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Outer Plane

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Plane of existence in Dungeons & Dragons

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In fiction

In the fantasyrole-playing gameDungeons & Dragons, anOuter Plane is one of a number of general types ofplanes of existence. They can also be referred to asgodly planes,spiritual planes, ordivine planes. The Outer Planes are home to beings such asdeities and their servants such asdemons,celestials anddevils. Each Outer Plane is usually the physical manifestation of a particular moral andethicalalignment and the entities that dwell there often embody the traits related to that alignment.

The intangible andesoteric Outer Planes—the realms ofideals, philosophies, andgods—stand in contrast to theInner Planes, which compose the material building blocks of reality and the realms of energy andmatter.

All Outer Planes are spatially infinite but are composed of features and locations of finite scope. Many of these planes are often split into a collection of further infinites calledlayers, which are essentially sub-planes that represent one particular facet or theme of the plane. For example,Baator's geography is reminiscent ofHell as depicted inDante'sThe Divine Comedy. In addition, each layer may also contain a number ofrealms. Each realm is the home to an individual deity, and occasionally a collection of deities.

Publication history

[edit]

The Outer Planes were presented for the first time in Volume 1, Number 8 ofThe Dragon, released July 1977 as part of the Great Wheel of Planes.[1] In the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D",Gary Gygax mentions that there are 16 Outer Planes and describes the Seven Heavens, the Twin Paradises, and Elysium as "Typical higher planes", Nirvana as the "plane of ultimate Law" and Limbo as the "plane of ultimate Chaos (entropy)", and the Nine Hells, Hades' three glooms, and the 666 layers of the Abyss as "Typical lower planes". Other Outer Planes mentioned by name in the article include the Happy Hunting Grounds, Olympus, Gladsheim, Pandemonium, Tarterus, Gehenna, Acheron, and Arcadia.[2]

The Outer Planes were further "refined in thePlayers Handbook (1978) andDeities & Demigods (1980)".[1] The appendix of thePlayer's Handbook included an abstract diagram of the planes, and mentioned the same 16 Outer Planes: the Seven Heavens of absolute lawful good, the Twin Paradises of neutral good lawfuls, the planes of Elysium of absolute neutral good, the Happy Hunting Grounds of neutral good chaotics, the planes of Olympus of good chaotics, the planes of Gladsheim (Asgard, Valhalla, Vanaheim, etc.) of chaotic good neutrals, the planes of Limbo of neutral (absolute) chaos (entropy), the Planes of Pandemonium of chaotic evil neutrals, the 666 layers of the Abyss of absolute chaotic evil, the planes of Tarterus of evil chaotic neutrals, Hades' "Three Glooms" of absolute (neutral) evil, the furnaces of Gehenna of lawful evil neutrals, the Nine Hells of absolute lawful evil, the nether planes of Acheron of lawful evil neutrals, Nirvana of absolute (neutral) lawfuls, and the planes of Arcadia of neutral good lawfuls.[3] Shannon Appelcline, the author ofDesigners & Dragons, highlighted that throughout the early 1980sDragon magazine would continue to detail "some of the planes in more depth", however, "there was no overarching plan for the planes of D&D other than a few increasingly old drawings".[1]

Both Appelcline[1][4] and Curtis D. Carbonell, in his book theDread Trident: Tabletop Role-Playing Games and the Modern Fantastic, highlighted that information on the planes and the shared cosmology was codified in theManual of the Planes (1987) andTales of the Outer Planes (1988).[5] Carbonell wrote that project leader and designerJeff Grubb detailed "the schematization of the planes' requisite five area: the Prime Material, the Ethereal, the Astral, the Inner, and the Outer planes. This basic structure is still used in 5e, with some changes that provide minor rearrangements and clarifications [...]. Grubb's approach demonstrated a need to codify, while still remaining flexible, that has remained as a primary aim of the latest edition".[5]: 93 

