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In the role-playing game cosmology, the Outer Planes constitute sixteen distinct realms of existence that embody the extreme moral and ethical alignments of the multiverse, ranging from lawful good to , and serving as the primary abodes for deities, celestials, fiends, and the of mortal souls based on their alignments during life. These planes form a concentric ring around the Outlands in the model, which is the standard cosmological framework in the game's fifth edition, including the 2024 revisions, with the —a vast, silvery void of thought and dreams—encircling them to facilitate planar travel via spells like plane shift. The Outer Planes are divided into upper (good-aligned), lower (evil-aligned), and neutral planes, each with unique landscapes, inhabitants, and philosophical underpinnings that reflect their alignments; for instance, the Seven Heavens of Mount Celestia represent ordered benevolence, while the infinite layers of embody chaotic malevolence. The planes are interconnected by the , a dark, memory-stealing waterway that flows through the lower planes and enables treacherous crossings, as well as portals and conduits that allow movement between realms, with , the City of Doors in the Outlands, serving as a neutral hub connected to all Outer Planes via portals. A defining feature is the eternal Blood War, an unending conflict between demons of and devils of the Nine Hells, which shapes the politics and warfare across the evil-aligned planes and prevents fiends from fully invading the Material Plane. Mortals rarely visit the Outer Planes without magical aid, as the realms' fundamental natures can overwhelm or transform intruders—for example, the chaotic energy of might dissolve objects into swirling chaos, while the rigid order of Mechanus enforces mechanical precision on all things. Deities and their servants wield immense power here, with pantheons like the Faerûnian gods residing in specific layers, influencing events across the through proxies, avatars, and divine interventions. This cosmological structure underscores themes of morality, fate, and cosmic balance central to campaigns, allowing for adventures involving planar intrigue, soul harvesting, and alliances with otherworldly beings.

Overview

Definition and Characteristics

The Outer Planes are the divine realms within the that embody the moral and ethical alignments, serving as homes for deities, celestial spirits, fiends, and other legendary beings. They function as where the souls of the deceased—known as petitioners—are sent following judgment by their gods, based on their alignment and deeds in life. Unlike physical locations, these planes are metaphorical constructs of thought, spirit, and purpose, where landscapes and structures can shift dramatically at the whim of powerful inhabitants, such as gods or archfiends. Key characteristics of the Outer Planes include their infinite extent and layered structure, with many planes comprising multiple levels that may require days or weeks to traverse, despite distances that defy mortal logic. Geography and environment are profoundly influenced by the plane's alignment, creating environments that reinforce ethical outlooks—for example, lawful planes often manifest as ordered, hierarchical realms with rigid architecture, while chaotic planes appear fluid, unpredictable, and wildly varied. In the cosmological model, there are such planes, each tied to one of the non-neutral alignments, surrounding the neutral Outlands. The Outer Planes are distinct from the Inner Planes, which consist of raw elemental matter and energy like fire or water, lacking the philosophical depth of the Outer realms. They also differ from the Transitive Planes, such as the Astral Plane and Ethereal Plane, which primarily act as conduits for travel between other planes rather than as independent destinations embodying moral essences. Access to the Outer Planes is typically gained through spells like plane shift, gate, or astral projection, or by discovering fixed portals that connect to specific layers.

Role in D&D Cosmology

In cosmology, the Outer Planes serve as the primary for mortal , where the deceased are drawn based on their alignment and beliefs upon , shaping eternal existences amid divine realms. These planes function as domains for deities, who wield influence over mortal events through avatars, omens, and interventions that propel epic narratives. They also provide settings for grand adventures, where heroes engage in divine conflicts, planar wars, and quests that transcend the Prime Material Plane. Mechanically, the Outer Planes incorporate travel restrictions tied to a character's alignment, often barring entry or imposing shifts in behavior and abilities for those who venture there without compatibility. Spells such as plane shift and artifacts like the deck of many things frequently connect to specific Outer Planes, enabling translocation but risking hazardous effects like temporal distortion or alignment alterations. These elements integrate the planes into , allowing Dungeon Masters to enforce environmental hazards that challenge party dynamics and resource management. Thematically, the Outer Planes embody the extremes of moral and philosophical alignments—ranging from lawful good to chaotic evil—manifesting as landscapes and societies that amplify ideological conflicts and force characters into profound moral dilemmas. This structure underpins campaigns like , where exploration of belief-shaped realities explores themes of , power, and existential choice, driving narratives beyond simple heroism. As spokes in the model, the Outer Planes radiate from the Outlands as a neutral hub, forming an interconnected ring with the Outlands at its center, serving as a neutral hub in the broader . This arrangement allows divine influences to permeate the via proxies and spillover events, such as wars echoing into mortal realms, fostering a dynamic cosmology where the divine and mundane interweave.

Historical Development

Publication History

The concept of the Outer Planes first appeared in the early supplements for Original Dungeons & Dragons, where divine realms were described as otherworldly domains inhabited by gods and heroes, as detailed in Supplement IV: Gods, Demi-Gods & Heroes published in 1976 by TSR. This supplement introduced mythological pantheons with their associated abodes, laying groundwork for the planes as realms of power and afterlife, though without a formalized structure. The Outer Planes were explicitly outlined for the first time in The Dragon magazine issue #8, released in July 1977, in an article by Gary Gygax titled "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D," which established 16 Outer Planes aligned with moral and ethical philosophies, forming the basis of the Great Wheel cosmology. In Advanced Dungeons & Dragons (1st Edition, 1977–1989), the Outer Planes were further developed through scattered references in core rulebooks and adventures, but received comprehensive treatment in the Manual of the Planes (1987), authored by and published by TSR. This seminal work formalized the model, detailing the 16 alignment Outer Planes plus the neutral Outlands (total 17 Outer Planes) as concentric rings around the Outlands, with mechanics for planar travel, inhabitants, and interactions, marking a milestone in integrating the planes into campaign play. The 2nd Edition of Advanced Dungeons & Dragons (1989–2000) saw significant expansion of the Outer Planes through the , launched with the boxed set in 1994, designed by David "Zeb" Cook and published by TSR. This core publication provided extensive lore, maps, and roleplaying guidelines for the planes, emphasizing their philosophical underpinnings and introducing as a hub, while building on the 16 alignment-plane standard plus the Outlands. Key supplements included the : Outer Planes Appendix (MC8, 1991), which cataloged over 60 planar creatures with ecological and statistical details tailored to 2nd Edition rules. Subsequent releases, such as The Inner Planes (1994) and On Hallowed Ground (1996), further enriched the Outer Planes' context by exploring divine influences and alignments. For the 3rd Edition (2000–2008), the Outer Planes were integrated into the via the Manual of the Planes (2001), co-authored by , Bruce R. Cordell, and David Noonan, and published by . This volume adapted the for 3rd Edition mechanics, including prestige classes, spells, and feats for planar adventures, while maintaining the structure of 16 alignment planes plus the Outlands and adding options for custom cosmologies.

Evolution Across Editions

In the first edition of Advanced Dungeons & Dragons, the Outer Planes were introduced as the realms of deities and powerful extraplanar beings, organized within the cosmology as a ring around the Inner Planes and linked to the Prime Material Plane via the Outlands, with each plane embodying a specific alignment and featuring hazardous travel mechanics influenced by alignment mismatches. The Manual of the Planes (1987) emphasized these planes' layered structures, where petitioners and gods resided amid moral landscapes that imposed alignment-based effects on visitors, such as damage or behavioral shifts for those of opposing alignments. The second edition expanded this framework through the (1994), retaining the model while deepening the thematic focus on belief shaping reality, with the Outer Planes as infinite expressions of alignment philosophies accessible via portals and spells, and mechanical hazards like spireward travel difficulties in layered realms such as or Mount Celestia. Planescape's boxed set and supplements, including the Appendix, detailed the 17 Outer Planes, with the 16 alignment planes arranged around the central neutral Outlands, prioritizing narrative exploration over strict rules, though alignment still dictated environmental perils and inhabitant interactions. Third edition, in the Manual of the Planes (2001), maintained the consistency, portraying the Outer Planes as more hospitable divine homes compared to the Inner Planes, with updated mechanics for planar binding, travel via spells like plane shift, and alignment traits that could alter ' behaviors or grant bonuses in attuned realms. This edition refined hazards into traits like enhanced or petitioner rebirth, emphasizing the planes' role in campaigns through examples of layered structures and domains without major structural overhauls from prior editions. Fourth edition (2008-2014) marked a significant shift with the World Axis cosmology in the of the Planes, dissolving traditional Outer Planes into the Astral —a vast, starry fundamental plane hosting divine dominions as floating realms—while chaotic aspects merged into the Elemental Chaos, abstracting layers into adventuring locales with reduced emphasis on alignment in favor of heroic themes and simplified travel via divine portals. This redesign prioritized accessible, narrative-driven planar adventures, treating former Outer Planes as domains within the Astral rather than a rigid wheel, with hazards reframed as environmental features like stellar debris or godly conflicts. Fifth edition, from 2014 to 2023, reverted to the in the (2014), simplifying Outer Planes as spiritual realms embodying alignments and divine purposes, with mechanics focused on minor effects like alignment pulls or magical enhancements during extended stays, allowing flexible DM interpretations without mandatory layers. The structure highlighted 17 planes (16 alignment plus Outlands) as conceptual homes for gods and souls, emphasizing thematic role in cosmology over exhaustive rules, as seen in basic rules appendices that described them as planes of "direction, thought, and purpose." The 2024 revisions in the and introduce per-world planes as a default option, where each campaign world may have unique Inner and Outer Planes, while providing a shared as the standard for interconnected settings, alongside expanded rules for planar travel including effects and portal creation to enhance narrative flexibility. These updates reinforce the Outer Planes' philosophical nature as moral and ethical spaces housing gods, adapting mechanics to support both isolated world-building and multiversal campaigns without rigid alignment impositions. Overall, the evolution reflects a progression from rigidly structured, alignment-heavy mechanics in early editions to more abstract, narrative-oriented designs in later ones, aligning with shifting edition philosophies toward accessibility and DM empowerment.

