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Plane (Dungeons & Dragons)
Plane (Dungeons & Dragons)
from Wikipedia

The Great Wheel cosmology as presented in the Players Handbook (1978):
  • Inner Planes: Material Plane (1), Positive (2) and Negative (3) Planes, Elemental Planes (4–7);
  • Ethereal (8) and Astral (9) Planes;
  • Outer Planes (10–25)

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.[1] 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.[2]: 86  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.[3]

In addition, some Dungeons & Dragons settings have cosmologies that are very different from the "standard" ones discussed here.[2]: 95  For example, the Eberron setting has only thirteen planes, all of which are unique to Eberron.[4]

Publication history

[edit]

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.[5] In the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", Gary Gygax mentions that there are 16 Outer Planes.[6] The "Basic edition" of D&D had a separate, though similar, cosmology from that of its contemporary AD&D game, which is a more open planar system that is less regulated than that of its counterpart.

The planes were further "refined in the Players Handbook (1978) and Deities & Demigods (1980)".[5] The appendix of the Player's Handbook included an abstract diagram of the planes, and mentioned the same 16 Outer Planes.[7] 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".[5] The multiverse of the Basic D&D game was expanded with the D&D Immortals Rules (1986) set. The Astral Plane runs through and links the rest of the Multiverse. Plane can range in size from the tiniest Attoplane (1/3 inch long), to the Standard Plane (.085 light-years long), up to the Terraplane (851 billion light years long), with stars and planets scaled to match the size of the plane.[8]

Both Appelcline[5][9] 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 (1987) and Tales of the Outer Planes (1988).[2] Carbonell wrote that project leader and designer Jeff Grubb 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".[2]: 93 

Carbonell also highlighted that the 1989 Spelljammer campaign setting added cosmology that "allowed travel between the different settings" such as Dragonlance, Greyhawk, and the Forgotten Realms.[2]: 97  However, campaign settings such as Dark Sun and Ravenloft were inaccessible in this cosmology.[2]: 97  Then in 1993, TSR wanted to do a series of books about the Outer Planes which Zeb Cook said led to the creation of the Planescape campaign setting released in 1994.[10] This campaign setting provided a framework to create adventures across the planes with the city of Sigil acting as a hometown and starting point for players.[11] 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".[2]: 98  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".[12]

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 and the Shadowfell to the game; many of the changes were detailed in that edition's Manual of the Planes (2008).[3][13][14] 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.[3][15][16]

Great Wheel cosmology

[edit]
The 'Great Wheel' model of the planes, as described in the 5th edition Player's Handbook

The cosmology outlined in the Great Wheel model contains sixteen Outer Planes which are arranged in a ring of sixteen planes with the Good-aligned planes (or Upper Planes) at the top, and the Evil-aligned planes (or Lower Planes) at the bottom. Depictions usually display the Lawful planes (or Planes of Law) to the left, and the Chaotic planes (or Planes of Chaos) to the right. Between all of these sit the Neutral planes, or the Planes of Conflict.[17][15][18] The center contains the Inner and Material Planes.[3]

One further plane sits in the center of the ring, the Outlands, being neutral in alignment. At the center of the Outlands is a Spire of infinite height; the city of Sigil floats above the Spire's pinnacle.[15][19]

Many Outer Planes were renamed in Advanced Dungeons & Dragons 2nd Edition in the Planescape 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 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 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.[20][21][22]

Inner Planes

[edit]

The Inner Planes are made up of elemental matter and forces. They consist of the Elemental Planes[1] of air, earth, fire and water, and the Energy Planes. Some descriptions also contain the Para-elemental (magma, ice, etc.) and Quasi-elemental planes (lightning, dust, etc.) linking them.[1] The energy planes are the Positive Material Plane and Negative Material Plane.

In his review of the Planescape Campaign Setting boxed set, Gene Alloway felt that the set would provide players with a good sense of "the sheer force of nature that drives all the Inner Planes. The Inner Planes don't have anything against you—they're hard on everyone."[23] Backstab [fr] 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.[1][24]

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 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 is the churning realm within which the Inner Planes are held".[3] Screen Rant 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".[25]

Material Planes

[edit]

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 setting, the Phlogiston 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.[26]

The Feywild 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.[27][28] 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.[28] The adventure module The Wild Beyond the Witchlight (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).[29][30][31]

Outer Planes

[edit]

Alignment-based planes. The home of gods, dead souls, and raw philosophy and belief.

Outer Planes
Mount
Celestia
Bytopia Elysium Beastlands Arborea
Arcadia ↑Good↑ Ysgard
Mechanus ←Lawful Outlands Chaotic→ Limbo
Acheron ↓Evil↓ Pandemonium
Nine Hells
of Baator
Gehenna Hades Carceri Abyss

Transitive planes

[edit]

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

Astral Plane

[edit]

The Astral Plane is the plane of thought, memory, and psychic energy; it is where gods 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 instead of infinite; there is no space or time here, though both catch up with beings when they leave. The souls of the newly dead from the Prime Material Plane pass through here on their way to the afterlife or Outer Planes.

The most common feature of the Astral Plane is the silver cords 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 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 dreams 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 or normal time flows.

Part of Baldur's Gate II: Shadows of Amn takes place on the Astral Plane.[32]

Trenton Webb for Arcane magazine comments that A Guide to the Astral Plane "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."[33]

Ethereal Plane

[edit]

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 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

[edit]

A fictional plane of existence in Dungeons & Dragons, under the standard planar cosmology.[34] 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.[35]

Mirror planes

[edit]

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

[edit]

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.

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. Dragon Magazine No. 353 associates it also with the "Demiplane of Time" that has appeared in various forms since 1st edition.

Demiplanes

[edit]

Demiplanes are minor planes, most of which are artificial. They are commonly created by demigods 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, the setting of Ravenloft.

Neth

[edit]

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 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

[edit]

Far Realm

[edit]

The Far Realm is an alien dimension of cosmic 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.[36][37] It is particularly inspired by Lovecraft stories like "Through the Gates of the Silver Key".[citation needed] It was created by Bruce Cordell, and introduced in the Second Edition Advanced Dungeons & Dragons adventure module The Gates of Firestorm Peak (1996).[38][37] 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."[36] The adventure featured a magical portal that produced creatures and energies from the Far Realm.[39]

In Third Edition, the Far Realm was incorporated into the Realm of Xoriat in the Eberron campaign setting.[37] In Fourth Edition, the Far Realms were included in the new cosmology design of Dungeons & Dragons.[38] In this edition, members of the Warlock class can forge a pact (called the Starpact) with the entities from or near the Far Realm to gain power.[40]: 32  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

[edit]

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.[citation needed]

The World Axis cosmology

[edit]
The "World Axis" model of the planes, as described in the 4th edition Manual of the Planes[41]

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.[41][42] 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

[edit]

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

[edit]

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 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.
  • Celestia, the Radiant Throne: A great mountain that drifts in a world of silver mists. Home to Bahamut, Moradin and, sometimes, Kord.
  • Chernoggar, the Iron Fortress: The rust-pitted iron castle, where mighty warriors fight and die endlessly. Home to Bane and Gruumsh.
  • 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.
  • 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: 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 and Tiamat.

