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Great Wheel Cosmology

Great Wheel Cosmology is a model used for planar studies that describes the many planes of existence with the Prime Material Plane at the center, the Elemental Planes surrounding it, and the Outer Planes existing at the bounds of the wheel. The Feywild and Shadowfell exist as counterparts to the Material Plane and the Ethereal Plane exists as a reflection of the three. The Planes of Fire and Water stand opposed to one another, as do the planes of Earth and Air. The Outer Planes are largely defined by their orientation to the eight alignments (true neutrality excluded), posing themselves as either a force of Good or Evil and either Law or Chaos. Several exceptions exist to the model, namely the Far Realms (sometimes depicted as surrounding the wheel) and the Outlands (which some scholars have taken to mapping atop the Prime Material).  

The Prime Material Plane

The people of the Prime Material plane largely have no information about the cosmological wheel. Scholars are aware of its existence, but only those devoted to the pursuit of Interplanar or Extraplanar knowledge have a firm enough grasp on the model to use it for practical spellcasting applications. The more educated the society and its people, the more likely they are to have an understanding of the Cosmos. Despite their lack of precise knowledge, the average peasant has likely heard of one of the good aligned planes, and one of the evil aligned planes, but would likely not be able to distinguish denizens or features of the same aligned planes, and may even use the names of similarly aligned planes interchangeably with one another.   The easiest planes to travel to and from the Prime Material are the Shadowfell, the Feywild, and the Ethereal Planes. The next easiest planes to travel to are the Elemental Planes, and the hardest to reach are the Outer Planes. In some places on the Prime Material, the veil between worlds has thinned, sometimes torn, and it effects the surrounding landscape. The Feywild, Shadowfell, and Ethereal planes often manifest as strange rumors and are the most likely to have direct connections to the Prime Material. Portals are summoned by spellcasters, more usually the natural planar tears occur in unorthodox forms. Notable examples include rumors of traveling west through the Blustering Woods trapping merchants in the forest, and failing to circle the temple ruins in the Swamp of Dallibaba leading the unsuspecting into the Shadowfell. Tears to the Elemental Planes rarely, if ever, occur naturally. More often spellcasters travel to locations where the veil between planes is thinnest to pierce the barrier themselves.  

Feywild

The Feywild was created by Val, the First Archfey, before he eventually retired to Arcadia. The feywild is now home to many fey, usually respecting the authority of their local archfey. Except for the archfey themselves and several other powerful beings, fey cannot easily bring themselves to Arcadia. Some legends tell that ancient Elves lived in the Feywild before leaving to join the other races on the Prime Material.   The Feywild is a place of unrestrained and awe-inspiring natural beauty. The plane is always bathed in twilight of the setting (or perhaps rising) sun, with lanterns and fireflies providing additional, haunting lights. Visitors to the plane found that all sensations, both sensory and emotional, were heightened. Smells are stronger, colors are more vivid, and sounds are clearer, but at the same time shadows are darker and impulses are harder to control. Strong emotions even alter the landscape of the Feywild itself, wilting flowers trail the despondent or furious and carefree animals travel alongside chipper and cheerful individuals.   As an "echo" of the Prime Material plane, its geography is similar although not entirely identical, but the natural landscape is markedly more dramatic and beautiful in the Feywild, with mountains standing straighter and sharper, rivers flowing clearer and faster, flowers bloom brighter and more fragrantly, and weather manifesting in supernatural ways. While most Prime locations and landmarks had analogues in the Feywild, sites of civilization in the Prime could be so unimportant in the Feywild as to be easily missed, while natural landmarks might be significantly more majestic or extreme. Navigating the Feywild is further complicated by the fact that distances did not always make sense. While two landmarks might be the same distance apart as in the Prime when travelling in one direction, they might be inexplicably further or closer on the return trip.  
The Feywild often appeared dark and mysterious to many observers...  
...but held some of the most beautiful locales in the multiverse.  