Cosmological Models

Great Wheel Cosmology

The Great Wheel Cosmology represents the classic and enduring framework for understanding the structure of the multiverse in , portraying the planes as interconnected rings revolving around the Prime Material Plane at the center. This model organizes existence into distinct categories: the material world where mortals dwell, the elemental Inner Planes that form the building blocks of reality, and the moral Outer Planes that embody alignments ranging from lawful good to chaotic evil. Introduced in the 1st edition (1987) by , the cosmology formalized scattered planar concepts from earlier publications into a cohesive system, emphasizing the cyclical flow of souls and energies across the planes. In this arrangement, the Prime Material Plane occupies the hub, bordered by transitive planes such as the Ethereal Plane, which overlaps it for ghostly travel and access to the Inner Planes, and the , serving as a silvery void for mental projection and linking to the Outer Planes. The Inner Planes form an adjacent ring of elemental forces—Air, Earth, Fire, and Water—intermingling at para- and quasi-elemental borders to create the raw substances of the material world. The Outer Planes, however, constitute the moral wheel, a vast ring of 16 realms arrayed along an alignment gradient, with portals, rivers like the River Styx, and shared borders facilitating movement and interaction between them. This wheel is anchored by the Outlands, a neutral plane acting as a transitional disk where the influence of alignments diminishes toward its center, hosting as the neutral hub city. The Outer Planes specifically feature layered divine realms where deities reside, populated by petitioners—souls of the deceased who serve their aligned powers—and native creatures like modrons in the lawful Mechanus or yugoloths in the neutral evil Gray Waste, underscoring the planes' role in cosmic moral conflicts. Canonized and expanded in the 2nd edition (1994) by David Cook, this model emphasized philosophical exploration and planar travel, becoming the standard for subsequent editions until variations emerged. Rivers such as the and link the planes, carrying petitioners and enabling perilous crossings, while portals in the Outlands' Gate-Towns provide direct gateways to each Outer Plane, reflecting the cosmology's emphasis on interconnected moral landscapes.

World Axis Cosmology

The World Axis cosmology, introduced in the fourth edition of , restructured the around a linear axis with the mortal world at its center, serving as a pivot point between the Astral Sea above and the Elemental Chaos below. The Astral Sea is depicted as an infinite silvery void containing the divine realms and homes of gods, while the Elemental Chaos represents a turbulent maelstrom of primordial forces from which the universe originated. Parallel to the mortal world lie the Feywild and Shadowfell, enhancing natural and shadowy aspects respectively. This model simplifies the cosmos to these core components, emphasizing a dynamic tension between ordered divinity and chaotic creation. Traditional Outer Planes from prior editions were reimagined as floating domains or islands within this axis, eliminating the fixed "wheel" structure and its alignment-based geography. For instance, the Abyss manifests as chaotic layers embedded in the Elemental Chaos, embodying unrelenting evil and destruction through demonic influences, while Mount Celestia appears as ordered, radiant isles in the Astral Sea, reflecting divine goodness and structure. Other realms, such as the Nine Hells, also reside in the Astral Sea as planet-sized dominions with traits like fire affinity that enhance related powers. This shift reduces emphasis on moral alignments as spatial determinants, instead tying planar characteristics to the inherent natures of gods, primordials, and their creations. Mechanically, planar travel in the World Axis integrates with fourth edition's powers system through rituals, portals, and epic destinies, making interdimensional journeys more accessible for high-level characters. Rituals like Plane Shift or Astral Sojourn allow transportation with material components, while natural crossings and keyed portals facilitate access to specific domains; epic paths such as the Planeshifter enhance teleportation and adaptation to planar traits. Planar effects, like bonuses to fire attacks in the Elemental Chaos or radiance powers in the Astral Sea, tie directly into character abilities, promoting tactical depth in cross-planar adventures. While praised for its streamlined design and ties to the Dawn War mythology between gods and primordials, the World Axis received mixed reception among players, with some viewing it as an innovative simplification that better supported fourth edition's , and others criticizing it for departing too radically from established lore. Its legacy proved temporary, as fifth edition reverted to the model in the Dungeon Master's Guide, restoring the alignment-based Outer Planes while retaining select elements like the Feywild and Shadowfell as parallel worlds.

5th Edition and 2024 Updates

In fifth edition , released in 2014, the reaffirms the cosmology, with the Outer Planes positioned as infinite realms embodying the moral and ethical extremes of alignment—lawful good to chaotic evil—within a shared accessible to all worlds. These planes are described in simplified terms, focusing on their philosophical essence as domains shaped by belief and ideology rather than rigid geography, while emphasizing discretion to customize details for narrative flexibility. The guide portrays the Outer Planes as homes to deities, celestials, fiends, and other extraplanar beings, where alignment influences the environment and inhabitants, promoting a conceptual understanding over exhaustive mechanics. Subsequent fifth edition supplements built on this foundation; for instance, Mordenkainen's Tome of Foes (2018) expands Outer Planes lore through Mordenkainen's scholarly perspective, detailing eternal conflicts such as those —home to infinite layers of demonic chaos—and the stratified Nine Hells, including specific layers like and its infernal politics. The book provides deeper insights into planar inhabitants and rivalries, such as elven realms in Arvandor or the philosophical schisms , without altering the core structure but enriching its narrative depth for campaigns. The 2024 revisions to the core rulebooks, particularly the and , retain the as the default model while introducing a new illustrative map and expanded descriptions of the planes. The Outer Planes are explicitly framed as 17 philosophical spaces representing the nine alignments, serving as divine realms where gods dwell amid landscapes molded by moral concepts, with borders connected via the neutral Outlands and varying internal layers (e.g., the Abyss's endless depths or the Nine Hells' nine tiers). This update highlights their role in the broader , suspended alongside the above the Material Plane. A key innovation allows Dungeon Masters to configure Inner and Outer Planes on a per-world basis within crystal spheres—echoing cosmology—enabling isolated cosmologies for individual campaign worlds while defaulting to the shared for interconnected play. The total planes now exceed 24, encompassing the four core Elemental Planes, para-elemental variants, transitive planes like the Ethereal and Astral, and echoes of the Material Plane such as the Feywild and Shadowfell, whose borders are clarified as parallel reflections rather than distant wheels. Mechanical refinements include updated planar traits, such as Planar Dissonance—a condition imposing a DC 10 saving throw on celestials and fiends in misaligned planes, resulting in -1d4 penalties to rolls upon failure—and adjustments to travel spells like plane shift for more precise interdimensional navigation. These changes enhance tactical depth in planar adventures without overhauling core rules, prioritizing accessibility and DM adaptability.