The Elemental Chaos

[edit]

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, 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: 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: The efreeti capital and a major hub of planar trade and travel,[43] the "infamous", "fabled", and "ominous" "geometrical City of Brass" was featured on the cover of the 1st edition Advanced Dungeons & Dragons Dungeon Master's Guide (1979) and "finally laid out in detail" for the Al-Qadim setting in 1993, both depictions by David Sutherland.[44]
  • The Keening Delve
  • The Ninth Bastion
  • Zerthadlun

Parallel Planes

[edit]

The World

[edit]

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,[14] 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

[edit]

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.[45] 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.[46][47] The Feywild was next explored in-depth in the 5th adventure module The Wild Beyond the Witchlight (2021) and the corresponding Domains of Delight (2021) supplement (an official PDF by Wizards of the Coast released on the Dungeon Masters Guild).[30][48] The 5th edition added the concept of Domains of Delight similar to Ravenloft's Domains of Dread; each domain is ruled by an Archfey who can shape their region via their will.[49] 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".[31]

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 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".[30]

Locations within the Feywild
  • Astrazalian, the City of Starlight
  • Brokenstone Vale
  • Cendriane
  • The Feydark (Underdark of the Feywild)
  • Harrowhame
  • The Isle of Dread
  • Mag Tureah
  • Maze of Fathaghn
  • Mithrendain, the Autumn City
  • The Murkendraw
  • Nachtur, the Goblin Kingdom
  • Senaliesse
  • Shinaelestra, the Fading City
  • Vor Thomil

The Shadowfell

[edit]

The Shadowfell is a type of underworld, and the thematic successor to the Negative Energy Plane and Plane of Shadow from earlier editions. The Raven Queen 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".[50][51]

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
  • Gloomwrought, the City of Midnight
  • Letherna, Realm of the Raven Queen
  • The House of Black Lanterns
  • Moil, the City That Waits
  • Nightwyrm Fortress
  • The Plain of Sighing Stones
  • The Shadowdark (Underdark of the Shadowfell)

Demiplanes

[edit]

Demiplanes are relatively small planes which are not part of larger planes. The most prominent demiplane is Sigil, the City of Doors, which is largely unchanged from earlier editions.

Anomalous planes

[edit]

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

[edit]

An anomalous plane, the Far Realm 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

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Within the context of the game, there are many theories of the organization of the planes.[2] 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".[2]: 95 

Dark Sun cosmology

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One of the hallmarks of the Dark Sun setting was Athas' cosmological isolation, something that broke with the rest of the canonical Dungeons & Dragon's universe.[52] 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.[53]: 8–9 [54] 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

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The Eberron cosmology, used in the original Eberron campaign setting, contained thirteen Outer Planes in 3rd edition,[55] 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 Planes. 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

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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".[13]

Fictional planar travel

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Portals, conduits and gates are all openings leading from one location to another; some lead to locations in the same plane, others to different planes entirely. Although the three terms are often used interchangeably, there are notable distinctions:

  • 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, "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

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Planar pathways are special landscape features appearing in multiple planes or layers of a plane. Travel along a planar pathway results in travel along the planes. Pathways are crucial tactically, because they are very stable compared to portals or gates, and do not require magic spells or portal 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

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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, Happy Hunting Grounds, and Olympus in much the same way that the Styx links the lower planes". The river disappears and reappears a number of times in different layers of the planes, but it seems to follow a course that begins in Thalasia, the third layer of Elysium, flows through the second and first layers of that plane, then across 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.[56]: 84 

The book goes on to describe how Oceanus appears on specific Outer Planes. The first four layers of the plane of Elysium "are dominated by the River Oceanus, which begins in the fourth (outermost) layer of this plane and flows down to the innermost layer (the layer nearest the Astral). From there 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).[56]: 90  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.[56]: 91  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.[56]: 91  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.[56]: 93 

River Styx

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The first edition Monster Manual II 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, 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.[57]: 28  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.[57]: 29  The first edition Manual of the Planes describes the River Styx as a means to travel from one Outer Plane to another, noting that "it flows through many portals in the lower planes and provides a regularly-used highway through these planes."[56]: 77  The River Styx reappears in sourcebooks such as the Planescape Campaign Setting (1994),[58] Planes of Chaos (1994),[59] Planes of Law (1995),[60] and the 3rd Edition Manual of the Planes (2001).[61]

Yggdrasil

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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 Planes 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 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 are the best-known of the permanent conduits that link the outer planes with the Prime and with other nonlinear outer planes.[56]: 72  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.[56]: 77  The apertures that the Yggdrasil causes in the Prime worlds are fixed and limited to those places where the Norse gods are known.[56]: 95 

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
In the Dungeons & Dragons role-playing game, the planes of existence constitute the multiverse's foundational structure, comprising alternate dimensions of reality that include the Material Plane as the nexus of mortal worlds, transitive planes facilitating interdimensional travel, the Inner Planes embodying raw elemental forces, and the Outer Planes serving as divine realms aligned with moral philosophies. These planes provide sources of magical energy, diverse creatures, and adventure settings, accessible primarily through spells such as plane shift or gate, or via natural portals. The cosmology of the Dungeons & Dragons multiverse has evolved across editions, with major models including the (standard in 1st through 3rd and revised 5th Editions as of 2024) and the World Axis (4th Edition). The Material Plane serves as the central hub, an infinite expanse containing countless worlds shaped by the Dungeon Master's creativity. Specific details of the planes, such as the Ethereal Plane, , Inner Planes (Air, , Fire, and Water), and the sixteen alignment-based Outer Planes, vary by cosmological model and are explored in subsequent sections. Demiplanes exist as finite, artificial extradimensional spaces crafted by powerful spells like demiplane or by . Travel between planes often induces alignment-based dissonance, affecting visitors' perceptions and abilities, while portals provide fixed connections, emphasizing the planes' role in epic narratives of exploration and cosmic conflict.

Publication History

Origins in Early Editions

The concept of planes in Dungeons & Dragons emerged gradually in the game's earliest years, initially implied through mechanics rather than fully articulated cosmology. The original Dungeons & Dragons ruleset, released in 1974 by and , referenced otherworldly travel via spells such as contact other plane and etherealness, suggesting parallel realities without detailing their structure or nature. Explicit development began in 1976 with Gygax's article on alignment in The Strategic Review Vol. 1, No. 4 (Spring 1976), which introduced the idea of nine outer planes organized around the nine alignments—lawful good, neutral good, good, lawful neutral, neutral, neutral, lawful evil, neutral evil, and evil—as realms where deities and their followers resided. These planes served to expand the game's alignment system into metaphysical dimensions, providing homes for moral and ethical extremes beyond the Prime Material Plane. By July 1977, Gygax's article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D" in The Dragon #8 provided the first comprehensive overview, depicting an infinite of co-existing planes. It outlined seven inner planes (including the Prime Material Plane with its parallel worlds and the four planes of air, earth, fire, and water), the Ethereal Plane as a conduit for travel, and the nine outer planes aligned in a formation around a neutral hub. This framework drew inspiration from fantasy literature, notably Roger Zelazny's Amber series, and emphasized the Prime Material as the central hub for mortal adventures while allowing for infinite alternate realities. The article also introduced mechanics like the vanish spell for accessing the Ethereal Plane, solidifying planes as integral to high-level play. The Advanced Dungeons & Dragons Players Handbook (1978) codified these ideas into core rules, listing the known planes of existence on pages 120–121 and reorienting the to align precisely with the nine alignments. It described the outer planes as infinite layers reflecting ethical and moral spectra, the inner planes as fundamental building blocks of reality, and transitive planes like the Astral and Ethereal for interdimensional travel. This edition integrated planar elements into character progression, with high-level spells and artifacts enabling access, though full details on inhabitants and environments awaited later supplements. Early Advanced Dungeons & Dragons modules further explored these origins, such as D3: Vault of the (1978), which referenced demonic entities from outer planes, and Q1: Queen of the Demonweb Pits (1980), venturing into the chaotic evil plane of Lolth. These adventures tested planar mechanics in play, highlighting the multiverse's potential for epic, cross-dimensional campaigns while revealing inconsistencies in early codification, such as varying depictions of plane sizes and connections.