Carbonell also highlighted that the 1989Spelljammer campaign setting added cosmology that "allowed travel between the different settings" such asDragonlance,Greyhawk, and theForgotten Realms.[5]: 97  However, campaign settings such asDark Sun andRavenloft were inaccessible in this cosmology. Then in 1993, TSR wanted to do a series of books about the Outer Planes. Zeb Cook, creator of thePlanescape universe, describes it this way:

So there was this huge collection of over ten years of stuff that was just kind of quietly ignored with no sense of logic to it, and we figured that 'Oh, we don't need to explain it—it's enough to say "It came from The Outer Planes."' So [one of the TSR designers] said, 'Let's do this series of books, one about each Plane,' which would have been about 10 million books, so TSR said, 'Well, that's a good idea, but 10 million books is not such a great idea. We'd rather create a campaign world that's set in the Outer Planes,' because they had figured out by that point that worlds sold. And so they came to me, the senior designer with a huge gaping hole in my schedule, and wanted me to take this idea and execute it. 'Make us a campaign world that's completely different from all of the ones we have....'[6]

Carbonell called the 1994 Planescape campaign setting "the most complex example of the multiverse created during the varieties of 2e's AD&D settings" and wrote: "A more nuanced and sophisticated attempt at harmonization, Planescape provided an alternate way to travel between the planes than Spelljammer's science-fantasy-oriented approach".[5]: 98  The 3rd editionManual of the Planes (2001) detailed both the inner and outer planes. Kevin Kulp, forDMs Guild, wrote that "the authors used an approach that said 'here's how it's been done in the past, and here are other ways you can do it,' which allowed the book to avoid setting planar mechanics in stone. Instead it gave DMs a modular approach by presenting Options, a flexible strategy that pleased both 1e and Planescape fans. Vast amounts of new ideas and new locations were presented, dovetailing nicely with canon from earlier editions".[7]

The 4th editionManual of the Planes (2008) shifted the locations of the various Outer Planes to fit the new World Axis cosmology.[8][9] However, the 5th editionPlayer's Handbook (2014) andDungeon Master's Guide (2014) shifted most of the cosmology of the planes back to the Great Wheel model with some aspects of the World Axis model retained in the descriptions of the inner planes.[10][9]

StandardD&D cosmology

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

The standardDungeons & Dragons (D&D) cosmology contains sixteen Outer Planes.[11] This cosmology is outlined in the Great Wheel model where the Outer Planes are arranged in a ring of sixteen planes with theGood-aligned planes (orUpper Planes) at the top, and theEvil-aligned planes (orLower Planes) at the bottom. Depictions usually display theLawful planes (or Planes of Law) to the left, and theChaotic planes (or Planes of Chaos) to the right. Between all of these sit theNeutral planes, or the Planes of Conflict.[10][12] The center contains theInner and Material Planes.[9]

One further plane sits in the center of the ring, theOutlands, being neutral in alignment. At the center of the Outlands is a Spire of infinite height; the city ofSigil floats above the Spire's pinnacle.[10][13]

This D&D cosmology is the standard cosmology in the 3rd and 5th Editions and is the official cosmology used incampaign settings such asPlanescape andGreyhawk.[7][9] "It's common for gods from different campaign settings to share a plane but maintain their own space. Mount Celestia, for example, houses both Heironeous from Greyhawk and Torm from the Forgotten Realms".[11] Many of the alternative names derive from the 1st-editionManual of the Planes (1987), and the in-game explanation given in the Planescape setting is that these names are used by the "Clueless", or characters from the Prime Material unfamiliar with the planes.

Outer Planes
Mount
Celestia
BytopiaElysiumBeastlandsArborea
Arcadia↑Good↑Ysgard
Mechanus←LawfulOutlandsChaotic→Limbo
Acheron↓Evil↓Pandemonium
Nine Hells
ofBaator
GehennaHadesCarceriAbyss

4th Edition differences

[edit]

The 4th Edition World Axis model outlines that the mortal world is between "the Astral Sea above and the Elemental Chaos below".[8] Most of the Outer Planes are now located in the Astral Sea (such as Celestia and the Nine Hells). The Abyss is an exception; it is now located in the Elemental Chaos.[8]