Campaign Setting Variations

Forgotten Realms Cosmology

In the campaign setting, the Outer Planes integrate into the broader cosmology as aligned realms embodying moral and ethical extremes, surrounding the Prime Material Plane where Toril resides. Toril-specific deities, including the overgod Ao who maintains overarching balance among the pantheon to prevent divine wars from devastating the world, oversee domains within these planes while adhering to the wheel's structure. Access from to the Outer Planes typically occurs via fixed portals in ancient ruins, natural color pools in the , or arcane means like the plane shift spell, often guarded by orders such as the Harpers or Zhentarim to prevent planar incursions. A unique variant in the second edition, the World Tree cosmology portrays the planes as interconnected branches of a colossal, sentient tree rooted in Toril's Prime Material Plane, diverging from the 's overlapping layers to emphasize Realmspace's isolation and the Weave's centrality. The Weave, the metaphysical framework of arcane magic enveloping Toril and maintained by the goddess Mystra, extends limited influence to her domain of Dweomerheart in the Outer Planes, allowing spellcasters to draw power across planar boundaries under her guidance. The Spellplague of 1385 DR, triggered by Cyric's murder of Mystra, disrupted this model and temporarily aligned cosmology with the fourth edition's World Axis, merging aspects of the Astral and Outer Planes until the Fifth Sundering restored the framework. The cosmology includes the Inner Planes (elemental and positive/negative energy planes), the Transitive Planes (Astral and Ethereal), and the Outer Planes as realms of moral and ethical alignment: the Outlands, Mount Celestia, Bytopia, , the Beastlands, Arborea, Ysgard, , Pandemonium, , Carceri, the Gray Waste of , , the Nine Hells of Baator, , Mechanus, and Arcadia. follows this standard structure, with additions like the Fugue Plane serving as a neutral intermediary . The Fugue Plane, a vast gray expanse within the astral framework, collects souls upon death for judgment at the City of Judgment, where Kelemvor's agents sort them to divine realms or condemn the faithless to the Wall of the Faithless; unclaimed souls risk dissolution or fiendish recruitment. Divine domains, such as Tyr's in the Outlands or Mystra's Dweomerheart amid the Weave's ethereal strands, further customize these planes for Toril's gods, blending standard cosmology with setting-specific lore. Fifth edition updates, detailed in the , reaffirm the while highlighting regional planar ties, such as elven portals to Arborea near Evermeet or abyssal rifts in the beneath the Sword Coast. The adventure Out of the Abyss exemplifies Outer Planes threats through widespread Abyss incursions, where demon lords like and manifest avatars in the material world via a botched drow ritual, spawning chaos across and underscoring the planes' volatile influence on mortal realms.

Eberron Cosmology

In the Eberron campaign setting, the cosmology revolves around a unique structure in which twelve planes orbit the Material Plane like moons in an immense orrery, each embodying a core concept or force of existence, for a total of thirteen planes. These planes were formed by the progenitor dragons—Siberys, Eberron, and Khyber—during the creation of the world, serving as isolated layers of reality that intersect at the nexus of the Material Plane. Tied to the Draconic Prophecy, a mystical pattern inscribed across the cosmos by these dragons, the planes exert ongoing influences that dragons interpret to foresee and shape pivotal events. The Outer Planes function as archetypal "heavens" or realms of primal power, infusing Eberron with moral, elemental, and philosophical forces that manifest in its inhabitants, magic, and conflicts. Key planes among these include Fernia, a fiery abyss of destruction and unchecked passion often linked to temptations; Lamannia, an overgrown wilderness of raw and vitality aligned with benevolent growth; Mabar, a lightless void of and decay that embodies malevolent entropy; Risia, a frozen expanse of rigid law and emotional suppression; Shavarath, an unending battlefield where chaotic conflict rages ; Thelanis, a whimsical domain of fey tales and neutral storytelling; and Dolurrh, the somber realm of offering a neutral eternity of fading memories. These planes draw denizens such as celestials, fiends, and fey, who embody their essences and occasionally venture to . Eberron's system diverges sharply from the cosmology, lacking a fixed alignment of divine realms and instead featuring dynamic cycles where planes wax and wane in proximity to the Material Plane—becoming coterminous for heightened influence or remote for diminished effects, which alters magic, spawns planar bleed events, and drives narrative arcs. Gods remain enigmatic and uninvolved, their existence unproven, positioning the planes as direct, primal sources of cosmic power rather than extensions of divine portfolios. The 5th edition adaptation expanded this framework in : Rising from the Last War (2019), detailing planar manifest zones, alignment phases, and their integration into gameplay mechanics like spellcasting modifiers and adventure hooks, while highlighting plane-touched races such as —humans altered by Lamannia's savage essence to manifest animalistic traits.

Other Settings

In the campaign setting, the Outer Planes follow the standard model, serving as alignment-based realms inhabited by deities and their servants, with details integrated into the post-apocalyptic timeline presented in the 1992 sourcebook From the Ashes. This cosmology positions planes like as origins for demonic entities, including the half-demon lord Iuz, whose influence extends from the chaotic layers of that plane to the material world of Oerth. The setting adapts the Outer Planes into three primary domains aligned with the gods of good, neutrality, and evil, where these divine beings reside and exert influence over the mortal realm of Krynn through emanations of power. As elaborated in the 2005 sourcebook Legends of the Twins, these planes form a spherical cosmology with the Gray as an intermediary void, lacking traditional infernal layers like the Nine Hells and instead emphasizing the gods' direct oversight of moral alignments without intermediary fiends. Mystara's cosmology reimagines the Outer Planes as personalized, five-dimensional realms tailored to individual Immortals—ascended beings who sponsor mortal followers—rather than broad alignment-based domains. Detailed in the 1986 Immortals Set, these planes connect to the Prime Plane and the Hollow World interior via portals and immortal interventions, with spheres of power (, , Thought, Time, Entropy) dictating realm hostility or affinity based on an Immortal's allegiance. In variant and third-party applications, such as the setting, the Outer Planes integrate with wildspace variants through the , enabling spelljamming ships to traverse from stellar systems to divine dominions after navigating hundreds of millions of miles into astral voids. Similarly, Pathfinder's Outer Sphere adopts and modifies the D&D Great Wheel's alignment structure into nine philosophical planes (e.g., for lawful good, for chaotic evil), surrounding the Inner Sphere and linked by the and the River of Souls for transit.

The Outer Planes

Outlands

The Outlands, also known as the Concordant Domain of the Outlands, serves as the true neutral Outer Plane and central hub in the cosmology of . This infinite plane embodies perfect balance, blending elements from all alignments without favoring any extreme, and acts as a crossroads for planar travel and interaction across the . At its heart lies , an impossibly vast and tall mountain that anchors the plane's unique properties, with —the City of Doors—encircling its peak on a massive ring of stone, accessible only through portals that defy conventional geography. Unlike the layered structures of other Outer Planes, the Outlands possesses no distinct layers or divisions, instead presenting a sprawling, surreal landscape of diverse terrains ranging from vast plains to rugged mountains and ethereal voids. A defining feature is its alignment gravity, which exerts a subtle pull drawing objects, creatures, and even abstract forces toward the Spire's base; as one approaches , alignment-based effects weaken, neutralizing moral and ethical extremes to enforce the plane's impartial nature. Notable sites include gate-towns scattered around the periphery, each serving as a portal threshold to adjacent Outer Planes and reflecting the character of their connected in one sentence of brief reference. The Court of , a neutral judicial assembly, convenes in remote areas to arbitrate disputes among planar powers, upholding the Outlands' role as a diplomatic neutral ground. The plane's inhabitants reflect its neutrality, comprising a mix of planar travelers, petitioners—who arrive as souls of the neutral dead and often become planewalkers exploring the —and deities or powers aligned to true neutrality, such as those who embody balance without devotion to , chaos, good, or . Factions like the Athar, headquartered in Sigil's Shattered Temple, dominate intellectual and philosophical discourse here; this group rejects the of gods, viewing them as false powers, and promotes among planewalkers under leaders like Factol Terrance. Petitioners in the Outlands typically retain their mortal forms and memories, integrating into gate-town societies or wandering as free agents rather than serving a specific hierarchy. Historically, the Outlands draws from concepts of neutral mythological realms serving as cosmic centers, such as structures in various world traditions that mediate between opposing forces. It gained prominence in with the 1994 , where it was established as the linchpin of the Outer Planes, emphasizing themes of infinite possibility, philosophical debate, and multiversal connectivity in a setting designed for high-level adventures. This portrayal has endured, with updates in later editions reinforcing its role as a stable, impartial foundation amid the dynamic alignments of surrounding planes.