Evolution in 3rd and 4th Editions

In the third edition of Dungeons & Dragons, released in 2000, the planar cosmology underwent refinement to integrate more seamlessly with the updated core rules, drawing heavily from the established Great Wheel model introduced in the second edition's Planescape campaign setting. The Manual of the Planes (2001), published by Wizards of the Coast and authored by Jeff Grubb, Bruce R. Cordell, and David Noonan, served as the definitive sourcebook, standardizing the multiverse structure for the edition. This volume expanded on prior concepts by detailing 27 distinct planes, including the Inner Planes (elemental and energy realms), the Prime Material Plane, the 17 alignment-based Outer Planes arranged around the ring-like Great Wheel, and the Transitive Planes (Astral, Ethereal, and Shadow) that facilitate travel between them. Key evolutions included codified planar traits—such as gravity, time flow, and magic enhancements or impediments—for each realm, enabling consistent mechanical application in gameplay. The book also introduced tools for creating custom demiplanes and variant cosmologies, allowing Dungeon Masters to adapt the framework while maintaining the Great Wheel as the default. New content emphasized planar adventures through prestige classes like the planar shepherd, spells for summoning extraplanar allies, and monsters native to specific planes, such as modrons from Mechanus or . This approach prioritized accessibility, transforming the abstract cosmology of earlier editions into a playable toolkit that encouraged exploration of realms like or Mount Celestia without requiring separate campaign settings. The Manual of the Planes won the 2002 ENnie Award for Best Rules Supplement, reflecting its impact on standardizing planar lore across products. The fourth edition, launched in 2008, marked a significant overhaul of the cosmology, shifting away from the to the new World Axis model to align with the edition's "" design philosophy, which emphasized isolated adventures and heroic scale. Introduced in the (2008) and elaborated in the Manual of the Planes (2008) by , the World Axis reimagined the multiverse as a spherical centered on the mortal world, with the Astral Sea and Elemental Chaos as opposing fundamental planes encircling it like cosmic poles. The Astral Sea became a silvery void housing divine dominions—floating realms of gods, such as the Seven Heavens or the Nine Hells—while the Elemental Chaos represented a turbulent expanse of raw creation, incorporating elemental forces and chaotic domains like . Parallel to the Prime Material Plane lay the Feywild (a vibrant, magical echo of nature) and the Shadowfell (a gloomy reflection twisted by despair), replacing the broader Ethereal and Shadow Planes with more intimate, world-adjacent layers. This evolution simplified planar navigation by reducing transitive planes and emphasizing thematic contrasts: order versus chaos in the fundamental axis, and vitality versus decay in the parallels. Mechanics for planar travel, such as rituals and portals, were streamlined, with hazards like astral storms or chaotic eddies adding risk to expeditions. The Manual of the Planes provided adventure hooks, paragon paths like the astral walker, and updated monsters, including star spawn from the Far Realm, to support campaigns exploring these realms. In the setting, this shift was narratively tied to the Spellplague cataclysm of 1385 DR, which shattered prior connections and birthed the new structure, though the model applied broadly across worlds. The change aimed to make the planes feel more immediate and integral to heroic narratives, diverging from the alignment-driven hierarchy of third edition.

Updates in 5th Edition and 2024 Revisions

In the fifth edition of , released in 2014, the cosmology of the planes was reestablished around the model as the default framework, marking a return from the World Axis cosmology of fourth edition. The (2014) dedicates Chapter 2 to "The Planes of Existence," describing the as a series of concentric layers with the Material Plane at the center, surrounded by the Inner Planes (elemental realms of air, earth, fire, and water), transitive planes (Ethereal and Astral for planar travel), and the Outer Planes (sixteen realms aligned to moral and ethical philosophies, housing deities and afterlives). This structure emphasizes the planes as narrative tools for adventure, with portals, spells like plane shift, and magic items facilitating access, while allowing Dungeon Masters flexibility to adapt or ignore specific details for their campaigns. The fifth edition also integrates the Feywild and Shadowfell as fundamental parallel planes to the Material Plane, portraying them as vibrant, timeless echoes of the mortal world infused with fey magic and necrotic gloom, respectively. These planes are positioned as accessible via short "echo" distances from the Material Plane, enabling themes of wonder, horror, and moral duality in gameplay. Demiplanes are introduced as customizable pocket dimensions, often created by powerful beings, further expanding options for bespoke adventures. This edition's approach prioritizes accessibility for new players, with concise overviews rather than exhaustive lore, while maintaining compatibility with prior editions' planar lore through optional integrations. The 2024 revisions to the core rulebooks, including the updated , refine and expand the fifth edition's planar framework without overhauling the model, relocating the cosmology chapter to Chapter 6 for deeper integration with adventure-building tools. Key enhancements include more detailed descriptions of individual planes, such as the eternal Blood War between demons and devils raging across the lower Outer Planes, and the addition of gate-towns in the Outlands as hubs for planar intrigue. The Inner Planes are clarified as the elemental building blocks specific to each world (e.g., Toril's unique variants), while the Outer Planes connect multiple worlds, fostering multiversal campaigns. In the 2024 , the Feywild and Shadowfell are described as parallel dimensions overlapping the , with landscapes echoing the mortal world but infused with fey magic and necrotic energy, respectively. The revisions also introduce practical aids, such as adventure hooks for each plane and illustrations of the cosmic , to make planar more actionable for Dungeon Masters. Positive and Planes are reaffirmed as enfolding the entire cosmology, driving themes of creation and , with no major structural shifts but enhanced emphasis on philosophical and depth.

Core Cosmological Frameworks

The Great Wheel Model

The Great Wheel model serves as the foundational cosmological framework for the Dungeons & Dragons multiverse, originating in the Advanced Dungeons & Dragons 2nd edition Planescape campaign setting and adopted as the default structure in 3rd edition and 5th edition core rulebooks. This model envisions the planes of existence arranged in a metaphorical wheel, with the Material Plane positioned at the central hub, representing the realm of mortal worlds and physical reality. Surrounding this core are concentric layers of planes categorized by their nature and alignment, facilitating planar travel through portals, spells, and transitive realms, while emphasizing themes of moral and ethical polarity. At the heart of the model lies the Material Plane, an infinite expanse containing countless campaign settings such as the , , and , where adventurers typically begin their journeys amid diverse ecosystems, civilizations, and magical phenomena. Encircling it are the Inner Planes, comprising the four primary Planes—Air, Earth, Fire, and Water—which embody raw primordial forces and blend into the chaotic Elemental Chaos at their fringes, serving as sources of elemental creatures and magic. Overlapping these inner regions is the Ethereal Plane, a misty transitive space divided into the accessible Border Ethereal (adjacent to the Material and Inner Planes) and the vast Deep Ethereal, enabling ghostly travel and exploration of ethereal phenomena like haunted ruins. Beyond the Inner Planes, the model extends to the Outer Planes, a ring of sixteen realms arrayed along an alignment axis from lawful good to chaotic evil, forming the "wheel" that gives the cosmology its name. These planes manifest as vast, ideologically driven landscapes shaped by divine powers, where deities reside, souls gravitate after death based on their alignments, and eternal conflicts like the Blood War between demons and devils rage across layers such as and the Nine Hells. The Astral Plane envelops the Outer Planes as another transitive realm, a silvery void of thought and psionic energy where githyanki sail ethereal ships and ancient deities slumber as astral projections, providing a conduit for interplanar journeys via spells like plane shift. This arrangement underscores the model's conceptual emphasis on balance and opposition, with neutral planes like the Outlands bridging extremes and serving as hubs for planar commerce in cities like . Travel between layers often requires to specific alignments or magical aids, reflecting the perilous and philosophical nature of planar adventures, while demiplanes—finite, custom realms like pocket dimensions—can exist as offshoots attached to any layer. In 5th edition, the integrates elements from prior models, such as echoes of the 4th edition World Axis, to accommodate diverse settings without rigid literalism.