Shadowfell

The Shadowfell existed similarly to the Feywild as an echo to the Mundane World. Unlike the Feywild, it was a bleak, desolate place full of decay and death.   The most striking and immediate impression a visitor to the Plane of Shadow experiences is the lack of color and light; no sun, moon, or stars adorned the vault of the inky black sky, and all things looked as if the color had leeched out, leaving nothing but black and white, which in the dimness were more like "dark black" and "light black". A light source only illuminates half the distance it normally would, flames and fires put out less heat, and spells that deal with light or fire are less predictable and prone to failure, whereas shadow spells are enhanced. On the other hand, although it does not illuminate as far, any light source on the plane could be spotted at a distance of up to ten times its normal range of illumination, such is the contrast to the constant gloom, similar to a star in the night sky.   Gravity and time are the same on the Shadowfell as on the Prime Material, but because the Shadowfell is magically morphic (and divinely morphic in the realms of Shar and Mask) the landscape is a dark, twisted echo of what existed on the Prime. Upon entering the Plane of Shadow, the local features are usually quite similar: casting shadow walk in a forest puts you in a shadow forest; casting it under water drops you in a similar body of water, etc. But from that starting point, the landscape diverges rapidly away from the familiar, and on subsequent visits from the same starting point it diverges in different ways, making mapping the Shadowfell a useless endeavor. Landmarks are usually recognizable but altered in some bizarre way: buildings might be constructed in a different style, built with different materials, at a different location, and/or in any condition from dilapidated ruins of its normal appearance, or otherwise strange and distorted. Similar sites were sometimes called "shadow-analogues".  
“It is the toxic plane of darkness and power.
It is the hidden place that hates the light.
It is the frontier of worlds unknown.”
— Codex Multiversalis
  • Mask, the Master of all Thieves and Lord of Shadows has a realm on this plane called Shadow Keep. It was made out of shadowstuff and was extremely difficult to see even when standing right next to it.
  • Shar, Mistress of the Night and Lady of Loss, once resided in a high tower called the Palace of Loss. It had no apparent means of entry or exit, but her followers had no trouble gaining access. She sometimes kept prisoners there so she could enjoy their suffering. She later moved her abode to the Towers of Night and left behind a deep dark hole guarded by evil creatures. This Foundation of Loss exudes palpable grief and is rumored to contain a portal to her home in the Towers of Night.
  • Null, draconic god of death, has realms named the Mausoleum of Chronepsis and the Mausoleum of Pain in the Outlands and Hades. Parts of these were thought to exist on the Plane of Shadow at the same time.
  • The Raven Queen has a divine realm known as the Fortress of Memories here.
 
The desolate landscape of the shadowfell.  

The Ethereal

The Ethereal plane is not an echo of the Prime Material plane, it is a direct reflection.   Ethereal creatures and travelers can see into the Prime, but not the other way around.   Certain creatures dwell primarily on the Ethereal Plane. Examples of these include ghosts, ethereal marauders. Others can become ethereal virtually at will, such as thought slayers, phase spiders, and moonstone dragons.
"It is a plane out of phase.
It is a place of ghosts and monsters.
It is right next to you, and you don't even see it.”
—Codex Multiversalis
 

The Elemental Planes

Fire, Water, Earth, and Air are referred to as the Elemental Planes. The Elemental Plane of Chaos was created by the Lady of Brass to house the multiverses largest metropolis. The Planes of Positive and Negative Energy are also sometimes referred to as elemental planes.    