Mount Celestia

Mount Celestia, also known as the Seven Heavens, is the lawful good Outer Plane in the cosmology, embodying ultimate order, justice, and mercy shaped by unwavering virtue. It manifests as a colossal mountain rising from an infinite Silver Sea of holy water, divided into seven ascending layers that grow increasingly radiant and perfect, culminating in the Supreme Heaven of Chronias. Each layer presents trials of moral fortitude, challenging visitors and petitioners to prove their worth through acts of heroism, discipline, and selflessness, with the plane's pervasive goodness granting blessings such as enhanced resilience to good-aligned beings while imposing psychic strain on those of evil intent. The structure of Mount Celestia consists of seven distinct layers, each a plateau on the infinite mountain, accessible primarily by ascending paths, portals, or divine summons, with higher realms reserved for those who have demonstrated superior virtue. The lowest layer, Lunia or the Silver Heaven, features a starlit expanse surrounding the mountain's base, dotted with cities and that guide celestial navies across the Silver Sea. , the Golden Heaven, unfolds into verdant valleys bathed in perpetual golden light, serving as sites for heroic tombs and training grounds. Venya, the Pearly Heaven, offers terraced snowy fields and woodlands ideal for communal labors of good, while Solania's crystalline mists conceal glacial shrines and forges. Mertion's platinum plains host grand citadels like Empyrea, a hub for orders, and Jovar's glittering gem-strewn slopes lead to the seven-tiered Heavenly City. At the apex, Chronias remains an ineffable realm of pure illumination, where time and form transcend mortal comprehension, accessible only to the most exalted souls. Inhabitants of Mount Celestia include a of celestial beings dedicated to upholding and , with petitioners—souls of deceased lawful good mortals—arriving at Lunia to begin their ascent, often reborn as lantern archons to serve in the celestial legions. Devas and solars act as divine agents and commanders, overseeing trials and leading armies against incursions from planes, while archons form the bulk of the plane's militant orders, ranging from humble hounds to majestic thrones that embody martial valor. Numerous deities claim realms here, including the dwarven god in the forge-city of Erackinor on Solania, the platinum dragon in his eponymous palace on Mertion, and the halfling goddess Yondalla amid the Green Fields of Venya, each fostering communities of worshippers and artisans. Key features of Mount Celestia include its eternal, unyielding light that banishes shadows and chaos alike, creating an environment of crystalline purity where rivers of liquid starlight nourish flawless gardens and marble fortresses. The plane serves as a strategic bastion for celestial armies, mounting eternal vigils and campaigns against fiends and demons, with the Silver Sea teeming with leviathans and holy vessels ready for battle. These elements underscore Mount Celestia's role as a forge of heroism, where order prevails without tyranny, and mercy tempers unyielding law. Detailed explorations of its layers and societies appear in the 1995 Planescape supplement A Guide to the Seven Heavens of Mount Celestia, while fifth edition references it briefly in the (2014) as a realm of ascending perfection.

Bytopia

Bytopia, also known as the Twin Paradises, is a neutral good Outer Plane embodying productive duality and the harmony between structured labor and natural wilderness. Its unique structure consists of two hemispherical layers, Dothion and Shurrock, positioned parallel to each other like the pages of a vast, infinite book, separated by approximately one mile of open sky. Gravity on Bytopia operates in an objective directional manner, pulling inhabitants toward the surface of whichever layer they stand upon while simultaneously allowing ascent "upward" to the opposing layer, facilitating seamless travel between the twins without traditional portals or spells. This dual configuration reflects the plane's philosophical core of moral dualism, where actions on one layer often mirror or influence events on the other, promoting a balance of individual achievement and communal interdependence. The upper layer, Dothion, features rolling farmlands, orderly villages, and tamed woodlands, fostering a environment ideal for contemplative craftsmanship and self-reliant industry among its residents. In contrast, the lower layer, Shurrock, comprises rugged mountains, dense forests, and stormy quarries that demand relentless toil and adaptation, encouraging personal growth through challenging labor in harsh conditions. Both layers teem with endless industry, from gnome-run forges producing intricate artifacts to communal mills harvesting natural resources, all infused with the plane's inherent goodness that instills feelings of goodwill, , and satisfaction in honest work. Portals to the Elemental Plane of Earth abound, often manifesting in deep mines or rocky outcrops, allowing trade in raw materials that fuel Bytopia's productive ethos. Bytopia's primary inhabitants are gnome petitioners who arrive after death to continue their inventive pursuits in eternal workshops, alongside other good-aligned folk drawn to its rewarding lifestyle. The gnomish greater Garl Glittergold rules from the Golden Hills on Dothion, overseeing realms like Glitterhome where he promotes protection, humor, and gemcrafting among his followers. Rivalries persist with duergar communities on Shurrock, where gray dwarf enclaves engage in competitive mining and forging, embodying the plane's tension between gnome ingenuity and dwarven . These dynamics highlight Bytopia's emphasis on structured productivity over indulgence, distinguishing it from neighboring planes through its focus on balanced, communal labor. The plane's conceptualization draws from dualistic myths emphasizing harmony between civilization and nature, formalized in the 1995 supplement Planes of Law, which detailed its layers as a virtuous realm of hard work and moral equilibrium.

Elysium

, also known as the Blessed Fields of Elysium, is the neutral good Outer Plane in the cosmology, embodying pure goodness untempered by extremes of or chaos. This serene paradise manifests as an infinite expanse of idyllic landscapes, including lush forests, verdant grasslands, rolling hills, and crystal-clear waters, offering tranquility and renewal to all who enter. The plane's inherent benevolence invigorates good-aligned visitors, enhancing vitality and fostering a sense of peace, while repelling or weakening evil influences. The structure of Elysium consists of four layers connected by the River , which originates in the uppermost layer and flows downward through portals, linking to other good planes like the Beastlands and Arborea. The first layer, Amoria, features bountiful orchards, meadows, and gentle streams, serving as the primary arrival point for petitioners seeking restful . Eronia, the second layer, presents rugged mountains with cascading waterfalls, thriving wildlife, and hidden valleys ideal for contemplative retreats. Belierin, the third, unfolds as vast marshy plains and island chains, fostering communal societies and naval explorations. The highest layer, Thalasia, is a vast ocean dotted with idyllic islands such as , where the river cycles eternally, symbolizing endless renewal and perfection. Inhabitants of include guardinals, a of leonine and lupine celestials like leonals and avoreens who act as protectors and guides, alongside foo creatures, moon dogs, , and other benevolent beings that embody the plane's compassionate spirit. Petitioners—souls of neutral good mortals—arrive to live in harmony, often joining guardinal courts or pursuing personal quests of heroism and self-improvement without rigid hierarchies. Numerous deities maintain realms here, including the elven god Corellon's former domain, the nature deity Silvanus in the House of Nature, and the wizardly power Manjusri, each promoting ideals of unselfish good through diverse communities. Key features of Elysium emphasize restorative positivity, with no natural night—only soft twilight—and an environment where acts of kindness amplify, drawing strength from the plane's morphic nature that shapes to the desires of the pure-hearted. The River teems with life, serving as a conduit for travel and a source of healing waters. Elysium draws from classical mythological Elysian Fields as an of bliss, formalized in through the 1987 Manual of the Planes and expanded in the 1996 Planescape supplement On the Wings of Zephyrus, portraying it as a haven of effortless virtue.

Beastlands

The Beastlands, also known as the Happy Hunting-Grounds, is the Outer Plane aligned with neutral good, embodying the raw, untamed essence of wilderness where nature's instincts and harmony prevail over civilization's constraints. This plane manifests as an infinite expanse of primal ecosystems, teeming with intelligent wildlife and spirit animals that reflect the inner beast within all living beings. Visitors experience heightened vitality, with sharper senses and restorative rest, as the plane invigorates body and mind in tune with its cycles. The Beastlands comprises three distinct layers, each representing an evolving stage of natural wilderness from vibrant savagery to profound, enlightened instinct. The uppermost layer, Krigala, basks in eternal summer noon under a brilliant sun, featuring lush forests, rolling plains, and the torrent of the River Oceanus, where diurnal creatures thrive in open hunts and communal herds. Deeper lies Brux, locked in perpetual twilight with a and swirling mists, where twilight ecosystems foster adaptive survival among nocturnal foragers and shadowy predators. The deepest layer, Karasuthra, endures eternal night illuminated only by a , cultivating enlightened realms of deep intuition and spirit communion amid ancient groves and hidden glades, where the plane's wisdom unfolds through instinctual bonds. Inhabitants of the Beastlands include nomadic centaurs, who roam as guardians of the wilds under deities like Skerrit the Forester, and primal spirits manifesting as animal lords—powerful embodiments of beast archetypes that guide the plane's denizens. Nature deities such as Silvanus maintain realms here, overseeing vast domains like the Deep Wilds that integrate the plane's feral heart with balanced growth. A unique feature is the shapechanging peril: slaying a native beast imposes a curse requiring a DC 10 Charisma saving throw, or the killer transforms into that beast while retaining their alignment, personality, and intellect, a transformation that persists until reversed by magic like remove curse or three failed saves over long rests. These elements tie into echoes of the Feywild, amplifying fey-touched wilderness where spirit animals serve as guides and totems. The Beastlands draws from Celtic lore of sacred groves and druidic harmony, as well as Native American concepts of the Happy Hunting Grounds as an for noble beasts, emphasizing respect for nature's cycles over dominance.