The World Axis Model

The World Axis cosmology represents a streamlined reconfiguration of the multiverse, introduced in the fourth edition of the game to emphasize thematic contrasts between while facilitating easier planar travel for adventurers. This model posits the mortal world as a central pivot linking two infinite fundamental planes: the Astral Sea above, embodying divine order and the realms of gods, and the Elemental Chaos below, a roiling expanse of primordial creation and destruction. Unlike prior models, it reduces the number of transitive planes and integrates echoes of the mortal realm—such as the Feywild and Shadowfell—as parallel worlds that mirror and amplify aspects of the Material Plane, creating a more navigable axis of existence. At its core, the World Axis divides the multiverse into fundamental planes, parallel planes, and ancillary realms. The Astral Sea serves as a silvery, star-filled void where astral dominions—floating domains ruled by deities—form isolated islands of stability, such as the elven paradise of Arvandor or the infernal Nine Hells, accessible via or portals. In contrast, the Elemental Chaos is an endless maelstrom of fire, water, earth, and air, birthing elemental realms like (a layered hellscape of demons) or the City of Brass (a efreeti stronghold), where primordials once shaped reality before their conflict with the gods. The mortal world, often exemplified by settings like the ' Toril, lies between these poles, with the Feywild as its vibrant, enchanted parallel—where time flows unevenly and fey creatures hold sway—and the Shadowfell as its gloomy reflection, a domain of decay and undeath overseen by the Raven Queen, through which souls journey to their final rest. Planar travel in the World Axis relies on portals, conduits, and rituals, with the Material Plane acting as a nexus; for instance, ancient gates in ruined temples might lead to the Feywild's ancient forests, while shadowy rifts connect to the Shadowfell's morbid domains. Each plane exhibits unique traits affecting inhabitants and magic, such as the Astral Sea's impartial gravity (allowing free-floating movement) or the Chaos's mutable terrain, which shifts unpredictably and imposes penalties on structured spellcasting. Demiplanes, smaller pocket realms like the city of (a neutral hub of infinite portals), and anomalous spaces such as the Far Realm—an eldritch aberration beyond the axis—add layers of mystery, often created by powerful beings or resulting from cataclysms like the Spellplague. This cosmology underscores a of cosmic balance, with gods and primordials as eternal adversaries shaping the axis, and it influenced fourth edition adventures by prioritizing epic-scale conflicts across these realms rather than intricate bureaucratic planar . While detailed in the Manual of the Planes (2008), the model provides a foundational framework adaptable to various campaign settings, highlighting the multiverse's dynamic interplay between creation, divinity, and entropy.

Planes in the Great Wheel Cosmology

The following describes the classic cosmology as presented in 2nd, 3rd, and pre-2024 5th editions. For updates in the 2024 , where the is one of several optional cosmologies with per-world Inner and Outer Planes and revised structures, see the publication history section.

Inner Planes

In the cosmology of , the Inner Planes represent the fundamental building blocks of physical reality, encompassing realms of pure elemental matter and energy that underpin the Material Plane and the broader . These planes surround the Material Plane like concentric layers, providing the raw substances—earth, air, fire, water, positive energy, and —from which all worlds are formed. Unlike the morally aligned Outer Planes, the Inner Planes are neutral, embodying primal forces without alignment toward good, evil, law, or chaos. Travel between them often occurs through portals, spells like plane shift, or the bordering Ethereal Plane, though their environments are typically hostile to non-native , featuring extreme conditions that can overwhelm intruders with pure elemental fury or energy overload. The core of the Inner Planes consists of six primary realms: the four Elemental Planes (Air, Earth, Fire, and Water) and the two Energy Planes (Positive Energy and Negative Energy). The Elemental Planes are infinite expanses dominated by a single element in its purest form; for instance, the Plane of Fire is an endless inferno of roaring flames and molten rivers, while the Plane of Water forms a vast, lightless ocean without surface or bottom. These planes border one another, creating transitional regions known as the Paraelemental Planes, where two elements blend—such as Ooze (Earth and Water), (Earth and Fire), (Fire and Air), and (Water and Air). The Energy Planes intersect with the elementals to form the Quasielemental Planes, eight in total: on the positive side, (Earth), Radiance (Fire), (Water), and (Air); on the negative side, (Earth), Ash (Fire), Salt (Water), and (Air). This intricate structure forms a spherical "wheel" within the Inner Planes, with the Plane at its center, allowing elements to mix in border areas to mimic mortal worlds before giving way to unadulterated purity deeper in. In 5e prior to 2024, the Inner Planes were simplified to the four Elemental Planes surrounding the Plane, with Positive and Negative as abstract forces; the 2024 DMG reintroduces Paraelemental Planes but omits the full Quasielemental structure. Inhabitants of the Inner Planes are primarily elemental beings adapted to their harsh domains, including genies who rule as noble houses—djinn in Air, efreeti in Fire, marids in Water, and dao in Earth—along with lesser elementals, mephits, and other creatures born of elemental essence. These societies often engage in trade, conflict, or alliances with the Material Plane, summoning elementals as allies or invading through natural portals like volcanoes or whirlpools. The Positive Energy Plane bursts with radiant life force, a dazzling realm of swirling light that accelerates growth and healing but risks exploding living beings with excess vitality, while the Negative Energy Plane is a void of entropic darkness that drains life, spawning undead and embodying decay. Adventurers venturing here face not only physical perils but also philosophical confrontations with creation and destruction in their rawest forms, influencing spells, magic items, and planar lore across editions.

Material Plane

The Material Plane, often referred to as the Prime Material Plane in earlier , serves as the central hub of the cosmology, where the raw elemental forces of the Inner Planes intersect with the moral and philosophical alignments of the Outer Planes to form the foundation of mortal existence and physical reality. In this model, it occupies the core position, surrounded and overlapped by the Ethereal Plane and the four Elemental Planes (Air, Earth, Fire, and Water). In the 5e adaptation of the , it is also echoed by the parallel realms of the Feywild and the Shadowfell. This central placement underscores its role as the primary setting for adventuring campaigns, encompassing diverse worlds filled with heroes, villains, magic, and gods, where the laws of physics and magic blend to produce infinitely varied environments—from sprawling continents and vast oceans to alien landscapes and arcane wonders. Key characteristics of the Material Plane include its stability and neutrality compared to other planes; it is a realm of finite matter and time, subject to entropy and decay, yet vibrant with life and potential for epic narratives. Unlike the ideologically charged Outer Planes or the pure elemental chaos of the Inner Planes, it hosts a multitude of campaign settings, such as the ' Toril or Greyhawk's Oerth, each representing unique cultures, histories, and conflicts that drive player stories. The plane's diversity allows for everything from medieval fantasy realms to worlds infused with advanced technology or primordial wilderness, all unified by the presence of mortal inhabitants who shape their destinies through action and choice. Connections to other planes are integral to the Material Plane's dynamics in the , enabling travel and interaction that often propel adventures. The Border Ethereal provides a misty overlay for ethereal jaunts, allowing explorers to phase through solid objects or access deep ethereality for planar transit via spells like etherealness. Portals to the Planes manifest naturally, such as volcanic fissures leading to the Plane of Fire or oceanic depths to the Plane of Water, while in 5e, the Feywild and Shadowfell touch the Material Plane at fey crossings and shadowed sites, where reality thins and echoes of light or decay bleed through. Access to the Outer Planes typically requires powerful magic like plane shift or gate, or navigation through the , which encircles the entire wheel and serves as a silvery void for projecting to distant realms, though the River Styx offers a more perilous conduit flowing from the Material Plane outward. These linkages emphasize the Material Plane's position as a crossroads, where incursions from other planes—demonic invasions from or celestial visitations from Mount Celestia—can disrupt or enrich its worlds.