Cosmology in campaign settings

[edit]

OtherDungeons & Dragons cosmologies were developed after Greyhawk for various other campaign settings, however, "they would be subsumed under 5e's umbrella concept of the multiverse".[5]: 95 

Forgotten Realms cosmology

[edit]

TheForgotten Realms cosmology was originally the same as that of a standardDungeons & Dragons campaign. The cosmology for the 3rd edition ofD&D was altered substantially so that it contained twenty-six Outer Planes, arranged in a tree-like structure around the central 'trunk' of thematerial plane ofToril. Unlike the Outer Planes of the standard D&D cosmology which were heavily alignment-based, the Outer Planes of theForgotten Realms cosmology were faith-based.

The planes of the Forgotten Realms were retooled in the 4th Edition to match the new default cosmology, with many of the planes or realms being relocated to the Astral Sea, and a handful now located in the Elemental Chaos. Appelcline highlighted that the 4th Edition World Axis model "had actually originated with the Forgotten Realms, which was planning a view of the heavens as early as 2005 or 2006. It was then co-opted by the SCRAMJET world design team for D&D 4e".[8]

The Barrens of Doom and Despair plane is designed to be inhospitable toDungeons & Dragonsplayer characters. Even though there is little light or water, other characters from the franchise can be found here. Five deities make their homes here, includingBane (his home was previously referred to asAcheron),Beshaba,Hoar,Loviatar, andTalona. The Barrens of Doom and Despair consist of a single infinite plane, with no constituent layers. It links via theAstral Plane to the planes of thePrime Material (such asToril) and a number of portals directly connect it with Hammergrim and the Blood Rift. Beshaba's realm, the Blood Tor, links directly to theAbyss.

List of Forgotten Realms planes

[edit]
  • The Abyss
  • Arvandor
  • The Barrens of Doom and Despair
  • Blood Rift
  • Brightwater
  • Clangor
  • Deep Caverns
  • The Demonweb Pits
  • Dragon Eyrie
  • Dwarfhome
  • Dweomerheart
  • The Fated Depths
  • Fury's Heart
  • The Gates of the Moon
  • Golden Hills
  • Green Fields
  • Hammergrim
  • Heliopolis
  • The House of Knowledge
  • The House of Nature
  • The House of the Triad
  • Jotunheim
  • The Nine Hells
  • Nishrek
  • The Supreme Throne
  • Warrior's Rest

Eberron cosmology

[edit]
See also:World of Eberron

TheEberron cosmology, used in the originalEberroncampaign setting, contained thirteen Outer Planes in 3rd edition,[14] and gained at least two for 4th edition under the new cosmology. They exhibit traits similar to those of thestandard D&D cosmology but also some (Irian, Mabar, Fernia, and Risia) appear more likeInner Planes. The cosmology was unique in that the Outer Planes orbited around Eberron through theAstral plane. As they orbited, their overlap with the material plane changed and access to those planes became easier or restricted.

Like most other D&D campaign settings, in 3rd editionD&D Eberron has a number ofplanes. Besides the Prime Material Plane, the Ethereal Plane, the Plane of Shadow, and the Astral Plane, the Eberron Campaign Setting has thirteen relatively unique planes. Gates or portals to any of the planes are very rare. These thirteen planes metaphysically orbit around Eberron, and depending on their current location are considered in one of four states.[15]

  • Waxing/Waning – The plane is either approaching or moving away from Eberron. Planar travel occurs as normal.
  • Coterminous – The plane actually touches Eberron, and certain effects are strengthened in Eberron. Also, it may be possible to travel between planes by going to an appropriate spot. For example, when Risia, the Plain of Ice is coterminous, one may enter the plane from Eberron by walking into a blizzard. Because of seals placed by the Gatekeeper druids, Xoriat, the Realm of Madness, is incapable of becoming coterminous with Eberron.
  • Remote – The plane is furthest from Eberron, and certain effects are weakened in Eberron. Also, reaching a remote plane with the spellplane shift is difficult and requires a high DC check. Because of the conflict between the Quori and the giants of Xen'drik, Dal Quor is always considered remote from Eberron.

