one location to another; some lead to locations in the same plane, others to different planes entirely. Although the three terms are often used interchangeably, there are notable distinctions: * Portals are bounded by pre-existing openings (usually doors and arches); the portal is destroyed when the opening is. Portals also require portal keys to open; a key is usually a physical object, but it can also be an action or a state of being. Naturally occurring portals will often appear at random (a common occurrence in the city of
Sigil A sigil () is a type of symbol used in magic. The term has usually referred to a pictorial signature of a deity or spirit. In modern usage, especially in the context of chaos magic, sigil refers to a symbolic representation of the practitioner ...
, "City of Doors", in the ''Planescape'' campaign setting); some portals only exist for a brief period of time, or shift from one location to another. * Conduits are also naturally occurring, but they are natural phenomena, the planar equivalent of whirlpools and tornadoes. Conduits are only known to occur in the Astral and Ethereal Planes. A type of conduit known as a color pool is a common gateway from the Astral Plane to the Outer Planes. A vortex is a link from a Prime Material world to the Inner Planes, which begin in areas of intense concentration of some element (e.g., the heart of a volcano might be a vortex to the Plane of Fire). There also used to be living vortices which the sorcerer-monarchs of Athas have managed to maintain, like syphoning water through a hose, and use to empower their "priests," the Templars. * Gates are portals that are not bounded by physical apertures; gates are rare, and usually appear as a result of magical spells and rare planar phenomena. Lastly, planar bleeding occurs when regions of two planes coexist; such phenomena are usually short-lived, and disastrous for their environments.


Planar pathways

Planar pathways are special landscape features appearing in multiple planes or layers of a plane. Travel along a planar pathway results in travel along the planes. Pathways are crucial tactically, because they are very stable compared to portals or gates, and do not require magic spells or portal keys. One notable planar pathway in the ''Planescape'' campaign setting is the River Styx, which flows across the Lower Planes and parts of the Astral Plane. Another is the River Oceanus, which flows through the Upper Planes.


River Oceanus

The first edition ''Manual of the Planes'' describes the River Oceanus as one of the features of the Outer Planes, which "links the planes of
Elysium Elysium (, ), otherwise known as the Elysian Fields ( grc, Ἠλύσιον πεδίον, ''Ēlýsion pedíon'') or Elysian Plains, is a conception of the afterlife that developed over time and was maintained by some Greek religious and philos ...
, Happy Hunting Grounds, and
Olympus Olympus or Olympos ( grc, Ὄλυμπος, link=no) may refer to: Mountains In antiquity Greece * Mount Olympus in Thessaly, northern Greece, the home of the twelve gods of Olympus in Greek mythology * Mount Olympus (Lesvos), located in Les ...
in much the same way that the
Styx In Greek mythology, Styx (; grc, Στύξ ) is a river that forms the boundary between Earth (Gaia) and the Underworld. The rivers Acheron, Cocytus, Lethe, Phlegethon, and Styx all converge at the centre of the underworld on a great marsh, whic ...
links the lower planes". The river disappears and reappears a number of times in different layers of the planes, but it seems to follow a course that begins in Thalasia, the third layer of Elysium, flows through the second and first layers of that plane, then across the topmost layer of the Happy Hunting Grounds, then into the topmost layer of Olympus to its final rest in the second layer of that plane, Ossa. The Oceanus is a more natural river than the Styx, and no harm comes to those who drink of it. The Oceanus does still pose all the normal dangers of a large river, and does not have the supernatural boatmen of the Styx.
Grubb, Jeff Jeff Grubb (born August 27, 1957) is an author who writes novels, short stories, and comics and a computer and role-playing game designer in the fantasy genre. Grubb worked on the ''Dragonlance'' campaign setting under Tracy Hickman, and the ''F ...
. ''
Manual of the Planes The ''Manual of the Planes'' (abbreviated MoP) is a manual for the ''Dungeons and Dragons'' role-playing game. This text addresses the planar cosmology of the game universe. The original book (for use with ''Advanced Dungeons & Dragons'' 1st Ed ...
'' ( TSR, 1987)
The book goes on to describe how Oceanus appears on specific Outer Planes. The first four layers of the plane of Elysium "are dominated by the River Oceanus, which beings in the fourth (outermost) layer of this plane and flows down to the innermost layer (the layer nearest the Astral). From there Oceanus meanders into the Happy Hunting Grounds and then into the innermost layer of Olympus." These three good planes are linked by the Oceanus in the same manner as the lower planes are linked by the River Styx. By contrast, the Oceanus is a slow, peaceful flow, navigable by mere mortals (though its peaceful flow is often broken by rapids, cascades, waterfalls, and occasional fallen trees). The river separates and recombines many times in its passage, so travelers often find themselves journeying down side channels that soon rejoin the main stream. A traveler on the Oceanus can usually reach another layer by traveling downstream (or upstream, for the flow doubles back several times). The Egyptian goddess Isis holds sway over a large realm of the layer of Amoria, including several paths of the Oceanus. The god Seker and his moveable realm Ro Stau spend most of their times adjacent to Isis's realm on the Oceanus. The Sumerian moon god Nanna-Sin travels the Oceanus in a great barque that is shaped like a crescent moon; in passing he provides a moon-like radiance to all on the banks of the river. Krigala is the first layer of the plane of the Happy Hunting Grounds, closest to the Astral, and through it the Oceanus flows in a relatively straight course (compared to its winding through Elysium) into Olympus. Ossa, the second layer of the plane of Olympus, is the outflow of the river Oceanus. There are often reports of huge, funnel-like maelstroms that lead directly back to Thalasia in an unending circle.