Arborea

Arborea, also known as the Olympian Glades of Arborea, is the chaotic good Outer Plane in the cosmology, a of intense emotions, boundless creativity, and unrestrained freedom where passions flare like wildfires and artistic expression thrives without constraint. This plane embodies the raw, boisterous energy of chaotic good, serving as a source of inspiration for heroes, artists, and revelers across the , with eternal celebrations echoing through its wild landscapes. In fifth edition, Arborea is depicted as a land of extremes, featuring stupendously craggy mountains, deep gorges, colossal forests, and endless wheat fields, all battered by scorching heat, bitter cold, and furious storms that mirror its inhabitants' impulsive natures. The plane's structure comprises three distinct layers, each contributing to its untamed wilderness and endless seas. The first layer, Arvandor (also called Olympus), is a vast expanse of ancient forests dominated by towering maples, birches, and oaks, rolling glades filled with wildflowers, and untended orchards where fruits ripen eternally under a crystal-blue sky punctuated by sudden squalls. The second layer, Aquallor (or Ossa), transitions into an infinite ocean interspersed with floating islands, coral atolls, and submerged elven cities, where waves crash eternally and aquatic life flourishes in vibrant, chaotic harmony. The third layer, Mithardir (or ), forms a boundless desert of fine white dust and snow-swept dunes, a stark, nostalgic evoking forgotten tales and harsh survival amid whispering winds that carry echoes of ancient myths. These layers connect via portals and the River Oceanus, which flows from through Arborea, fostering a sense of fluid, ever-changing exploration. Arborea teems with inhabitants driven by passion and instinct, including eladrin—chaotic good celestial beings resembling ethereal elves who embody seasonal changes and impulsive heroism—as well as satyrs, centaurs, and other fey creatures reveling in music, dance, and spontaneous adventure. Canopy cities woven from living trees in Arvandor house communities of celestial elves, treants, and giant owls, connected by rope bridges and alive with constant festivals that inspire bards and warriors alike. The plane serves as the divine realm for deities of art, freedom, and elven heritage, such as , whose palace of Evermeet floats in Arvandor as a beacon of elven creativity, and Shevarash, the vengeful Black Archer whose hidden groves fuel righteous fury against evil. These gods and their followers engage in eternal revels that blend joy with melodrama, making Arborea a wellspring of legends and impulsive quests. The plane's publication history traces back to the 1980 Deities & Demigods, where it first appeared as Olympus, home to the Greek pantheon and drawing heavily from historic Greek and Roman mythologies of heroic epics and divine passions. It was renamed and expanded in the 1994 Planes of Chaos boxed set for second edition Advanced , detailing its layers, elven influences, and chaotic essence in depth as part of the . Subsequent editions, including third edition's (2001), refined its traits like divine morphic reshaping and mild chaos alignment, while fifth edition's (2015) reaffirmed its role as the elven gods' eternal home, integrating it into lore with ties to artistic and fey themes.

Ysgard

Ysgard, known also as the Heroic Domains of Ysgard or Gladsheim, is a chaotic good in the cosmology, characterized by rugged terrains of soaring mountains, deep fjords, and vast halls that echo with the clamor of eternal heroic battles. This plane embodies Norse-inspired ideals of valor, , and glorious struggle, where combatants seek honor through unending conflict rather than or malice. As a realm straddling chaotic good and chaotic neutral alignments, Ysgard attracts those who prize bravery and self-reliance, serving as a spiritual home for warriors who die nobly in battle. The plane comprises three layers, each a distinct yet interconnected domain of fjords, icy peaks, and grand mead halls, tied together by the . The uppermost layer—Ysgard proper or Gladsheim—acts as the central hub and home to , the primeval hall of the slain where heroes convene; within this layer lie additional realms such as (home of the Aesir gods), Jotunheim (a frozen expanse ruled by giants), Vanaheim (lush with strongholds), and Alfheim (an elven woodland of light). The second layer, , is a fiery underbelly of volcanic fury and molten rivers, dominated by fire giants and elemental hazards. The deepest layer, Nidavellir, consists of subterranean forges and cavernous depths where dwarven craftsmanship thrives amid glowing crystals and underground seas. These layers connect via Yggdrasil's branches, facilitating travel and tying the plane's chaotic cycles of day and night, where auroras illuminate perpetual skirmishes against beasts and rivals. stands as the iconic heart, a colossal structure where the day's fallen rise anew each dawn for fresh combat, underscoring Ysgard's ethos of rebirth through valor. Inhabitants of Ysgard center on the , the honored dead who manifest as spectral yet formidable warriors, engaging in daily battles only to regenerate for evening feasts in mead halls filled with and storytelling. , ethereal maidens often mounted on winged steeds, serve as battle observers and soul guides, selecting the worthy for while occasionally intervening in dire conflicts. The Aesir and gods dominate, with —the one-eyed Allfather—strategizing from in , and Thor wielding his hammer Mjolnir to champion the plane against threats. Ties to giants are profound, as jotun clans in Jotunheim and fire giants in form uneasy alliances or rivalries with divine forces, their massive forges and strongholds integral to Ysgard's martial landscape. Ysgard's features emphasize endless glorious combat as a path to transcendence, where participants—mortal visitors or planar natives—wage ritualistic wars against trolls, dragons, and rival factions, only to share and camaraderie afterward in torchlit halls. This cycle fosters a culture of heroic deeds over strategy or subtlety, with environmental hazards like colliding earthbergs and biting winds testing resolve. The plane's direct influences stem from , reimagined in the 2nd edition Planes of Chaos supplement, which details its layers, deities, and warrior societies as a chaotic counterpoint to more ordered realms.

Limbo

Limbo is the outer plane embodying chaotic neutral alignment, a realm of raw where the fundamental forces of chaos constantly reshape existence in unpredictable ways. Unlike more structured planes, Limbo lacks inherent order, serving as a swirling maelstrom of matter and that defies conventional geography or stability. This ever-shifting environment tests the resilience of any who enter, with no fixed landmarks or reliable paths, making navigation reliant on willpower and arcane aids. The plane's structure consists of formless chaos across its five indistinct layers, where solid ground, air, and liquids dissolve and reform without warning, often blending into a viscous of raw potential. The only bastions of stability are the githzerai monasteries, such as the grand citadel of Zerth'Ad'lun or the floating city of Shra'kt'lor, where the monastic inhabitants impose order through intense mental discipline, creating islands of solidity amid the flux. These enclaves, housing hundreds of thousands of githzerai, function as self-sustaining societies that resist the plane's dissolving tendencies, though even they require constant vigilance to persist. Limbo's inhabitants are dominated by the slaadi, frog-like primal beings native to its chaos, who thrive in the disorder without need for structure, and the githzerai, refugees who have adapted by building fortified monasteries to meditate and train. No deities hold domain here, as the plane's primal forces—embodiments of and random change—reject divine imposition, leaving governance to the raw whims of chaos itself. Slaadi roam freely, spawning and warring in ephemeral societies, while githzerai maintain a tense coexistence, occasionally clashing with aggressive slaadi but generally focused on their internal philosophies of enlightenment. Key features of Limbo include the ability for sentient minds to shape reality, allowing those with sufficient intelligence or willpower—particularly githzerai monks—to mold the chaos into temporary structures, pathways, or even breathable atmospheres. However, this mental imposition carries grave risks; lapses in concentration lead to rapid dissolution, where travelers or structures revert to the plane's turbulent essence, potentially mutating or annihilating the unprotected. Gravity operates subjectively, binding only to nearby solid masses, further amplifying the peril of unintended drift into void-like expanses. Detailed descriptions of , including its chaotic nature and inhabitants like the slaadi and githzerai, first appeared in the Monstrous Compendium Planescape Appendix I for Advanced 2nd edition, establishing it as a core element of the setting.