List of Eberron planes

[edit]
NameAlignmentEnhanced magicImpeded magicCoterminous / Remote / Orbit
Daanvi, the Perfect OrderLaw (strong)LawfulChaotic100 years / 100 years / 400 years
Dal Quor, the Region of DreamsNoneIllusionNonenever / always / off orbit
Dolurrh, the Realm of the DeadNoneNoneAll1 year / 1 year / 100 years
Fernia, the Sea of FireEvilFireCold1 month / 1 month / 5 years
Irian, the Eternal DayNonePositive energyNegative energy10 days / 10 days / 3 years
Kythri, the Churning ChaosChaos (strong)ChaoticLawfulerratic / erratic / erratic
Lamannia, the Twilight ForestNoneDruidicNone7 days / 7 days / 1 year
Mabar, the Endless NightNoneNegative energyPositive energy3 days / 5 days / 5 years
Risia, the Plane of IceEvilColdFire1 month / 1 month / 5 years
Shavarath, the BattlegroundVariesWeapon-relatedPacifying, charms1 year / unknown / 36 years
Syrania, the Azure SkyGood (strong)GoodEvil1 day / 1 day / 10 years
Thelanis, the Faerie CourtNoneArcaneNone7 years / 14 years / 225 years
Xoriat, the Realm of MadnessEvilNoneNoneunknown / unknown / millennia

Fictional descriptions

[edit]

List of planes

[edit]
NameAlternative Name(s)AlignmentDescriptionNotable native inhabitants
ElysiumBlessed FieldsNeutral GoodThe plane of peace and unadulterated goodness.
  • Guardinals: noble immortal humanoids with bestial features
  • Pelor: The sun-deity
The BeastlandsHappy Hunting GroundsNeutral Good/Chaotic goodThe plane of idealized nature.
ArboreaArvandor, Olympus, Olympian GladesChaotic goodFey realm of passion, abundance and nature's caprice.
YsgardAsgard, Gladsheim, Heroic DomainsChaotic neutral/Chaotic goodThe eternal battleground where true heroes prove their valor.
LimboPlane of Ever-Changing ChaosChaotic neutralAn alien, anarchistic and unpredictable plane.
PandemoniumPlane of Windswept DepthsChaotic evil/Chaotic neutralAn infinite network of pitch-black catacombs, with winds that drive men mad.
The AbyssPlane of Infinite LayersChaotic evilEvil lands of shocking perversity and unpredictable horror.
  • Tanar'ri Demons: Mortal enemies of the Baatezu
  • Obyrith Demons: Lovecraftian ancestors to the Tanar'ri
  • Loumara Demons:Newest race of demons born by the dying dreams of evil gods
  • Lolth: Spider Goddess of the Drow
  • Demogorgon: Beastly Prince of Demons
  • Graz'zt : The Dark Prince of Demons
  • Orcus: The Demon Lord of the Undead
  • Iggwilv: Witch Queen of Perrenland, Mother of DemigodIuz. Infamous author of the blasphemousDemonomicon. The true identity ofTasha, member of the infamous adventuring group known as theCompany of Seven.
CarceriTarterus, TartarusNeutral evil/Chaotic evilLiars, cheats and traitors are imprisoned here by their own deceptions.
  • Nerull: God of murder and darkness
  • Titans exiled from Olympus
  • Demodands (Gehreleth)
  • Yugoloths: presence largely confined to Othrys
The Gray WasteHadesNeutral evilHere, all emotion and compassion is drained away, until only hopelessness, selfishness and apathy remain as baatezu and tanar'ri meet and clash in a colorless expanse.
  • Yugoloths (Daemons)
  • Tanar'ri andBaatezu fight theBlood War on this plane
  • Abbathor: God of dwarven greed.
  • Grey Sisters (Night Hags)
  • Hades: Greek god of death and the underworld. Believed to be the most powerful deity on the plane.
  • Hel/ Hela: Norse goddess of death.
  • Mydianchlarus: Current Oinoloth of Khin-Oin.
  • Hordlings
GehennaPlane of Bleak EternityNeutral evil/Lawful evilVolcanic realm of evil schemes and merciless cliffs.
  • Yugoloths (Daemons)
BaatorHell; The Nine HellsLawful evilA realm of oppression, torment, and diabolical plots.
  • Baatezu (Devils): mortal enemies of the Tanar'ri
  • Tiamat: The Chromatic Dragon
  • Kurtulmak: God of Kobolds
  • Asmodeus: Lord of the Ninth. Previously believed to have used the name Satan as one of numerous aliases.
AcheronThe Infernal BattlefieldLawful neutral/Lawful evilA plane of constant, pointless war, where identity is forever lost.
MechanusNirvanaLawful neutralThis clockwork plane is the ultimate in order; scholars and constructs live here.
  • Modrons, orderly geometrically shaped beings
  • Inevitables, mechanical enforcers of all law
ArcadiaThe Land of Perfect Order, Plane of Peaceable KingdomsLawful neutral/Lawful goodA peaceful world of wildlands and kingdoms where all live in harmony.
Mount CelestiaThe Seven HeavensLawful goodCountlesspaladins andsaints have ascended here.
BytopiaTwin ParadisesNeutral good/Lawful goodGnomes and other industrious folk dwell here.
  • Garl Glittergold and other Gods of the Gnomes
The OutlandsPlane of Concordant OppositionTrue NeutralThe plane between all other Outer Planes.
  • Rilmani: Metallic skinned humanoids
  • Boccob: God of Magic
  • Obad-Hai: God of Nature
  • The Lady of Pain: Protector of Sigil