The Plane of Fire

The flickering of a candle, the spark of a flint and steel, or the dying embers of a campfire, all have the potential to grow and engulf the world in flame—can a drop of water, a breath of air, or a mote of dust do the same? Elemental fire is pure flame that does not require air or fuel to burn and can take on a solid, liquid, or gaseous state, yet it will ignite and consume anything flammable and unprotected from fire.   Two known vortices to adjacent elemental planes were the Iron Crucible that led to the Elemental Plane of Earth and a vortex to the Plane of Air atop Jabal Turab, the Mount of Dust.  
“It is a plane continually ablaze.
It smells of burning flesh and ashen dreams.
It is flame incarnate.”
— Codex Multiversalis
Fire is one of the four elements that make up the Mundane World. The elemental plane occasionally tears directly into the Prime Material. These areas are said to become volcanoes, geysers, or other phenomenon related to the element.   Unlike the other three elemental planes, the Plane of Fire has normal gravity and a landscape, although most of the "ground" is made primarily of loosely packed elemental fire and feels like walking in a swamp of hot coals. The rivers and oceans are filled with a more liquid version of the same stuff and swimming worked normally as a mode of transportation. Non-native flying creatures find the atmosphere thin and therefore do not have their usual speed or maneuverability. Visibility is hampered by the smoke coming off the flames engulfing, but not consuming, nearly every solid, liquid, or gas (and creature) on the plane. What one could see is usually distorted by heat ripples. Geographic features such as hills, mountains, and cliffs do not have a geologic lifespan because even the more solid areas slowly moved like a subterranean magma flow as seen on the Prime Material Plane. Permanent physical structures are very rare.  
  • Kossuth, the Lord of Flames, the Firelord, Tyrant among Fire Elementals, the Fire Tyrant, once had a palace made of elemental fire here, called the Crimson Pillar.
  • Amaimon, King of the Azer, has no specific palace but travels with his court from tower to tower (the azer were marvelous metalworkers and built grand towers scattered about the plane), holding feasts and fetes with dancing.
  • Marrake al-Sidan al-Hariq ben Lazan, Sultan of the Efreet, the Lord of the Flame, the Potentate Incandescent, the Tempering and Eternal Flame of Truth, the Smoldering Dictator, and other titles, lives in his Charcoal Palace.
  • Imix, the Prince of Evil Fire Creatures, once dwelled in a tremendous active volcano on this plane.
Surprisingly many creatures and races can tolerate and even thrive in the Elemental Plane of Fire. First and foremost are the fire elementals, of course, being constructed directly from the substance of the plane itself. They can assume the form of animals or monsters from the Prime Material Plane, mimic humanoid shape, or create composites with elemental shapes: a lava lion with a flaming mane and charcoal eyes, or a man-shaped torso with fire jets for arms and legs and a tiny tornado of flame for a head, for example. Fire elementals can usually be distinguished by the different colors of flame coming off their bodies, but when standing still they could blend into the background just as a rogue hiding in shadows. Fire bats, fire snakes, harginn, phantom stalkers, and salamanders are also thought to be natives of this plane, but the origins of magmen (or magmin) and the azer are hotly debated.   Visitors and immigrants to the Plane of Fire included brass and gold dragons; the efreet; fire giants; hell hounds; some janni; mephits of the fire, magma, and steam varieties; pyrohydra; rast; and thoqqua. Trading missions and diplomacy brought many peoples to the plane, such as the mercane and devils from the Nine Hells.   The language spoken by the natives was called Ignan and it resembles the hisses and clicks of green wood being consumed by a burning campfire.        

The Plane of Earth

Earth is one of the four elements and two energies that make up the known universe and therefore of keen interest to cosmologists. The abundance of large gems and huge ore deposits lured many greedy prospectors to brave the significant dangers of this plane. A vortex called the Pale River leads to the Elemental Plane of Water and a vortex called the Iron Crucible connects to the Elemental Plane of Fire.   The Elemental Plane of Earth is an infinite expanse of solid matter pockmarked by bubbles of other elements and riddled with fissures and tunnels created by burrowing creatures or the occasional small mining operation. Ensconced in a few of these pockets are trading outposts and the rare hidden wizard fortress. Solid does not imply stationary: the substances of this plane are constantly moving in a slow, grinding motion punctuated by earthquakes from small tremors to massively violent upheavals. Open spaces are gradually filled by the relentless shifting (or marauding earth elementals) unless action is taken to prevent it. Air can be found in scattered pockets but unbreathable gasses were also present—unprepared travelers lucky enough to arrive in a cavern might slowly asphyxiate while the unlucky quickly suffocated by being buried alive. Other pockets of magma, water, ooze, dust, or ash are particularly dangerous for miners if they accidentally breached one of these. No light exists in the Plane of Earth except for rare luminous gems buried in the crushing darkness.    
“It is a place of hidden riches.
It is a wall against all foes.
It is a grave for the greedy.”
— Codex Multiversalis
  • Geb, King of the Riches Under the Earth, has a realm here called the Caverns under the Stars.
  • Grumbar, the Lord of the Earth, Gnarly One, King of the Land Below the Roots, Boss of Earth Elementals, is thought to be a mountain-sized earth elemental with god-like powers that rarely granted audiences. His home was called the Great Mountain.
  • Kabril Ali al-Sara al-Zalazil, Great Khan of the Dao, the Fountain of Wealth, the Perfect Compass, Atamen of the Mountain's Roots, and other titles lives in the Great Dismal Delve in a palace called the Sevenfold Mazework.
  • Ogremoch, Prince of Evil Earth Creatures, has a citadel called Stonemire atop a large mesa within a huge pocket of vacuum near the paraplane of Magma.
  • Sunnis, Princess of Good Earth Creatures, resides in a fortress called Sandfall.
  The matter of the plane itself comes alive, the earth elementals are the most numerous creatures on the plane, with typically blocky, angular bodies covered in sharp edges, ranging from man-sized to mountainous. Other native creatures looked like rough-hewn statues of Prime Material Plane animals and monsters or animated crystalline forms like crysmals. Then there are the alien-looking khargra, xorn, and xaren with tri-fold symmetric bodies and a taste for metal. All natives and some creatures with an earth-affinity can move through the plane like a fish through water, the rock flowing around them and closing back up again, leaving no tunnel.   Immigrants and visitors to the Elemental Plane of Earth included basilisks, chaggrin, the dao, dwarves, an occasional blue or copper dragon, galeb duhr, gargoyles, janni, lava children, mephits of the earth and salt subtypes, the pech, sandlings, stone giants, thoqqua, and wraiths.  