Pandemonium

Pandemonium, known as the Windswept Depths of Pandemonium, is the outer plane aligned with chaotic neutral forces in the cosmology, embodying themes of madness, isolation, and unrelenting chaos through its howling winds and labyrinthine structure. This plane manifests as an immense, solid mass of rock riddled with infinite caverns and tunnels, where powerful winds carve ever-shifting passages and echo distant screams, fostering an environment of profound psychological torment. Unlike the formless flux of , Pandemonium's chaos is channeled through its rigid, wind-scoured geology, creating a howling isolation that tests the sanity of all who enter. The plane's structure comprises four infinite layers, each progressively more enclosed and disorienting, as detailed in the 2nd edition supplement Planes of Chaos. The first layer, Pandesmos, consists of enormous caverns where portals from other planes often deposit travelers amid gale-force winds that whip through openings connected to the Infinite Staircase and Astral Plane; here, the air is filled with debris and the constant roar drowns out all but the loudest shouts. Deeper in, Cocytus forms a tortuous network of narrow, twisting tunnels where winds reach hurricane speeds, slamming creatures against walls and making forward progress a brutal endeavor, with gravity pulling toward the nearest surface to exacerbate the claustrophobia. The third layer, Phlegethon, features calmer but still echoing winds in broader passages, with objective directional gravity oriented sideways toward the outer walls, turning floors into vertical climbs and complicating movement further. At the plane's terminus lies Agathion, a series of vast, isolated caverns with minimal wind, where the air grows still and oppressively silent, amplifying the sense of utter abandonment and serving as lairs for reclusive entities. These layers draw nominal ties to Greek mythology, with names like Cocytus and Phlegethon evoking the underworld rivers of lamentation and fire, though reimagined as chaotic voids rather than ordered realms. Inhabitants of Pandemonium include the native howlers, massive, burly fiends that roam the tunnels in packs, using their deafening howls to disorient prey and convey limited communication through a of screams; these beasts, weighing up to 2,000 pounds, embody the plane's savage anarchy and often ambush intruders. Pandemonians, the petitioners of neutral souls, adapt by becoming gaunt, wind-battered humanoids who navigate the gales with eerie agility but suffer escalating madness, whispering to echoes and forming loose, feral societies in sheltered nooks. Minor powers and deities with affinities, such as the trickster goddess or the mad lord Haask, claim domains within the layers, their realms twisting the rock into nightmarish forms that reflect their whimsical cruelties; these beings rarely interact with outsiders, preferring the plane's isolating winds to fuel their eccentric pursuits. The Planes of Chaos expands on these denizens, portraying Pandemonium as a haven for outcasts and the deranged, where survival demands embracing the cacophony rather than resisting it. Key features of Pandemonium amplify its theme of echoing madness and enforced solitude, with divinely morphic traits allowing powerful entities to reshape tunnels at will, though ordinary visitors experience a mildly chaos-aligned realm of cold, darkness, and . The perpetual winds, ranging from brisk gusts to cataclysmic blasts, extinguish open flames, carry fragmented voices across vast distances to sow , and impose harsh environmental hazards like extreme cold that saps body heat. No penetrates the solid rock, forcing reliance on magical illumination that flickers in the gales, while the infinite, looping passages ensure most explorers become hopelessly lost without planar guides. This isolation, compounded by the winds' tendency to erode sanity over time, makes Pandemonium a dreaded destination even among planar travelers, as described in Planes of Chaos, which highlights its role as a chaotic neutral counterpoint to more structured lower planes.

Abyss

The Abyss is a chaotic evil outer plane in the Dungeons & Dragons multiverse, embodying infinite chaos and malevolence as the birthplace and primary domain of demons. This bottomless pit, often described as a vast wound in the cosmic order, teems with creatures dedicated to destruction and disorder, with its environment constantly shifting in unpredictable, hostile ways. Unlike more structured planes, the Abyss defies uniformity, featuring realms of fire, ice, undeath, and endless wastelands that reflect the capricious nature of its alignment. The plane's structure comprises an uncountable number of layers, traditionally numbered at over 666 and potentially infinite, with approximately 679 cataloged in detailed explorations. Each layer varies wildly in form and peril, often manifesting as self-contained worlds of horror; for instance, the uppermost layer, known as the Plain of Infinite Portals or Pazunia, serves as a barren wasteland riddled with gateways to other planes and realms. Deeper layers grow increasingly alien and corrupted, accessible via treacherous portals or the River Styx, which winds through and facilitates demonic incursions. These layers are typically ruled by demon lords, powerful entities like , the Prince of Demons, who exert tyrannical control over their domains through brute force and cunning schemes, fostering endless internal conflicts among lesser demons. Inhabitants of the Abyss are predominantly demons, with the tanar'ri representing the dominant type—chaotic evil fiends warped by the plane's essence into embodiments of mortal vices such as rage, deceit, and . These beings range from weak and dretches to formidable balors and mariliths, all driven by an insatiable urge to corrupt and conquer. Chaotic evil deities also maintain strongholds here, including Lolth, the Spider Queen, who presides over layers 65 and 66 in the sprawling Demonweb Pits—a labyrinthine web-realm teeming with worshippers and spider-like horrors. Mortal souls drawn to chaotic evil may be transformed into upon death, fueling the plane's hordes, while captives and cultists serve as fodder in demonic hierarchies. A defining feature of the Abyss is its role as the chaotic front in the eternal Blood War, an aeons-old conflict where demons launch relentless assaults on the lawful evil devils of Baator, primarily via the River Styx into . This war, which spans the lower planes and occasionally spills into the Material Plane, sees demon lords like and directing hordes to overrun their foes, though internal betrayals often undermine their efforts. The Abyss's chaotic essence amplifies this turmoil, with layers serving as breeding grounds for invasions that threaten cosmic balance if unchecked. The first appeared in lore through the 1977 Monster Manual, which introduced demons as core antagonists originating from this plane. It received extensive elaboration in the 1994 Planes of Chaos boxed set for Advanced 2nd edition, mapping numerous layers and detailing tanar'ri society and demon lord domains. In 5th edition, Mordenkainen's Tome of Foes (2018) expanded its depiction, emphasizing the Blood War's stakes and providing updated mechanics for abyssal threats. These publications draw from mythological influences of hellish underworlds, adapting them into a uniquely framework that underscores themes of unrestrained evil.

Carceri

Carceri, known more fully as the Tarterian Depths of Carceri, embodies the neutral evil alignment as an outer plane dedicated to imprisonment, , and eternal confinement in the cosmology. This plane functions as a cosmic prison for those who have committed acts of treachery, defiance against higher powers, or profound , where escape is nearly impossible without divine intervention or extraordinary circumstance. Its atmosphere fosters endless scheming among inmates, who constantly plot against one another in a cycle of mistrust and retribution, reflecting the plane's core ethos of self-serving neutrality twisted by . The structure of Carceri consists of six concentric layers, each comprising vast, prison-like worlds suspended in an infinite, lightless void like pearls strung on an unbreakable chain. These layers—Othrys, Cathrys, Minethys, Colothys, Porphatys, and Agathys—increase in isolation as one descends, with distances between worlds growing exponentially from hundreds of miles in the first layer to millions or more in the deeper ones. The worlds themselves are harsh and unforgiving: Othrys features marshy orbs dominated by the colossal Mount Othrys and the flowing River Styx; Cathrys hosts acidic jungles on orbs separated by vast gulfs; Minethys is a dusty desert plagued by poisonous winds; Colothys rises in spiked mountains riddled with fiendish lairs; Porphatys drowns in shallow, acid-rained oceans; and Agathys freezes in eternal, invisible darkness. Portals to adjacent planes like the Abyss and Hades exist primarily from Othrys, but travel within Carceri demands navigating the growing voids between layers, reinforcing its inescapable nature. Inhabitants of Carceri are predominantly prisoners and their jailers, creating a society built on paranoia and exploitation. Native to the plane are the gehreleths, also called demodands, fiendish beings divided into castes like the ruling shators, who enforce a brutal hierarchy amid the prisons; these creatures embody the plane's themes of containment and deceit. Demons and other fiends, including gelugons (ice devils from Baator), serve as inmates or overseers, often scheming to break free or dominate their fellows. Imprisoned deities further populate the layers, such as the titans Cronus and Hyperion, confined to Othrys for their rebellion against the Olympian pantheon, or Grolantor, the hill giant god, who once held realms in Colothys before relocating. Other denizens include nightmares, achaierai, shadow demons, and vargouilles, all thriving in the plane's atmosphere of isolation and betrayal. The plane's features emphasize perpetual entrapment and intrigue, with no natural light sources—only a faint red glow from the soil—and erratic weather that mirrors the inmates' volatile moods. No world rotates or orbits without a deity's will, contributing to the stagnant, oppressive feel; the winds through the upper layers, carrying souls to further torment. Detailed in the 2nd edition supplement Planes of Conflict, Carceri draws conceptual influences from of , reimagined as a multifaceted of the where betrayal begets only deeper chains. Unlike the chaotic wars of , Carceri's prisons enforce a structured yet anarchic containment, where freedom is the ultimate, unattainable prize.