Abyss

[edit]

The Abyss is known for having hundreds of layers, and many realms of deities and demons, including its horrific first layer of Pazunia (also known as the Plane of Infinite Portals), and the White Kingdom ruled by the King of Ghouls.

In a critical review ofPlanes of Chaos forWhite Wolf Inphobia magazine, Keith H. Eisenbeis described the danger of adventuring in planes such as the Abyss, especially for low- and mid-level characters: "Sure, it's possible to design a situation in which first-level characters can accomplish something important and survive in the Abyss, but the immensity and power of the planes is undermined. In addition, on planes such as the Abyss, negotiating with evil creatures is frequently necessary, possibly making these planes useful to only neutral and evil characters."[1]

Ken Denmead ofWired described a number of aspects of the Abyss as psychedelic, calling the doors on one layer of the Abyss similar to the "loony corridor scene fromSgt. Pepper's Lonely Heart Club Band."[16]

Acheron

[edit]

Acheron (/ˈæərən/ATCH-ər-ən),[17] also known asThe Infernal Battlefield of Acheron, is alawful neutral/lawful evil–aligned plane of existence.

Arborea

[edit]

Arborea or more fully, the Olympian Glades of Arborea, is achaotic good-alignedplane of existence. It is one of a number of alignment-based Outer Planes that form part of the standardDungeons & Dragons(D&D) cosmology, used in thePlanescape,Greyhawk and some editions of theForgotten Realmscampaign settings.

Arborea is also referred to as "Olympus" or "Arvandor", though technically those names describe separate realms within the plane. Arborea is stylised as a peaceful plane of natural beauty with a multitude of thriving environments. Much of the plane is dominated by vast tall forests, but also includes glades of wildflowers and fields of grain. As a plane that also embodies chaos, it has a wild and often sudden nature. The weather can change drastically at short notice, changing from warm sunshine to raging winds and back again in just a few minutes.

Publication history

[edit]

The plane known as Olympus was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", inThe Dragon #8, released July 1977.[18] The plane was mentioned again in an appendix of the known planes of existence in the original (1st edition) AD&DPlayers Handbook, published in June 1978, where it was described as "The planes of Olympus of absolute good chaotics".[19]

Inhabitants

[edit]

Theeladrin, powerfulelf-like celestial creatures are the protectors of Arborea, the most common of which is theGhaele.Lillends are also common on the plane. Many types of celestial and anarchic version of common animals, natural creatures suffused with tendencies of good or chaos, are found in Arborea. Also, primitive Orc-Baboon hybrids known as Losels dwell in its wilderness, occasionally migrating between it and theBeastlands.