The Plane of Water

Water is one of the four elements and two energies that make up the known universe and therefore of great interest to cosmologists. This plane was abundant with life: native creatures born of the elemental nature of the plane itself, sentient water-breathing peoples, and most every species of aquatic life that could survive after being sucked through a vortex from their plane of origin. The Pale River vortex on the Elemental Plane of Earth had its source here, and there was a vortex to the Plane of Air called the Bubble Net.   There is no deep or shallow, no dark depths nor wavy surface, just an endless ocean that feels as if you were submerged several feet (say a couple meters) in any body of water on the Prime Material Plane. There is no sun, yet the water itself seems to glow dimly with a bluish green luminescence. Volumes of water at any temperature and salinity coan be found if you knew where to look or had a guide. The Great Wheel cosmology model explained this by the proximity to the para- and quasi-elemental planes: water became cold and formed icebergs as you neared the Plane of Ice; water became brackish as you approached the Plane of Salt; water became silty and slimy as you neared the Plane of Ooze; water started to boil as you approached the Plane of Steam.  
“It is an ocean without a surface.
It is domain of current and wave.
It is a bottomless depth.”
— Codex Multiversalis
  • Blibdoolpoolp, the Sea Mother of the Kuo-toa, once dwelled in the Elemental Plane of Water in her domain called the Murky Depths.
  • Eadro, deity of the locathah and merfolk, has his realm of Shelluria on the plane.
  • Istishia, The Water Lord, God-King of Water Elementals, has a realm called Sea of Timelessness here.
  • Kalbari al-Durrat al-Amwaj ibn Jari, Padishah of the Marids, Pearl of the Sea, Mother of Foam, Mistress of the Rivers, Savior of Fish, Patron of Waterspouts, and many more titles, has a palace near the Bubble Net called the Citadel of Ten Thousand Pearls.
  • Olhydra, Princess of Evil Water Creatures, inhabits the ruins of a huge citadel made from black coral. She claims it was the capital of a great empire that she destroyed long ago.
  • Persana, god of the tritons, shares the realm of Shelluria with Eadro.
  • Tefnut, Goddess of storms and flowing water, mother of Geb, was said to live here, though she also had a realm in Bytopia.
It is difficult to determine what type of creatures are the most numerous in the Elemental Plane of Water but presumably the water elementals have the upper hand because they are manifestations of the plane itself. They could take on any shape their fluid bodies could form but they are extremely hard to see, and therefore are often described as blurry versions of Prime Material Plane animals and monsters typically of the aquatic variety. Water weirds, an intelligent life form that could possess water elementals, are also thought to be native to this plane.   All other peoples and creatures are interlopers or inadvertent immigrants by way of being sucked through an elemental vortex. Those that made a home here and thrived included some jann, the marids, the nereids, and the tritons. Besides almost every species of salt- and fresh-water marine life, there are reports of sightings or encounters with many creatures including aboleth, charonadaemons, black and bronze dragons, eyes of the deep, mephits of the ice, ooze, steam, and water varieties, mud-men, sea hags, tojanida, varrdig, and will-o'-wisps.   Trade also brought many different races to the Elemental Plane of Water. Merchants that traded with the dao and the marids include aquatic elves, humans, kuo-toans, lizardfolk, locathah, mercanes, and sahuagin.        