River Styx

The first edition ''
Monster Manual II ''Monster Manual II'' is the title shared by two hardback rulebooks published for different versions of the ''Dungeons & Dragons'' (''D&D'') fantasy roleplaying game. ''Advanced Dungeons & Dragons'' ''Monster Manual II'' was a 160-page hardcover ...
'' mentions that the River Styx "links the topmost layers of the Lower Planes, and its branches can be found anywhere from the Nine Hells to the Abyss". The river is a deep, swift, and unfordable torrent. Creatures coming into contact with the waters of the Styx instantly forget their entire past lives. The safest passage is by the skiff of
Charon In Greek mythology, Charon or Kharon (; grc, Χάρων) is a psychopomp, the ferryman of Hades, the Greek underworld. He carries the souls of those who have been given funeral rites across the rivers Acheron and Styx, which separate the wo ...
, boatman of the Lower Planes. Charon may be summoned only on the banks of the Styx, and he will appear with a large black skiff, and if requested he will ferry travelers to the topmost layer of any Lower Plane for a price.
Gygax, Gary Ernest Gary Gygax ( ; July 27, 1938 – March 4, 2008) was an American game designer and author best known for co-creating the pioneering role-playing game ''Dungeons & Dragons'' (''D&D'') with Dave Arneson. In the 1960s, Gygax created a ...
. ''
Monster Manual II ''Monster Manual II'' is the title shared by two hardback rulebooks published for different versions of the ''Dungeons & Dragons'' (''D&D'') fantasy roleplaying game. ''Advanced Dungeons & Dragons'' ''Monster Manual II'' was a 160-page hardcover ...
'' ( TSR, 1983)
The charonadaemons are the servants of Charon, and pilot small skiffs along the Styx. Charonadaemons are normally found anywhere on the Styx and charge travelers a price to pilot their craft through the Astral and Ethereal planes as well as the Lower Planes. The first edition ''Manual of the Planes'' describes the River Styx as a means to travel from one
Outer Plane In the fantasy role-playing game ''Dungeons & Dragons'', an Outer Plane is one of a number of general types of planes of existence. They can also be referred to as ''godly planes'', ''spiritual planes'' or ''divine planes''. The Outer Planes are ...
to another, noting that "it flows through many portals in the lower planes and provides a regularly-used highway through these planes." The River Styx reappears in sourcebooks such as the ''
Planescape Campaign Setting The ''Planescape Campaign Setting'' is a boxed set for the ''Dungeons & Dragons'' fantasy role-playing game. The set was designed by David "Zeb" Cook and published in 1994. It introduced the Planescape setting and was highly praised by ''White W ...
'' (1994), Cook, David "Zeb". ''
Planescape Campaign Setting The ''Planescape Campaign Setting'' is a boxed set for the ''Dungeons & Dragons'' fantasy role-playing game. The set was designed by David "Zeb" Cook and published in 1994. It introduced the Planescape setting and was highly praised by ''White W ...
''. (TSR, 1994)
''
Planes of Chaos ''Planes of Chaos'' was a boxed set for the Planescape campaign setting of the ''Dungeons & Dragons'' fantasy role-playing game. Contents ''Planes of Chaos'' is an expansion set for the Planescape campaign setting which details the five chaotic ...
'' (1994), Smith, Lester, and
Wolfgang Baur Wolfgang Baur (born 1968) is an American game designer, best known for his work with '' Dragon'' magazine. He designs role-playing games and is known for his work at Wizards of the Coast. Baur is also the founder of Open Design LLC, later known ...
. ''
Planes of Chaos ''Planes of Chaos'' was a boxed set for the Planescape campaign setting of the ''Dungeons & Dragons'' fantasy role-playing game. Contents ''Planes of Chaos'' is an expansion set for the Planescape campaign setting which details the five chaotic ...
''. (TSR, 1994)
''Planes of Law'' (1995), McComb, Colin, and
Wolfgang Baur Wolfgang Baur (born 1968) is an American game designer, best known for his work with '' Dragon'' magazine. He designs role-playing games and is known for his work at Wizards of the Coast. Baur is also the founder of Open Design LLC, later known ...
. ''
Planes of Law Plane(s) most often refers to: * Aero- or airplane, a powered, fixed-wing aircraft * Plane (geometry), a flat, 2-dimensional surface Plane or planes may also refer to: Biology * Plane (tree) or ''Platanus'', wetland native plant * ''Planes' ...
''. (TSR, 1995)
and the 3rd Edition ''Manual of the Planes'' (2001).
Grubb, Jeff Jeff Grubb (born August 27, 1957) is an author who writes novels, short stories, and comics and a computer and role-playing game designer in the fantasy genre. Grubb worked on the ''Dragonlance'' campaign setting under Tracy Hickman, and the ''F ...
, David Noonan, and
Bruce Cordell Bruce Robert Cordell (born 1968) is an American author of roleplaying games and fantasy novels. He has worked on ''Dungeons & Dragons'' games for Wizards of the Coast. He won the Origins Award for ''Return to the Tomb of Horrors'' and has also wo ...
. ''
Manual of the Planes The ''Manual of the Planes'' (abbreviated MoP) is a manual for the ''Dungeons and Dragons'' role-playing game. This text addresses the planar cosmology of the game universe. The original book (for use with ''Advanced Dungeons & Dragons'' 1st Ed ...
'' (
Wizards of the Coast Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and List of science fiction themes, science fiction themes, and formerly an operator of retail stores for ga ...
, 2001)