Arborea has two main types ofpetitioner, the first of which are the spirits of the elven dead. Some take the form ofcelestial creatures or others simply merge with the plane itself, as a final reward after death. The second main type are thebacchae, drunken revellers who perpetually indulge in wild celebrations, enticing visitors to join with them.

Structure

[edit]

As an outer plane, Arborea is spatially infinite, further consisting of three infinite layers (or sub-planes). Arborea's first layer shares borders with the neighbouring planes of theHeroic Domains of Ysgard and theWilderness of the Beastlands; travel is possible between Arborea and these planes at certain locations.

Layers

[edit]

The wandering realm of theSeelie Court often appears on the plane of Arborea, always in a different location.

Arborea has three layers:

Arvandor/Olympus

In previous editions, this layer was known as Olympus, but the most recent edition ofManual of the Planes refers to it only as Arvandor. Principally, it is the home plane of theSeldarine, the good Elvendeities, headed byCorellon Larethian. This layer is mostly endless canopies of forest with huge clearings containing many idealized elven settlements. Arvandor has a day and night cycle matching that of the material plane. The goddessEilistraee also resides in the forests of Arvandor, despite her banishment.

The realm ofBrightwater, a separate plane in the third editionForgotten Realms cosmology is located on Arvandor. Four goddesses have domains here, includingLliira,Sharess,Sune, andTymora.

The actual realm ofOlympus is found here, and is home to many deities of the Greek pantheon, includingZeus,Aphrodite,Apollo,Ares,Artemis,Athena,Demeter,Dionysus,Hephaestus,Hera,Hermes, and the titanRhea.

There are several other realms located on this layer, including:

  • Theaarakocra goddessSyranita's realm ofWhistledge;
  • The giant goddessIallanis's realm ofFlorallium;
  • Trithereon's realm ofThe Forking Road;
  • Chih-Nii's realm ofLoom of the Celestial River.
Aquallor/Ossa

When not with the Seldarine,Deep Sashelas also has his own realm ofElavandor on Ossa.

Poseidon's realm ofCaletto can be found on Ossa.

Mithardir/Pelion

Nephthys has her realm ofAmun-thys on Pelion.

Historic influences

[edit]

Arborea incorporates many elements ofGreek mythology, with the game's version ofMount Olympus as a central feature, to the point that the whole plane was originally named Olympus in 1st edition.[20]: 92–93 [21][22] The name of Arborea, introduced in 2nd editionAD&D, is derived from its "endless rolling forests",[23] as in arboreal.

Arcadia

[edit]

Arcadia (/ɑːrˈkdiə/ar-KAY-dee-ə)[17] or more fully, thePeaceable Kingdoms of Arcadia, is alawful neutral/lawful good-alignedplane of existence.

Baator

[edit]

Baator, also known as theNine Hells of Baator or theNine Hells, is alawful evil–alignedplane of existence.

Baator is stylised as a plane of sinisterevil and cruelty. The different types ofdevils that dwell here obey a stricthierarchicalcaste-like social structure. Each continually plots to advance their position through treachery and deception. Unlike thedemons of theAbyss, the devils are highly organized, with a logical and calculating nature.

The plane itself is composed of nine different layers, each of which models a differing but no less inhospitable and dreadful environment, from barren plains of ash and rock to frozen wastes of endless ice.