Outer Planes

In the Great Wheel cosmology of Dungeons & Dragons, the Outer Planes form a ring of sixteen interconnected realms encircling the Outlands, embodying the moral and ethical alignments that define cosmic forces of good, evil, law, and chaos. These planes represent abstract concepts made manifest, where the fabric of reality warps to reflect ideological extremes, serving as realms for deities, their servants, and the souls of the aligned dead. Unlike the elemental Inner Planes, the Outer Planes prioritize belief and philosophy over physical matter, with landscapes, inhabitants, and laws of nature shaped by alignment—orderly hierarchies in lawful realms, wild anarchy in chaotic ones, and benevolent or malevolent influences in good or evil domains. The arrangement follows a circular progression around the alignment wheel, transitioning gradually from lawful good through neutral shades to chaotic evil, allowing conceptual "borders" where adjacent planes bleed into one another. The Outlands, a vast neutral expanse at the wheel's center, acts as a neutral buffer and gateway, linking all Outer Planes through its flat, disk-like terrain dotted with ancient spires and gate-towns that serve as cultural outposts for each . Travel between the Outer Planes often occurs via the , where swirling color pools provide direct portals to specific layers, or through the shadowy River Styx, which winds through evil-aligned Lower Planes like the Nine Hells and , ferrying souls and adventurers alike while eroding memories of those who touch its waters. The envelops the entire wheel, providing a silvery void for githyanki raiders and psychic winds that carry the echoes of fallen gods. This structure emphasizes the multiverse's balance, with the Material Plane at the cosmic core, influenced by the Outer Planes' distant moral tides through divine interventions and planar incursions. In the 2024 cosmology, Outer Planes may be unique to each Material world. Good-aligned Upper Planes, such as Mount Celestia—a towering mountain of seven ascending layers symbolizing divine order and valor, home to archons and solars—or , a verdant paradise of eternal reward where petitioners roam free in heroic pursuits, foster heroism and protection against evil. Neutral planes like the Beastlands, a primal wilderness divided into layers of savage instinct where animalistic spirits and nature deities hold sway, bridge moral extremes without favoring good or evil. Evil-aligned Lower Planes contrast sharply; the Nine Hells of Baator, a stratified infernal of nine descending layers ruled by archdevils like , enforces tyrannical law through devils and soul-binding contracts, while —a chaotic maelstrom of infinite, ever-shifting layers teeming with demons and tanar'ri lords—embodies mindless destruction and the eternal Blood War against the Hells. These realms host ceaseless conflicts, such as the Blood War, an unending demonic-devilish struggle that spills into other planes and underscores the wheel's inherent tensions. Inhabitants of the Outer Planes include powerful extraplanar beings tied to their alignments: celestials like angels and guardinals in the Upper Planes, modrons and formians in lawful neutral Mechanus—a realm of gears and automatons enforcing universal logic—or slaadi in the chaotic , a roiling soup of raw potential shaped only by strong-willed visitors. Deities claim divine within these planes, such as Yondalla's pastoral domains in Bytopia or Lolth's spider-infested webs , influencing mortal worshipers across the Material Plane. Planar travel demands preparation, as each imposes alignment-based challenges—visitors to lawful planes face rigid trials, while chaotic ones risk madness from shifting realities—highlighting the Outer Planes as both inspirational frontiers and perilous ideological battlegrounds.

Transitive Planes

In the Great Wheel cosmology of Dungeons & Dragons, transitive planes serve as connective conduits between other realms, overlapping or bordering multiple planes to enable interplanar travel without direct portals. These planes are primarily featureless or reflective in nature, prioritizing mobility over independent habitation, and include the , the Ethereal Plane, and the Plane of Shadow. Unlike the structured Inner or Outer Planes, transitive planes facilitate navigation through spells like plane shift or etherealness, often requiring attunement to their unique traits such as thought-based movement or shadow manipulation. The Ethereal Plane manifests as a vast, misty expanse akin to an infinite ocean shrouded in fog, divided into the Border Ethereal and the Deep Ethereal. The Border Ethereal overlaps the Material Plane and Inner Planes, allowing observers with abilities like true seeing to glimpse ethereal travelers while physical interactions remain limited except for force-based effects such as wall of force. In the Deep Ethereal, swirling mists and colorful vortices connect distant points, enabling long-distance transit at a rate of up to 3 miles per round via directed thought, though navigation risks disorientation without fixed landmarks. Entry typically occurs through spells like etherealness, which renders the traveler ghostly and immune to most physical harm, but vulnerable to phase spiders and other ethereal predators. The functions as a boundless silvery void, embodying the realm of pure thought and dream where physical bodies are unnecessary—travelers project as disembodied minds, sustained indefinitely without sustenance. Navigation relies on willpower, with speeds reaching 3 miles per round in any direction, and the plane connects directly to the Outer Planes via color pools that serve as one-way gates to divine realms. Debris like githyanki astral ships or petrified gods litters the expanse, alongside psychic winds that can stun the unwary, while the plane's timelessness halts aging and decay. Access is granted by , which risks severing the linking to the physical form if predators like astral dreadnoughts intervene. The Plane of Shadow provides a somber, inverted echo of the Material Plane, coterminous and coexistent such that every terrestrial location mirrors a shadowy counterpart, often twisted into foreboding landscapes of perpetual twilight. Shadows here possess substance, birthing creatures like shadow dragons and allowing manipulation via shadow walk spells for rapid transit between distant Material worlds at 7 miles per round. The plane's minor negative dominant trait drains vitality, fostering and necrotic energies, while its hazardous navigation stems from deceptive illusions and roaming shadar-kai hunters. Though primarily a transitive route, it borders the Negative Energy Plane, amplifying its gloom and peril for explorers. In 5e, this is known as the Shadowfell.

Demiplanes and Other Realms

Demiplanes represent finite, self-contained dimensions within the cosmology, serving as extradimensional pockets that operate like full planes but on a much smaller scale, often spanning only hundreds of feet or a few miles in extent. Unlike the infinite Inner, Outer, and Transitive Planes, demiplanes have limited access points, typically through spells, portals, or specific locations, and their traits—such as gravity, time flow, and elemental dominance—can be customized by their creators. They are primarily formed from the proto-matter swirling in the Deep Ethereal Plane, a foggy, borderless expanse that overlaps with other planes and provides the raw material for shaping new realities. Creation of demiplanes requires immense power, achievable through high-level magic or divine intervention. The demiplane spell, for instance, allows a 17th-level caster to forge a 30-foot-cubed space adjoining the Ethereal Plane, which can be expanded and modified over time with additional castings. More advanced incantations, such as the 9th-level genesis spell, enable the formation of larger demiplanes up to 1,800 feet in diameter, complete with atmospheres, terrain, and even basic life forms drawn from the Ethereal's protomatter. These spaces often function as private sanctuaries, prisons, or laboratories for archmages, deities, and other entities, isolated from the broader multiverse to prevent interference. Notable examples illustrate the versatility of demiplanes as "other realms" beyond the standard cosmological structure. The , a labyrinthine void used to eternally confine monstrous threats like demon lords or ancient evils, exemplifies their role as secure containment zones, accessible only via rare planar conduits. Similarly, the maze-like demiplanes spun off from —such as the Lady's Maze—demonstrate how even the City of Doors can inadvertently birth these realms through magical mishaps or divine whims. Other anomalous realms, like temporary "curtains" or ether storms within the Deep Ethereal, border on demiplane status but lack permanence, serving instead as hazardous transit zones or ephemeral battlegrounds between planar travelers.