The Plane of Air

Air is one of the four elements and two energies that make up the known universe and therefore of keen interest to cosmologists as well as spell casters that wish to harness and wield the raw power of the elements. There is a vortex to the Elemental Plane of Water called the Waterspout not far from the djinn city/palace called the Citadel of Ice and Steel.   The Elemental Plane of Air is filled essentially completely with air but has various impurities that tend to form pockets or bubbles in an otherwise pure atmosphere. Gaseous bubbles include clouds of every type, fog, steam, mist, smoke, poisonous clouds and acidic vapors; also the rare intrusion of elemental fire, which is flame without fuel. Liquid impurities are usually water or water-based and tended to form floating spheres when not buffeted or frozen by the winds. Solid matter can be found here, from dust, ash, salt, or sand, to chunks of earth approaching the size of a large asteroid. The larger chunks are often brought into the plane by intelligent beings and are very likely to be inhabited or formerly inhabited.   If you had to describe the Elemental Plane of Air in a single word, it would be "blue". The very substance of the plane seems to radiate the magnificent sapphire hue of a clear summer day on the Prime Material Plane. Visibility is twice what the best conditions the Mundane World could allow, unless of course something obscured vision. Weather is the primary natural hazard in this plane. The winds are normally light to moderately strong throughout the plane but can intensify into tornadoes, maelstroms, and hurricanes with powerful lightning.    
“It is as open as the eternal sky.
It is as solid as a child's breath.
It is falling forever.”
— Codex Multiversalis
  • Akadi, the Queen of Air, dwells in a great maelstrom on this plane.
  • Great Caliph Husam al-Balil ben Nafhat al-Yugayyim, the Master of the Clouds and Son of the Breezes, Commander of the Four Winds, Ruler of All Djinn, Defender of the Heavens, Prince of Birds, Storm of the Righteous, and many other titles has a realm called the Citadel of Ice and Steel here.
  • Shu, the upholder, father of Geb, resides here in a realm of balmy air and gentle breezes called Desert Wind.
  • Yan-C-Bin, the Prince of Evil Aerial Creatures, has a realm in the Plane of Air.
Invisible, and yet the most common denizens of this plane are the elementals themselves including aerial servants, invisible stalkers and wind walkers. Unless magic is employed their outlines are only vaguely visible if dust or debris were caught in their bodies. When made visible, air elementals are usually large wispy beings with aerodynamic bodies and wings, or propelled themselves by forcing air through their bodies and using fins for maneuvering. Others, sometimes called animentals, mimic the shape of Prime Material animals and monsters.   Immigrants to the Elemental Plane of Air include the djinn, some jann, mephits of the air, dust and ice subtypes, and arrowhawks. Reported sightings of other creatures include beholders, belkers, cloud giants, devas, hippogriffs, ildriss, pegasi, skriaxit, spectres, sphinxes, sprites, sylphs, vapor rats, and genasi.  

The Plane of Positive Energy

The Positive Energy plane, sometimes called the Plane of Life or the Positive Material plane, is an Inner Plane or Energy Plane. Cosmologists believe that positive energy and its opposite negative energy, combined with the four elements, make up the known universe. This plane is a continuous explosion of energy not meant for mortals. Despite its nickname, the Plane of Life could bring swift death to the unprotected by filling them with positive energy until their cells burst and they joined the conflagration.   Upon entering this plane, an unprepared traveler would first noticed the sun-like brilliance burning into her eyes, severely limiting the range of vision and only being able to discern nearby beings or objects by the shadow they made in the backdrop of infinite dazzle. As she gasped at a sight not meant for mortal eyes, she would quickly realize there was no breathable atmosphere to even form a scream. The sudden feeling of weightlessness might not have been cause for concern because almost immediately any wounds would have been healed as the life-giving energy permeated her entire being and then went beyond any sense of wellness she had ever experienced. Infused with power only felt in dreams, she may briefly entertain the thought that air was no longer necessary as she ascended to godhood, but as her cells reached their capacity, she would have realized in a fleeting moment what it means to be mortal before exploding in a burst of radiant energy.  
“It is power incarnate.
It is radiance beyond compare.
It is life realized to the fullest.”
— Codex Multiversalis
Inhabitants are extremely rare on this plane. The only creatures known to inhabit the Plane of Life were the mysterious outsiders, the xag-ya, and ravids. Constructs such as golems and other things that do not benefit from healing could exist here without detrimental effects.    