The nine layers in order are Avernus, Dis, Minauros, Phlegethos, Stygia, Malbolge, Maladomini, Cania and Nessus.[20]

Publication history

[edit]

The plane known as the Nine Hells was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", inThe Dragon #8, released July 1977. In the articleGary Gygax describes the plane as one of the "Typical lower planes".[18] The plane was mentioned again in an appendix of the known planes of existence in the original (1st edition) AD&DPlayers Handbook, published in June 1978, where it was described as "The Nine Hells of absolute lawful evil".[19]

History

[edit]

The article "The Politics of Hell" by Alexander Von Thorn inDragon No. 28 (1979) describes how Hell was originally ruled by Satan, who was usurped by Baalzebul, who was in turn overthrown by Asmodeus.[24]

The article "The Possessors" by Arn Ashleigh Parker inDragon No. 42 (October 1980) follows up on this article by explaining that Selm, a lieutenant of Satan, was made the Prince of Possessors, and remained in that position throughout these various changes in the administration in Hell.[25]

Beastlands

[edit]

TheBeastlands (more properly, theWilderness of the Beastlands, formerly theHappy Hunting Grounds in early versions of the game) is aneutral (chaotic) good-alignedplane of existence.

Bytopia

[edit]

Bytopia, also known as the Twin Paradises,(bi- + utopia) or, more fully, theTwin Paradises of Bytopia, is alawful good/neutral good aligned plane of existence. It is one of a number of alignment-based Outer Planes that form part of the standardDungeons & Dragons(D&D) cosmology, used in thePlanescape,Greyhawk, and some editions of theForgotten Realmscampaign settings. Bytopia is a virtuous plane of cultivated beauty, and is home to many of the deities of the gnomish pantheon.

Publication history

[edit]

The plane known as the Twin Paradises was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", inThe Dragon #8, released July 1977. In the articleGary Gygax describes the plane as one of the "Typical higher planes".[2] The plane was mentioned again in an appendix of the known planes of existence in the original (1st edition) AD&DPlayers Handbook, published in June 1978, where it was described as "The Twin Paradises of neutral good lawfuls".[3]

Structure

[edit]

Bytopia is a spatially infinite plane, consisting of two layers or sub-planes. It is unique in the sense that the two layers are laid facing one another, each looking down (or up; the terms are relative here) at the other. A traveller can look up from one layer and see the other above him looking back down (or, from the other side's perspective, up), provided that the sky is clear. To get from one layer to the other, travellers must either climb tall mountains, or fly.Gravity reverses when someone reaches the middle point between the two layers. Bytopia shares its borders with the neighbouring planes of theSeven Mounting Heavens of Celestia and theBlessed Fields of Elysium; travel is possible between Bytopia and these planes at certain locations.

Dothion is a serene pastoral layer of meadows and wild-flowers; it is home to the souls of farmers, craftsmen, honest merchants, and gnomish commoners.The Golden Hills, a separate plane in the 3rd-EditionForgotten Realms cosmology, is located here, and is home to thegnomedeity Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun the Meddler, and Segojan Earthcaller.[26] Flandal shares hisMithral Forge with Ama-Tsu-Mara. The godly realms ofDeephome, home of Callarduran Smoothhands, god of thesvirfneblin, andProsperity, realm ofInari, are also located on Dothion.[27]

Shurrock is the mountainous untamed twin, home of hidden beasts and monsters. The gnomish underground mining city ofQuarry that specialises in gemcutting is located here.Rangers often foray into this wilderness to slay creatures that have threatened the folk of Dothion.

A number of godly realms exist on this layer, includingHeart of Justice, realm of Kiri-Jolith, andWindwrath, realm ofTefnut.Martyrdomain was the realm ofIlmater in previous editions ofDungeons & Dragons.[27]

Carceri

[edit]

Carceri (more fully, theTarterian Depths of Carceri; also,Tarterus orThe Red Prison[28]) is aneutral (chaotic) evil-alignedplane of existence.

Elysium

[edit]

Elysium, or more fully, theBlessed Fields of Elysium, is a stronglygood-aligned plane of existence.

Gehenna

[edit]

Gehenna (beginning in the third edition of the game, the Bleak Eternity of Gehenna; also, The Fourfold Furnaces[29] or The Fires of Perdition[29]) is a plane of existence of neutral evil/lawful evil alignment.[30] It is one of a number of alignment-based Outer Planes that form part of the standardDungeons & Dragons(D&D) cosmology. It borders theGray Waste of Hades and theNine Hells of Baator.