Planes in the World Axis Cosmology

Fundamental Planes

In the World Axis cosmology introduced in the fourth edition of Dungeons & Dragons, the fundamental planes form the foundational structure of the , consisting of two vast, infinite expanses that underpin all other realms. These planes, the Astral Sea and the Elemental Chaos, serve as the primordial substances from which astral dominions, elemental realms, and other features emerge, linking the divine and primal powers of the cosmos. Unlike the layered hierarchies of earlier cosmologies, the World Axis positions these fundamental planes as expansive seas surrounding the mortal world and its echoes, emphasizing a more navigable and interconnected . The Astral Sea is depicted as an ethereal, starry expanse of silvery light and thought-stuff, embodying the domain of gods and celestial beings. It features subjective directional , allowing travelers to treat any solid surface as "down" and move by flying at half their normal speed, which facilitates exploration across its floating islands and divine realms known as astral dominions. These dominions, such as the radiant city of Hestavar or the infernal Nine Hells, are finite islands adrift in the sea, each governed by deities or powers aligned with ideals of order, law, or divinity. The Astral Sea's mutable yet stable nature makes it a hub for and divine influence, where thoughts can shape minor realities and portals connect to mortal worlds. In contrast, the Elemental Chaos represents the roiling, primal tumult of creation's raw materials—fire, earth, air, water, and their chaotic admixtures—forming a turbulent lower expanse beneath the mortal realm. Its terrain is highly unstable, with shifting landscapes of molten rivers, floating earthmotes, and storms of elemental fury, governed by principles of elemental buoyancy where native objects float and intruders experience disorienting falls. Within this chaos lie elemental realms, such as the fiery City of Brass or the abyssal layers of the Demonweb Pits, which are pockets of relative stability carved out by elemental lords and primordials. The Elemental Chaos embodies entropy and potential, serving as the source of magic and the battleground of the Dawn War between gods and primordials. Together, these fundamental planes frame the axis of the world, with the mortal realm (the world) positioned between the parallel echoes of the Feywild and Shadowfell, creating a cosmology where planar often involves crossing these seas via portals, rituals, or spells. This structure simplifies navigation compared to prior models, treating the Astral Sea as an "upper" divine realm and the Elemental Chaos as a "lower" primal one, while allowing for customization in campaigns. The interplay between the two fosters conflicts between celestial order and chaotic forces, central to many fourth-edition adventures.

Parallel Planes

In the World Axis cosmology of Dungeons & Dragons 4th Edition, the Parallel Planes consist of the mortal world and its two primary echoes, the Feywild and the Shadowfell, forming a central axis between the divine Astral Sea and the primordial Elemental Chaos. These planes are interconnected realms that reflect the mortal world in distorted ways, with the mortal world serving as the stable baseline and for planar interactions. Unlike the fundamental planes, which embody raw cosmic forces, the Parallel Planes emphasize natural, emotional, and existential themes, influencing mortal life through portals, rituals, and natural crossings. The mortal world, often called the Natural World or Prime Material Plane, is the core of the Parallel Planes and the default setting for most campaigns. It features diverse environments, stable geography, and a balanced mix of arcane, divine, and primal energies, making it the hub for travel to other planes. Inhabitants include a wide array of mortal races such as humans, elves, dwarves, and dragons, alongside natural creatures and monsters. This plane's neutrality allows it to interface directly with both the Astral Sea—via starry portals to divine dominions—and the Elemental Chaos—through chaotic rifts—without the extreme environmental hazards of those realms. The Feywild, also known as the Plane of Faerie, is a vibrant and mutable echo of the mortal world, capturing its youthful beauty and primal vitality in exaggerated form. Suffused with wild magic, this plane amplifies natural wonders—towering forests, crystalline rivers, and eternal twilights—while harboring heightened dangers like predatory fey beasts and treacherous illusions. Its geography shifts unpredictably, with landmarks appearing as idealized memories of their mortal counterparts, such as ancient elven glades preserved in pristine splendor. The Feywild's psychic resonance sharpens senses and intensifies emotions, fostering creativity but risking madness or enchantment for unprepared travelers. Key inhabitants include eladrin (fey elves who rule seasonal courts), satyrs, pixies, hags, and powerful archfey like the Summer Queen Tiandra, who govern domains of unbridled growth and emotion. In contrast, the Shadowfell, or Plane of Shadow, presents a somber and decaying reflection of the mortal world, embodying , , and melancholy. Light dims to a pervasive gloom (reducing illumination by up to 50% in affected areas), and familiar landscapes twist into ruined versions of themselves—vibrant cities become haunted shells, and forests wither into thorny wastes—evoking visions of inevitable decline. A constant chill and necrotic aura induce malaise, drawing and sorrowful spirits while repelling life. Notable denizens encompass shadar-kai (shadow elves bound to the Raven Queen), hordes like and wraiths, and sorrowsworn manifestations of negative emotions. Major locations include the fortified city of Gloomwrought, a trade hub amid the desolation, and Letherna, the Raven Queen's fortress of judgment in the . Travel between the Parallel Planes occurs through natural phenomena and magical means, emphasizing their proximity and thematic ties. Fey crossings—such as ancient standing stones or moonlit glades—link the mortal world to the Feywild, while shadow crossings like graveyards or eclipse-shrouded ruins connect to the Shadowfell; these sites often require specific conditions, like full moons or solstices, to activate. Rituals such as Fey Passage (a level 6 Arcana or Nature ritual costing 140 gp in components, waived for eladrin) or Shadow Passage (a level 8 Arcana or Religion ritual costing 135 gp in components, waived for shadar-kai) enable deliberate transit, often leaving behind illusory veils or misty trails. The planes influence one another reciprocally: fey incursions might bloom wild magic in the mortal world, while shadowfell leaks could spawn undead plagues, creating opportunities for adventures involving planar bleed or monstrous migrations. Portals to the fundamental planes are rarer but accessible from strongholds within the echoes, such as eladrin citadels bridging to the Astral Sea.
PlaneKey TraitsPrimary InhabitantsAccess Methods
Mortal WorldStable, diverse, neutral energiesMortal races (humans, elves, etc.)Nexus for all planar travel
FeywildMutable, wild magic, heightened beautyEladrin, fey creatures, archfeyFey crossings, Fey Passage ritual
ShadowfellGloomy, necrotic, decaying visionsShadar-kai, , Raven Queen servantsShadow crossings, Shadow Passage ritual

Demiplanes and Anomalous Realms

In the World Axis cosmology of Dungeons & Dragons 4th edition, demiplanes represent finite, self-contained realms typically crafted by deities, archmages, or through epic-level rituals, serving as personalized domains, prisons, refuges, or storage spaces. These planes manifest as isolated bubbles adrift within the vastness of the Astral Sea or the turbulent Elemental Chaos, or occasionally embedded within larger planes like the Shadowfell. Unlike the expansive fundamental or parallel planes, demiplanes are inherently small and mutable, often shaped by the creator's will or specific magical parameters, with traits such as altered gravity, enhanced magic, or restricted access enforced through spells like arcane lock. Their creation demands immense power, exemplified by rituals like demicache (requiring a level 12 Arcana check and 1,000 gp in components to form a temporary pocket lasting from one day to a year) or the classic rope trick spell (using a 2,000 gp silver rope to generate an 8-by-8-square extradimensional space enduring for seven hours). Notable examples of demiplanes illustrate their versatility and narrative role. The Demonweb Pits, forged by the goddess Lolth, form a sprawling labyrinthine network suspended in the Demonweb, accessible only through her divine portals and teeming with spider-like horrors and silken traps. Similarly, —known as the City of Doors—functions as a neutral demiplane hub, its myriad portals linking to countless realms despite its anomalous position outside the core World Axis structure. Other instances include the stomach of an astral dreadnought, which harbors a bizarre internal demiplane complete with floating eyeballs and disorienting voids, or custom vaults like those used by liches to safeguard phylacteries. These realms emphasize planar customization, allowing creators to impose unique environmental features, such as thought-responsive landscapes in experimental mage-towers, while remaining vulnerable to incursions if portals are discovered or protections fail. Anomalous realms, by contrast, encompass enigmatic planes that defy the orderly framework of the World Axis, existing as peripheral or intrusive voids with alien physics and sanity-eroding influences that occasionally seep into the fundamental planes. These realms are not deliberately created but emerge from cosmic anomalies, forgotten divine experiments, or primordial chaos, often rendering them inhospitable to mortals and even immortals. The Far Realm stands as the quintessential anomalous realm, an infinite expanse of and psychic torment where aberrations like beholders and mind flayers originate, its tendrils occasionally piercing the Astral Sea to spawn madness in nearby dominions. Exposure to the Far Realm warps , inducing hallucinations and mutations, with no stable portals possible due to its rejection of conventional space-time. Additional anomalous realms highlight the cosmology's fringes. The Plane of Dreams operates as a mutable overlay accessible during sleep or via rare rituals, where subconscious thoughts coalesce into ephemeral landscapes that can influence the waking world through prophetic visions or nightmarish incursions, though prolonged stays risk permanent dissociation from reality. In the Shadowfell, darklands qualify as anomalous sub-realms—shadowy wastelands that amplify necrotic energies, granting a +1 bonus to attacks using such powers while spontaneously reanimating corpses as and leeching vitality from the living. Pandemonium, a howling void of recursive wind-swept tunnels approximately 600 miles in extent, was once a crafted by the mad god Tharizdun but now drifts as an abandoned anomaly, its gales carrying echoes of insanity that erode the minds of intruders. These realms underscore the World Axis's boundaries, serving as sources of existential dread and adventure hooks where planar travelers confront the multiverse's incomprehensible edges.