Gray Waste of Hades

The Gray Waste of Hades is the neutral outer plane within the cosmology of , representing a of unrelenting despair, , and decay where withers and fade into oblivion. This plane, positioned at the midpoint of the Lower Planes, serves as a conduit for planar travel and a repository for unclaimed souls, transforming them into wretched forms that fuel its grim economy. Its pervasive gloom manifests as a soul-draining force, gradually eroding the will and memories of all who linger, making it a place of profound stagnation distinct from the active betrayals of neighboring Carceri. The plane's structure comprises three layers known as the Three Glooms, each descending deeper into desolation under an ashen sky. Oinos, the uppermost layer, is a blasted wasteland of gray hills, craters, and fields scarred by endless conflict, where the River Styx meanders with its murky, forgetfulness-inducing waters. Niflheim, the middle layer, features a vast, misty pine forest of gray trees and stagnant lakes amid low hills, amplifying the plane's isolating chill. Pluton, the lowest layer, consists of endless dunes of gray sand, rocky outcrops, and clusters of night-black poplars, beneath which lies an extensive ; here, the River Lethe flows, further stripping away memories and identities. Inhabitants of the Gray Waste thrive amid its bleakness, with night hags dominating as cunning rulers who establish fiefdoms across the layers and harvest larvae—three-foot-long, worm-like remnants of despairing souls—as a vital for in the Lower Planes. These larvae, born from the plane's soul-draining essence, serve as food, currency, and raw material, embodying the ultimate erosion of mortal potential. Deities associated with the plane include , the Greek god of the , who maintains a realm in Pluton, alongside figures like Hel in Niflheim's halls and on the Isles of the Cursed, forming a loose overseeing death and the grave. The Gray Waste's features emphasize its theme of memory-eroding hopelessness, where the environment itself leeches vitality, turning vibrant petitioners into listless shades and fostering a market for soul-based relics amid the of ancient battles. Comprehensive descriptions of its layers, inhabitants, and mechanics were detailed in the 2nd edition supplement Planes of Conflict, published by TSR in 1995, which portrayed it as a neutral domain of eternal gloom and fiendish intrigue. Historically, the plane draws direct influences from Greek mythology's underworld of , incorporating the name, the ruling , and locales like Pluton to evoke a realm of inevitable decay and judgment. Participants in the Blood War between demons and devils frequently clash here, scarring Oinos with their futile skirmishes.

Gehenna

Gehenna, known as the Bleak Eternity, is the neutral evil outer plane in the cosmology, a realm defined by relentless volcanic activity, treacherous terrain, and an ethos of self-serving ambition and betrayal. It embodies the harsh trials of survival where mercy is absent, and every interaction serves personal gain over collective good. The plane's name derives from the biblical , the Valley of Hinnom near , a site associated with and fiery judgment in ancient texts, influencing its depiction as a place of unending torment through flame and desolation. The structure of Gehenna comprises four descending layers of immense fire mountains suspended in an endless void, each layer an infinite expanse of sloping volcanic landscapes where gravity exerts a constant 45-degree pull toward the downward incline. The uppermost layer, Khalas, features cascading waterfalls of molten rock and the river winding through its fiery valleys, while Chamada presents barren ash deserts punctuated by erupting fissures. Lower still, Mungoth shifts to icy volcanoes spewing frozen ash and sleet amid lingering heat, and the deepest layer, Krangath, plunges into profound darkness and subzero cold, with jagged peaks defying easy traversal. This perpetual slope demands grueling effort for movement, as travelers must climb or brace against sliding into abyssal drops, emphasizing the plane's theme of unyielding hardship. Gehenna's inhabitants are dominated by yugoloths, the plane's native fiends who embody neutral evil through their mercenary nature, brokering trades in weapons, secrets, and souls across the Lower Planes while avoiding direct conflict on their home ground. These daemons, including arcanaloths as scheming deal-makers and mezzoloths as brutish enforcers, form a society centered on cutthroat commerce and opportunistic alliances, often serving both demons and devils in the Blood War without true loyalty to either side. Other notable denizens include hekatonkiras, colossal multi-limbed titans that guard ancient sites amid the slopes. Several deities maintain realms here, such as the murder god Bhaal's former Throne of Blood on Khalas and the kobold deity Gaknulak's Aknuthrak, reflecting the plane's appeal to gods of greed, paranoia, and destruction. Survival in is a brutal endeavor, with toxic fumes, lava rivers, and seismic upheavals claiming the unwary, while the plane's sparse portals and isolation amplify the sense of entrapment. Neutral evil trade thrives in fortified outposts like the , a massive structure on fire-immune legs that migrates to evade eruptions, serving as a neutral ground for fiendish negotiations. Yugoloths frequently hire out as mercenaries to extraplanar powers, leveraging their intimate knowledge of the slopes for ambushes and espionage.

Baator

Baator, commonly known as the Nine Hells, serves as the primary lawful evil outer plane in cosmology, embodying a rigid of infernal tyranny and calculated malevolence. This plane is the eternal domain of devils, who enforce unyielding order through deception, contracts, and domination, contrasting sharply with the chaotic anarchy of neighboring realms. Its structure comprises nine descending layers, forming a vast, interconnected realm of escalating oppression, where the upper levels bear the brunt of external threats while the depths hoard ultimate power. The layers of Baator progress from , the scorched first layer ravaged by ceaseless warfare, through increasingly fortified and nightmarish domains such as Dis, the iron city of the second layer; Minauros, the swampy third; Phlegethos, the fiery fourth; Stygia, the frozen fifth; , the tumbling sixth; Maladomini, the ruined seventh; and Cania, the glacial eighth, culminating in Nessus, the ninth and most profound pit. Each layer is separated by formidable barriers, traversable only through specific portals or infernal means, with tyranny intensifying as one delves deeper; for instance, functions as a militarized frontline, while Nessus conceals the opulent of its supreme ruler. This stratified design fosters a society of absolute obedience, where promotion through the devilish ranks demands ruthless ambition and loyalty. Devils populate Baator in a meticulously organized system, ranging from amorphous at the base to elite pit fiends and unique archdevils at the apex. , the archdevil overlord enthroned in Nessus, commands unchallenged authority as the plane's ultimate sovereign, wielding godlike power over all infernal forces. Other prominent archdevils include Baalzebul, the slug-like who rules Maladomini with schemes of decay and corruption, originally a fallen celestial archon. These rulers, along with subordinates like Dispater and , engage in perpetual political machinations, including coups and alliances, to ascend or maintain their positions in the infernal court. Devils often venture to the Material Plane via soul-binding contracts, exemplifying their philosophy of contractual evil. A defining feature of Baator is its role as the bastion against in the eternal Blood War, an apocalyptic conflict between lawful devils and chaotic demons that has raged since ancient times, primarily on Avernus's battlefields. This war consumes vast resources, preventing either side from overrunning the , and shapes Baator's militaristic culture under the Dark Eight, a council of gelugon generals advising . The plane's publication history traces to Advanced 1st edition materials around 1980, which first outlined its hierarchical devils, with deeper explorations of , politics, and the Blood War in 2nd edition's Guide to Hell (1999). Baator's nine-layered design draws clear inspiration from Dante Alighieri's Inferno, adapting the poem's vision of descending infernal circles into a gamable cosmic realm.

Acheron

Acheron, also known as the Infernal Battlefield or Infinite Battlefield, is the lawful neutral in the cosmology, a realm of endless militaristic conflict and unyielding discipline where order is maintained through perpetual warfare and . This plane embodies the harsh philosophy of lawful neutrality, serving as a grinding arena for armies and ideologies that value structure above morality, with vast iron-shod landscapes echoing the clamor of eternal battles. The structure of consists of four layers of enormous cubical blocks of metal or stone floating and colliding in an infinite, hazy void, each layer escalating in hostility and isolation. The first and most populous layer, Avalas, comprises immense iron continents that crash together with thunderous force, reshaping the terrain and hosting vast armies in fortified citadels; it serves as the primary portal hub to other planes like Mechanus and Baator. The second layer, Thuldanin, features hollow cubes filled with petrified forests, debris-choked caverns, and shadowy depths, largely abandoned but harboring ancient relics. Tintibulus, the third layer, is formed of fractured volcanic slabs with rivers of and storms, where survival demands adaptation to the churning . The deepest layer, Ocanthus, consists of razor-sharp crystal shards that slice through flesh and armor alike, a deadly expanse traversable only by the most cautious or protected travelers. Travel between layers occurs via portals on the blocks' surfaces, often aligned with collision points. Inhabitants of are predominantly militaristic legions, including non-leolums (goblinoids and orcs) driven by conquest, maugs (construct warriors programmed for battle), and spirit legions ( echoes of fallen soldiers replaying ancient wars). These forces engage in ceaseless campaigns, scavenging wreckage from collisions to fuel their endless strife, with petitioners transforming into disciplined shades integrated into the ranks. Deities of war and tyranny claim domains here, such as Hextor in the goblinoid fortress of Nishrek on Avalas, the dwarven god Laduguer in the of Hammergrim, and Bane in the Black Bastion, each directing hordes to enforce their visions of ordered conflict. Key features of include the cataclysmic collisions of its blocks, which occur without disrupting the plane's stability but create battlegrounds and hazards like falling debris or magnetic pulls; the environment is divinely morphic, allowing powers to reshape the cubes for strategic advantage. No pierces the gloom, and the air carries the metallic tang of blood and rust, amplifying themes of futile endurance. draws from mythological battlefields of endless strife, such as those in Hindu or Greek lore, and was first detailed in the 1987 Manual of the Planes, with expanded lore in the 1995 Planescape supplement Planes of Law, portraying it as a forge of lawful discipline amid chaos.