The Plane of Negative Energy

The Negative Energy plane, sometimes called the Plane of Death or the Negative Material plane, is an Inner Plane or Energy Plane. The goddess Shar managed to channel some of this death energy into the Plane of Shadow and create the Shadowfell. Cosmologists believe that negative energy and its opposite positive energy, combined with the four elements, make up the known universe. This plane is extremely hostile to all forms of life and energy. Only the undead could travel with impunity here, and the more powerful undead could harness this death energy to attack the living with devastating effect.  
“It is the blackest night.
It is the heart of darkness.
It is the hunger that devours souls.”
— Codex Multiversalis
  • Null, draconic god of death, had realms named the Mausoleum of Chronepsis and the Mausoleum of Pain in the Outlands and Hades, respectively. Parts of these were thought to exist on the Negative Energy Plane at the same time.
  The Negative Energy plane is so inimical to life that, in the time of the Great Wheel cosmological model, the only creatures that had actually been seen in the plane were the inscrutable outsiders, the xeg-yi. The "energy vultures" known as trillochs were thought to be from this plane but may not have originated here. By the time the World Tree cosmological model became popular it was discovered that undead creatures could survive here and that powerful undead, such as vampires, liches, wraiths, wights, and spectres, made this plane their home base. And where undead are found, necromancers are seldom far behind. The doldrums were best suited for necromantic work but there was always a danger the negative energy would surge and overwhelm the area.  

Elemental Chaos

A tempestuous sea of ever-changing terrain and clashing elements, with stability only enforced in isolated locations, the Elemental Chaos exists as a plane at the intersection of all the elemental, energy, para-elemental and quasi-elemental planes. Floating above the plane is the City of Brass, personal metropolis of the Lady of Brass and home to the greatest trade hub in the multiverse.   The existence of equal parts of all elements makes it one of the easiest planes to reliably travel to, part of the reason the City of Brass's renown across the multiverse. The Lady of Brass sees to it that all visitors are treated equally, and enforces this policy with the army of elemental forces at her command.  

Paraelemental Planes

Paraelemental planes exist on the planar borders between pure elemental planes and each other. The pure elemental planes themselves are infinite, the paraelemental planes exist as a finite space (albeit a massive one). Moving across the border into an elemental plane deposits a creature in a seemingly random location within the plane, with no way back into the paraelemental plane they arrived from. When the veil between planes runs thin it is believed that qualities between the paraelemental planes will begin to manifest in the elemental planes. Quasi-elemental planes refer to the borders between elemental planes and the planes of positive and negative energy.  

Ice

The Frostfell, also known as the Para-Elemental Plane of Ice, is the Inner Plane at the intersection of the Planes of Air and Water. It is a place of utter cold.   Much like the Plane of Earth, the Plane of Ice is primarily solid towards its center, though caverns and crevasses cut through the otherwise solid ice in places. Where the plane borders the Plane of Water, scattered icebergs floated; where it borders the Plane of Air, the ice ending in a jutting white wall.  
“Keep your wits about you, and for Gods' sake, keep moving—anything that stops might freeze that way.”
— A visitor to the Para-Elemental Plane of Ice

Ooze

The Swamp of Oblivion, also known as the Para-Elemental Plane of Ooze, is the plane at the intersection of the Planes of Earth and Water. It is a place of slime and mud. The plane is a vast swamp populated by hags and twisted trees. Few settlements exist in the place, built atop high stilts that keep constructions above the mud. However, since there is no solid ground underneath, everything eventually sinks into the swamp.   Objects thrown into the swamp are rumored to disappear into the mud for at least a century. For that reason, powerful artifacts are occasionally thrown in the swamp by someone desperate to remove them from the multiverse for a time.   At the border with the Plane of Earth, a hill range known as the Mud Hills are constantly eroded by the Swamp of Oblivion and regenerated by the Plane of Earth. The border with the Plane of Water was known as the Silt Flats, a muddy and sludgy region that marked the boundary between the swamp and the endless sea.   “See!? It does look like a wall of chocolate! Xanxos likes chocolate, especially when it's dribbled over raw elf. Are you an elf? Hey, come back here!” — Xanxos the slaad, showing off the border of the plane before lunch.  