Cosmologies in Specific Campaign Settings

Forgotten Realms Cosmology

In the campaign setting for 5th edition, the cosmology adheres to the model, positioning the world of Toril at the heart of the Material Plane as the primary nexus of mortal existence and adventure. This structure organizes the multiverse into layered realms that reflect philosophical alignments, elemental forces, and transcendent spaces, allowing for planar travel, divine interventions, and extraplanar threats central to Faerûnian lore. The emphasizes the Material Plane's centrality, surrounded by transitive planes that facilitate movement, inner planes of raw elemental power, and outer planes embodying moral and ethical extremes where deities like Mystra and Cyric hold domains. The Material Plane in encompasses the planet Toril, including its twin world Abeir, vast oceans, and crystal spheres drifting in the phlogiston—a colorful, flammable medium separating worlds. Toril serves as the stage for epic tales involving humans, elves, dwarves, and other races, with its geography spanning continents like and realms influenced by the Weave, the magical fabric woven by the goddess Mystra. This plane is the foundation from which adventurers embark on journeys to other realms, often via ancient portals or spells disrupted by events like the Spellplague. Transitive planes bridge the Material Plane to other layers, enabling ethereal exploration and astral voyages. The Ethereal Plane manifests as a foggy, overlapping adjacent to the and Inner Planes, where spirits and ghosts linger, and deep ethereal currents allow passage to distant points; in , it connects to haunted sites like the . The , a vast silvery void shaped by thoughts and dreams, links the Plane to the Outer Planes through color pools and psychic winds, serving as a for githyanki raiders and the floating corpses of fallen gods in mythology. The Inner Planes surround the Material Plane, comprising elemental and energy realms that fuel creation and destruction. Four primary Elemental Planes—Air, Earth, Fire, and Water—form a chaotic ring known as the Elemental Chaos, bordering para-elemental planes like Ice and ; these are sources of genies, primordials, and in Toril's history, such as the ancient Dawn War between gods and elemental lords. The Positive Energy Plane infuses and growth, while the Negative Energy Plane drains vitality, spawning hordes that plague through rifts like those in the Shadowfell's influence. Outer Planes form a of sixteen layers aligned along axes of law/chaos and good/evil, orbiting the neutral Outlands and connected via the . Good-aligned Upper Planes, including and Arborea, host celestial hosts and benevolent deities like Tyr, while evil Lower Planes like the Nine Hells and are lairs for devils, demons, and figures such as and , who scheme against Faerûn's mortals. The Outlands, a neutral hub, once held the city of at its spire before planar shifts, and serves as a crossroads for planar factions influencing events. In this cosmology, Faerûnian gods maintain realms within these planes, blending local pantheons with broader multiversal forces. Demiplanes and other realms augment the , including the Feywild—a vibrant echo of the Material Plane teeming with archfey and wild magic—and the Shadowfell, a gloomy mirror realm of despair haunted by shadar-kai and necrotic energies. These parallel planes, remnants of 4th edition's World Axis influences adapted into 5th edition, border Toril closely and feature prominently in adventures, such as fey crossings in the High Forest or shadow incursions during the Second . Custom demiplanes, crafted by wizards or gods, provide hidden sanctuaries or prisons, like the Demiplane of used by elven mages.

Eberron Cosmology

In the campaign setting, the cosmology revolves around a unique model known as the Great , where the Material Plane—embodying the world of Eberron—serves as the central nexus of existence. This structure diverges from the standard cosmology of by portraying the thirteen outer planes not as distant moral or elemental realms, but as conceptual forces that orbit Eberron in cyclical patterns, much like moons around a planet. These planes embody fundamental aspects of reality, such as , dreams, or chaos, and their proximity to the Material Plane influences the world through periodic alignments. The orrery metaphor, used by scholars and dragon prophets, illustrates how these planes wax and wane in influence, creating dynamic interactions with Eberron rather than fixed alignments. The creation myth of 's cosmology centers on the three Dragons: Siberys (the Dragon Above), Eberron (the Dragon Between), and Khyber (the Dragon Below). Their cosmic struggle and reconciliation birthed the planes, with Siberys forming the golden ring of dragonshards encircling the world, Eberron shaping the fertile Material Plane as a prison for Khyber's evils, and Khyber manifesting as the subterranean underworld teeming with demons and aberrations. Unlike traditional D&D settings where gods directly intervene, Eberron's deities remain enigmatic and unproven, with divine magic drawn from faith and the Sovereign Host or Silver Flame rather than observable celestial patrons. The planes are enclosed by three transitive planes—the for thought and silver cords, the Ethereal Plane for bordering overlaps, and the Plane of Shadow for darkened reflections—allowing for planar travel but isolating Eberron from broader multiversal connections. The thirteen outer planes each represent a core concept and exert influence through two primary mechanisms: coterminous phases, where a plane draws near and amplifies its traits (e.g., heightened magic during Fernia's alignment every five years), and manifest zones, stable locations on where planar energies permanently seep through, altering geography, , and inhabitants. For instance, manifest zones to Syrania enable the floating towers of Sharn, while those to Dolurrh spawn hauntings. Planar travel is rare and hazardous, often requiring spells like plane shift or eldritch machines powered by dragonshards attuned to specific planes. These interactions underscore Eberron's theme of mystery and pulp adventure, where planes are not destinations for moral journeys but sources of wonder, peril, and technological innovation. The following table summarizes the thirteen outer planes, their conceptual essences, and key traits:
PlaneEssenceKey Traits and Influences
DaanviPerfect OrderImmutable laws and crystalline cities; enhances structure and logic-based magic.
Dal QuorDreamsPsychic realm shaped by ; always remote, source of quori spirits and nightmares.
DolurrhThe DeadRealm of despairing shades; weakens , spawns ghosts in manifest zones.
FerniaFireInfinite flames and volcanic seas; boosts fire elementals and destructive passions.
IrianEternal DayRadiant light and positive energy; promotes life, hope, and renewal.
KythriChaosMorphic, ever-shifting landscapes; amplifies acid, poison, and unpredictable change.
LamanniaNaturePrimordial wilderness and beasts; enhances growth, lightning, and instinctual fury.
MabarEndless Night and decay; strengthens and shadows, drains vitality.
RisiaIceFrozen tundras and eternal winter; bolsters cold, water, and isolation.
ShavarathWarEndless battlefields of celestials and fiends; heightens conflict and force energies.
SyraniaPeaceSerene skies and floating citadels; facilitates air travel, commerce, and tranquility.
ThelanisFaerieStories and fey courts; weaves , enchantment, and heroic tales into reality.
XoriatMadnessAberrant horrors and daelkyr; twists minds, spawns aberrations, and erodes sanity.
These planes collectively form a balanced cycle, with no inherent good-evil , allowing for nuanced where planar forces drive conflicts like the daelkyr from Xoriat or the quori incursions from Dal Quor.