Mechanus

Mechanus, also known as the Clockwork Nirvana, is the Outer Plane embodying ultimate law and order in the . It represents the neutral aspect of law, where structure and predictability govern all existence without bias toward good or . This plane serves as a cosmic mechanism enforcing balance through rigid logic and , contrasting with the chaotic flux of opposing realms. The structure of Mechanus consists of an infinite array of interlocking and clockwork mechanisms suspended in a vast, metallic void, forming a perpetual that symbolizes absolute precision. These vary in size from minuscule components to continent-spanning wheels, each rotating in synchronized harmony to maintain the plane's order; smaller mesh into larger ones, creating subplanes or isolated domains where specific functions occur, such as administrative hubs or enforcement zones. Travel within Mechanus requires navigating these mechanisms, often via portals aligned with their rotations, emphasizing the plane's theme of calculated movement over free exploration. Inhabitants of Mechanus primarily include modrons, a hierarchical race of geometric, construct-like beings dedicated to upholding law through collective efficiency. s are organized in a strict system ranging from basic monodrones—simple, one-sided scouts—to higher hierarchs like decatons and hextons, culminating in Primus, the supreme ruler and god-like embodiment of lawful neutrality who oversees the entire plane from the central gear of . Primus functions as the architect of Mechanus's laws, commanding modrons in tasks like the Great Modron March, a cyclical event every 289 years where legions depart to audit and correct imbalances across the Outer Planes. Other notable denizens are inevitables, powerful constructs such as the marut, dispatched from Mechanus to enforce universal laws like mortality or contracts by pursuing violators across planes. These beings share traits like axiomatic minds resistant to charm and fear, reflecting the plane's unyielding logic. Key features of Mechanus revolve around absolute order and unerring logic, where chaos incurs penalties to mental abilities and actions must align with established protocols. The plane operates under immutable rules, with time measured in precise cycles and magic altered to conform to mechanical principles, such as spells requiring alignment with gear rotations for full effect. This environment fosters a society of enforced harmony, where individuality is subsumed into the greater mechanism, promoting conceptual ideals of predictability and over personal freedom. Mechanus was first conceptualized as Nirvana, the plane of ultimate law, in the 1987 Advanced Dungeons & Dragons Manual of the Planes, where early lore established them as native guardians of order. The name changed to Mechanus in the 1994 , emphasizing its nature, with comprehensive details on its , inhabitants, and features provided in the 1995 Planes of Law supplement for second-edition Advanced Dungeons & Dragons. Subsequent editions, including third and fifth, have retained and expanded this foundation, integrating Mechanus into broader multiversal lore.

Arcadia

Arcadia embodies the lawful neutral alignment through its emphasis on disciplined harmony, where order serves the greater good without the rigid mechanization of neighboring Mechanus. This outer plane promotes communal perfection, with inhabitants prioritizing collective well-being over individual desires, fostering a that values structured cooperation and moral discipline. Unlike the gear-driven predictability of Mechanus, Arcadia's law manifests organically, blending natural beauty with imposed regularity to create an idyllic yet vigilant realm. The plane's structure comprises three receding layers—Abellio, Buxenus, and the largely inaccessible Nemausus—sloping downward in a progression of increasingly enforced order, featuring vast plains interspersed with mountains and orderly forests. Abellio, the first layer, consists of endless stretches of tamed fields, uniform orchards, and gentle hills dotted with geometric settlements, where streams flow in straight lines and seasons cycle predictably under the influence of celestial orbs. Deeper layers maintain this harmony but intensify patrols and communal mandates, with wilderness areas beyond main roads patrolled rigorously to prevent chaos, gradually fading into more untamed yet still regulated expanses as described in the Planes of Law supplement. A portal bridge connects Arcadia to the Outlands, facilitating trade and travel for the lawful. Inhabitants include petitioners who transform into einheriar warriors or myrioi spirits, forming militias that enforce the plane's codes and protect against disorder. Formians, ant-like lawful beings originally native to Arcadia, once thrived here before many hives migrated to Mechanus due to their intensifying lawful tendencies, leaving behind remnants that contribute to the plane's hierarchical societies. Minor powers such as the dwarven god Clangeddin Silverbeard, who dwells in a fortified mountain realm on Abellio, and the forge god Reorx oversee domains that reinforce Arcadian ideals of craftsmanship and communal defense. Key features highlight Arcadia's communal order, where factions like the Harmonium promote conformity through trials and , ensuring all actions align with the plane's pursuit of . This order extends to natural elements, with animals and plants optimized for utility—larger, healthier specimens yielding perfect harvests—yet the plane's zeal can border on intolerance, patrolling wilderness fringes to suppress any chaotic influences. Arcadian ideals influence broader planar , inspiring concepts of balanced that prioritize societal harmony over absolute good or neutrality.

Reception and Legacy

Community Reception

The Planescape Campaign Setting for Advanced Dungeons & Dragons 2nd Edition, released in 1994, garnered significant praise from the RPG community for its profound depth and emphasis on philosophical across the Outer Planes. Reviewers highlighted the setting's innovative exploration of belief, morality, and multiversal cosmology, which encouraged players to engage with abstract concepts rather than conventional dungeon crawls. For instance, RPGnet reviews commended its ability to inspire imaginative, reality-spanning narratives that challenged traditional fantasy tropes. The setting's distinctive art, lore, and faction-based politics further elevated its reputation, earning it the 1994 Origins Award for Best Graphic Presentation of a Roleplaying Game, , or Supplement. Despite its strengths, Planescape faced criticisms for its overwhelming complexity, particularly for novice players and Dungeon Masters unfamiliar with the intricacies of planar travel, faction alignments, and philosophical dilemmas. Community discussions on sites like EN World noted that the dense lore and high-level mechanics often required extensive preparation, making it less approachable for beginners compared to more grounded settings like . The cosmology overhaul in 4th Edition, which replaced the structure of the Outer Planes with the World Axis model—featuring an Astral Sea for deities and an Elemental Chaos—proved divisive, as many fans viewed it as a departure from the established philosophical symmetry of prior editions. The 2023 release of for 5th Edition marked a well-received revival, with critics praising its enhanced accessibility and streamlined integration of the Outer Planes into modern campaigns. Reviews emphasized the boxed set's balance of classic elements like and the Outlands with updated player options and adventures, making the more flexible for diverse storytelling without sacrificing depth. Publications such as and lauded the set's evocative design and ease of use, noting it revitalized the setting for a while addressing past complexity issues. A notable metric of the Outer Planes' cultural impact within the community is the 1999 video game , which sold approximately 400,000 units and is often regarded as a pinnacle of narrative-driven RPGs set in the planes.

Influences in Media and Gaming

The Outer Planes have profoundly shaped video games within the universe and beyond, emphasizing planar travel, alignment-based realms, and philosophical narratives. (1999), developed by , stands as an iconic adaptation, with its story centered in the planar hub of and featuring excursions to Outer Planes such as Baator and Carceri, where players confront moral dilemmas tied to cosmic alignments. This title's legacy endures through its innovative storytelling, which prioritized dialogue and character development over combat, influencing the evolution of narrative-driven RPGs in the genre. More contemporary titles continue this tradition, as seen in Baldur's Gate III (2023) by , where incursions from manifest through demonic entities like quasits and items such as the Abyss Beckoners gloves, which summon chaotic demons from the plane to aid or hinder the player. These elements integrate the Abyss's anarchic essence into the game's plot, allowing for encounters that echo the plane's role as a source of demonic chaos invading the Material Plane. In literature, the Outer Planes inspired the Planescape novel series published by TSR in the 1990s, including the Blood Wars Trilogy by J. Robert King and works like Pages of Pain by , which depict epic conflicts and adventures spanning the alignment-based realms. These books extend the setting's lore, exploring themes of planar politics and divine intervention in narratives tied to crossovers, where characters venture into planes like or Baator for quests involving gods and fiends. Adaptations of D&D's cosmology in other media highlight the Outer Planes' versatility. The 2024 Dungeon Master's Guide revives and refines the Great Wheel model, presenting the planes as a foundational multiverse structure that reviewers describe as establishing Planescape as a "second setting" complementary to core worlds like Forgotten Realms. The 2024 core rulebooks, including the Player's Handbook and Monster Manual released in September and November 2024, respectively, further integrate Planescape elements throughout, with lead designer Jeremy Crawford stating that "Planescape is D&D." This update influences ongoing campaigns, including those in Pathfinder Roleplaying Game, whose Outer Sphere draws directly from D&D's alignment planes for its demonic Abyss and lawful realms. Similarly, Critical Role's streamed campaigns, such as Exandria Unlimited: Calamity, incorporate Outer Planes excursions to realms like the Abyss for high-stakes divine conflicts. The enduring legacy of the Outer Planes extends to broader fantasy media, informing tropes where divine realms embody moral philosophies, as in the Norse-inspired domains of God of War (2018), whose interconnected afterlives parallel the alignment wheel's structure of ideological planes.

References

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