Magma

The Fountains of Creation, also known as the Para-Elemental Plane of Magma, or the Plane of Magma, is the Inner Plane at the intersection of the Planes of Fire and Earth. It is a place of boiling, molten earth and toxic fumes.   The plane is a vast mountain range of volcanoes and magma. There were also many floating islands of volcanic rock that had not yet fully liquified.  

Smoke

The Great Conflagration, also known as the Para-Elemental Plane of Smoke, is the Inner Plane at the intersection of the Planes of Air and Fire. It is a place of hot and noxious vapors and gases.   The plane is an endless firestorm of hot smoke and ash, fueled by the winds of the Plane of Air mixed with the fires and magma of the Plane of Fire. In some locations, the ashes coalesce into floating solid regions that can be used as shelters for fugitives and outlaws.  

Salt

The Quasi-Elemental Plane of Salt is the Inner Plane at the intersection of the Elemental Plane of Water and the Negative Energy Plane. It is a place of endless thirst.   Creatures and elementals of water, as well as creatures containing water, suffer rapid dehydration the longer they stood in this plane. This also affects elementals of water-related liquid planes, such as ice para-elementals, ooze para-elementals, and steam para-elementals.  

Ash

The Quasi-Elemental Plane of Ash is the Inner Plane at the intersection of the Elemental Plane of Fire and the Negative Energy Plane. It is a place that sucked the warmth from any living creature.   In most areas of this plane the ash has the consistency of hard-packed soil, though in some regions it was much less dense. The cooling cinders within the air of this plane suck the warmth from not only living creatures, but from magical effects as well. These cinders also gradually deteriorate the health of creatures of elemental fire and magma.  

Dust

The Quasi-Elemental Plane of Dust is the Inner Plane at the intersection of the Elemental Plane of Earth and the Negative Energy Plane. It is a place of wind, sand, and grit, where living creatures ever decayed to dust.  

Vacuum

The Quasi-Elemental Plane of Vacuum is the Inner Plane at the intersection of the Elemental Plane of Air and the Negative Energy Plane. It is a place of utter emptiness.  

Radiance

The Quasi-Elemental Plane of Radiance, also known simply as Radiance, is an Inner Plane in the Great Wheel cosmology. Radiance stands at the border between the Elemental Plane of Fire and the Positive Energy plane.   It is an extremely beautiful and overwhelmingly bright place, whose constant luminosity threatens to blind anyone who stare for too long. The main reason for visitors to go to Radiance is the Heart of Light, a mysterious tower of blue light that stood near the boundary with the Positive Energy Plane. It is a place where injuries and wounds healed at a rapid pace, whose origins are unknown.  

Lightning

The Quasi-Elemental Plane of Lightning, or the Plane of Storms, is the Inner Plane at the intersection of the Elemental Plane of Air and the Positive Energy Plane. It is a place of constant electrical storms and the stench of ozone.   Mineral The Quasi-Elemental Plane of Minerals, or Quasi-Elemental Plane of Mineral, is the Inner Plane at the intersection of the Elemental Plane of Earth and the Positive Energy Plane. It is a place rich in gems and ore.   Traveling to the Plane of Gems is deadly perilous for all unprotected living beings, as they are transformed into stunningly beautiful crystals devoid of life.  

Steam

The Quasi-Elemental Plane of Steam is the Inner Plane at the intersection of the Elemental Plane of Water and the Positive Energy Plane. It is a place of cool—not hot—mist and glowing vapor.               Outer Planes Elysium     Hades     Mechanus     Bytopia     Limbo     Arcadia     The Nine Hells     Mount Celestia     The Abyss     The Beastlands

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