Dark Sun Cosmology

In the , Athas exists as an isolated world within the World Axis cosmology, characterized by its barren, post-apocalyptic landscape and severed ties to divine realms, emphasizing primal and forces over traditional godly influences. The planet's harsh environment, scarred by ancient magical cataclysms, limits planar travel and knowledge, with sorcerer-kings suppressing information about realms beyond Athas to maintain control. No gods hold domains here, and divine magic draws instead from elemental lords or primal spirits, reflecting Athas's self-contained, unforgiving . Athas serves as the fundamental plane, a world orbiting a sun beneath —Ral, green and mottled, and Guthay, golden and misty—amid vast deserts, silt seas, and rugged mountains. Ancient moongates and vortexes provide rare conduits to other planes, but these are perilous and often guarded by entities or defilers. The world's isolation stems from cataclysmic events that warped its connections, making planar incursions infrequent and typically tied to arcane defiling or primal rituals. Parallel to Athas lie echoing realms that mirror its desolation but amplify specific aspects of its essence. The Lands Within the Wind, akin to the Feywild, form a fading otherworld pocket infused with primal vitality, home to eladrin enclaves like Caeral Vhismyr in the Forest Ridge; however, it decays under Athas's corrupting influence, its borders collapsing into barren echoes that fit within the walls of a single like Tyr. The Gray, overlapping with the Shadowfell, manifests as a gloomy barrier realm of , ghosts, and fiends such as shadow giants and devils, accessible through mists in sites like the ruined city of Kalidnay, where it traps souls and serves as the sole tenuous path to distant planes. The Black envelops Athas as a formless void of absolute nothingness, a rare and enigmatic expanse evoking negative energy, through which few venture and even fewer return. The Elemental Chaos borders Athas more closely than in other worlds, a turbulent maelstrom of raw fire, earth, silt, air, and water that bleeds into the fundamental plane via vortexes like sand gyres, volcanic rifts at Dhuurghaz, or the Estuary of the . Elemental clerics and druids channel its lords—ancient beings like the Oba or spirits of the land—while defiling magic draws perilously from its chaotic depths, often summoning demons from the embedded Abyss through rituals or planar breaches. Beyond this, the Astral Sea persists as an empty, godless expanse, its links to Athas severed save for hazardous routes through the Gray, underscoring the setting's theme of cosmic abandonment. Demiplanes and anomalous realms emerge sporadically from Athas's turmoil, such as the trapped souls in Bone Village or the parasitic Diviner Stone's domain, but these remain tied to the world's primal scars rather than independent cosmic structures. Planar travel, when possible, relies on vortexes, moongates, or epic rituals, but the sorcerer-kings' edicts and the planes' hostility ensure such journeys reinforce Athas's isolation and survivalist ethos.

Planar Travel and Connections

Methods of Planar Travel

In Dungeons & Dragons, travel between planes primarily occurs through magical spells, planar portals, or specialized magic items, each with specific requirements and risks. Spells offer direct but resource-intensive methods, often requiring components attuned to the target plane, while portals provide more accessible but location-bound connections. Transitive planes like the Astral and Ethereal facilitate indirect travel by linking multiple realms. The most common spell for planar travel is plane shift, a 7th-level conjuration spell that instantly transports the caster and up to eight willing creatures to a different plane. It requires a forked metal rod attuned to the destination plane (worth at least 250 ) as a material component, and the arrival point is determined by general descriptors or a known circle's sequence, subject to Dungeon Master discretion for precision. The spell can also banish an unwilling target to a random location on the specified plane via a melee spell attack and Charisma . Higher-level spells enable more precise or versatile travel. Gate, a 9th-level conjuration spell, creates a temporary portal (5 to 20 feet in diameter) to a precise location on another plane, lasting up to 1 minute with concentration and requiring a diamond worth at least 5,000 gp. Travel is unidirectional through the portal's front side, and planar rulers or deities may prevent its opening in their domains. Alternatively, naming a specific creature on another plane can summon them through the gate. Astral projection, another 9th-level spell, projects the caster's astral form (and up to seven others) to the Astral Plane via a 1-hour ritual, leaving the physical body in suspended animation connected by a silvery cord; from there, travelers can access Outer Planes through natural portals, with the cord transporting the body upon entry. Etherealness, a 7th-level transmutation spell, shifts the caster (and up to three others at higher levels) to the Border Ethereal for 8 hours, allowing movement to adjacent planes like the Elemental Planes but not directly to distant realms such as the Outer Planes. Planar portals serve as stationary gateways linking fixed locations across planes, often manifesting as doorways, misty passages, or environmental features like standing stones. These connections may require keys, rituals, or specific conditions to activate, and they can be permanent or temporary. Examples include vortices in volcanoes leading to the Plane of Fire or deep ocean rifts to the Plane of Water, which connect the Material Plane to the Inner Planes. In the Outlands near , portals abound but demand a "key" such as a word, item, or gesture to function. Portals to demiplanes typically require knowledge of their unique tuning via plane shift or gate. Magic items provide reusable alternatives for planar travel. The amulet of the planes, a very rare wondrous item requiring attunement, allows the wearer to name a familiar location on another plane and attempt a DC 15 Intelligence check as an action; success casts plane shift to that spot, while failure sends the user and nearby creatures (within 15 feet) to a random location on the plane (1–60 on d100) or a random plane (61–100). The cubic gate, a legendary wondrous item, features six sides each keyed to a different plane (one to the Material Plane); pressing a side once casts gate to that plane (expending 1 of 3 charges, regaining 1d3 at dawn), while pressing twice casts plane shift with a DC 17 check.

Major Planar Pathways

In cosmology, major planar pathways are vast, recurring landscape features that span multiple planes, facilitating travel between them without requiring spells or portals. These pathways often embody the thematic essence of the planes they connect, serving as conduits for adventurers, deities, and planar inhabitants alike. Unlike transient portals, they are semi-permanent structures integral to the multiverse's fabric, though their exact routes can shift due to cosmic events or divine influence. Many such pathways, like the River Styx and , are associated with the cosmological model. The River , known as the River of Blood, is a sinister waterway that winds through the Lower Planes, including the Nine Hells, , and Pandemonium, as well as portions of the . It ferries souls of the deceased to their fiendish destinations and is navigated by merrenoloths—yugoloth boatmen who charge steep fees for passage—while its dark waters erode memories of any creature that drinks from or is submerged in them, making it a perilous route for the unwary. Fiends frequently use the Styx for military logistics during the Blood War, underscoring its role as a strategic in infernal conflicts. In contrast, the River flows through the Upper Planes, originating in Elysium's sacred groves and meandering into the Beastlands, Arborea, and beyond, carrying crystalline waters that promote healing and vitality. This serene pathway supports diverse ecosystems, from nymph-haunted shallows to celestial vessels gliding its surface, and is often invoked in divine quests or pilgrimages by good-aligned beings seeking renewal. Its currents align with the planes' chaotic good alignments, occasionally branching into misty tributaries that lead to unexpected paradisiacal realms. The Infinite Staircase is a labyrinthine network of endless stairways and landings, twisting through the to connect the Material Plane, Outer Planes, and even remote demiplanes like the Shadowfell or City of Brass. Doors along its landings open to myriad locations, sometimes guarded by enigmatic entities such as sphinxes or , and the structure defies conventional physics, allowing sideways or inverted ascents. Introduced prominently in lore and expanded in 5th edition adventures, it enables rapid traversal for those who can navigate its dreamlike chaos, often guided by genies or other patrons. Yggdrasil, the or World Ash, is an immense cosmic tree whose roots, trunk, and branches interweave the Outer Planes with the Material Plane and Inner Planes, forming a natural bridge for planar migration. Its bark harbors entire ecosystems, and climbing its limbs—via spectral branches or divine favor—allows travel between realms like Ysgard and the Beastlands, with fruits granting boons to worthy travelers. In 5th edition, it inspires subclasses like the Path of the barbarian, who channel its vitality for rage-fueled resilience and multiversal jumps. Other notable pathways include , a towering mountain that links the Olympian realms across Arborea and the Prime Material Plane, its mist-shrouded slopes serving as a divine highway for Greek pantheon worshippers and heroes. These features collectively emphasize the interconnectedness of the D&D , where travel along them reveals the planes' shared myths and dangers.

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