Yggdrasil

The first edition ''Manual of the Planes'' describes Yggdrasil as an astral landmark, noting that it is normally encountered by travelers from worlds that worship the Norse mythoi, but travelers from other Prime Material worlds can encounter the tree. It is a long-standing conduit from the
Outer Plane In the fantasy role-playing game ''Dungeons & Dragons'', an Outer Plane is one of a number of general types of planes of existence. They can also be referred to as ''godly planes'', ''spiritual planes'' or ''divine planes''. The Outer Planes are ...
s to alternate prime worlds that was created by a group of deities and worshippers in the Prime Material plane. Yggdrasil is the "World Ash" that links several outer planes to the Prime Material plane, in the Norse mythos. It runs from Gladsheim, home of most of the Norse mythos, to Nifflheim, the center layer of the three Glooms of
Hades Hades (; grc-gre, ᾍδης, Háidēs; ), in the ancient Greek religion and myth, is the god of the dead and the king of the underworld, with which his name became synonymous. Hades was the eldest son of Cronus and Rhea, although this also ...
and the dwelling place of the goddess of the same name. Roots and branches of Yggdrasil wind through most of the Prime worlds where these deities are recognized. The tree is a solid and permanent conduit that weathers the waxing and waning of faiths in the Prime Material and the fortunes of gods in the outer planes. The traveler is confronted with a huge tree rising from the mist of the Astral and disappearing far into the distance. The traveler can then climb the tree to the appropriate outer plane, descend to the reachable lower planes, or explore the alternate Prime worlds that the conduits touch upon. At the true terminus, the tree ends in a color pool similar to that of a fixed portal. The traveler can then pass into the outer plane as if moving into an alternate Prime Material or the Astral plane. Yggdrasil and
Mount Olympus Mount Olympus (; el, Όλυμπος, Ólympos, also , ) is the highest mountain in Greece. It is part of the Olympus massif near the Thermaic Gulf of the Aegean Sea, located in the Olympus Range on the border between Thessaly and Macedonia, be ...
are the best-known of the permanent conduits that link the outer planes with the Prime and with other nonlinear outer planes. Magical interplanar portals generally only appear in the top layer of the outer planes, although some free-standing portals that pass through the Astral, like the Yggdrasil, pierce the lower reaches of some planes. The apertures that the Yggdrasil causes in the Prime worlds are fixed and limited to those places where the Norse gods are known.


See also

*
Parallel universes in fiction A parallel universe, also known as a parallel dimension, alternate universe, or alternate reality, is a hypothetical self-contained plane of existence, co-existing with one's own. The sum of all potential parallel universes that constitute reali ...
*
Plane (esotericism) In esoteric cosmology, a plane is conceived as a subtle state, level, or region of reality, each plane corresponding to some type, kind, or category of being. The concept may be found in religious and esoteric teachings—''e.g.'' Vedanta (Adva ...


References

* * * * *


External links


Plane of existence
''D&D'' Glossary {{DEFAULTSORT:Plane (Dungeons and Dragons) Dungeons & Dragons locations