Gray Waste of Hades

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The Gray Waste (more fully, the Gray Wastes of Hades; also, Hades, The Three Glooms, Hope's Loss or The Nadir) is a stronglyneutral evil aligned plane of existence. It is one of a number of alignment-based Outer Planes that form part of the standardDungeons & Dragons (D&D) cosmology, used in thePlanescape,Greyhawk, and some editions of theForgotten Realmscampaign settings. Hades is the plane of origin of the yugoloth daemons.Pathfinder's analogue to Hades is the plane calledAbaddon (from the HebraicAbaddon).

Publication history

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The plane known as Hades was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", inThe Dragon #8, released July 1977. In the articleGary Gygax describes the plane as Hades' three glooms, one of the "Typical lower planes".[2] The plane was mentioned again in an appendix of the known planes of existence in the original (1st edition) AD&DPlayers Handbook, published in June 1978, where it was described as "Hades' "Three Glooms" of absolute (neutral) evil".[3]

Description

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According to Trenton Webb's critical review ofPlanes of Conflict for British RPG magazineArcane, the Gray Waste "erodes the sense of purpose that is the hallmark of an alignment-based philosophy. One symptom of this is the place's ability to fade the colour from a character's clothes!"[31] Stang and Trammell called Hades "the realm of the dead", wherelarvae created bynight hags are used as currency.[32]

Limbo

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Limbo or more fully, theEver-Changing Chaos of Limbo, is achaotic neutral-alignedplane of existence.

The plane known as Limbo was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", inThe Dragon #8, released July 1977. In the articleGary Gygax describes the plane as the "plane of ultimate Chaos (entropy)".[2] The plane was mentioned again in an appendix of the known planes of existence in the originalAdvanced Dungeons & Dragons (AD&D)Players Handbook, published in June 1978, where it was described as "The planes of Limbo of neutral (absolute) chaos (entropy)".[3]

Limbo is described as a place of pure chaos where everything is in constant motion and change, especially the landscape, which can shift unpredictably and randomly rolls over upon itself like liquid. Very few places in Limbo are stable enough for normal travel.

Limbo is home to theslaadi and their lords (most notablyYgorl andSsendam), and to thegithzerai. Very few gods call Limbo home, as the plane is not well-suited to any sort of permanent structures. The shared realm ofTempus and theRed Knight can be found on Limbo, as canShaundakul's realm. The elven godFenmarel Mestarine calls this chaotic plane home as well.

The plane of Limbo is the location of a number ofgodly realms:

Fauna include theChaos dragon.

Limbo is named after theLimbo ofCatholic mythology, where the souls of the dead who died before Jesus's death went, before he descended there to release them, but there is little similarity of philosophy between the two realms. In appearance, it is based on the Abyss inJohn Milton'sParadise Lost.

Mechanus

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Mechanus, also known asThe Clockwork Nirvana of Mechanus (or simplyNirvana inAD&D 1st Edition) is a purely lawful aligned plane of existence.

Mount Celestia

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Mount Celestia or more fully, theSeven Mounting Heavens of Celestia, or even theSeven Heavens is alawful good-alignedplane of existence.

The seven layers in order are Lunia, Mercuria, Venya, Solania, Mertion, Jovar, and Chronias.[20]

Outlands

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The Concordant Domain of the Outlands, also known as the Concordant Opposition, is the Outer Plane where the souls of people ofNeutral alignment are sent after death. It is popular as a meeting place for treaties between the powers. The Outlands are also home to the gate-towns. Located centrally in the Outlands is the Spire, atop whichSigil can be seen. The Outlands are the home plane of the neutral-mindedrilmani. The Outlands are part of a series of rings that form the multiverse. Travel between the planes of the Outlands is accomplished via The Great Road.[33]

In first edition and second editionAD&D before Planescape, this plane is also located centrally to the Outer Planes and known by its original name Concordant Opposition. The First Edition Manual Of Planes states that the center of the plane takes various forms at different times (a mountain, a huge tree, etc.) and godly powers are lost as one moves toward the center, as well as spells, beginning with the highest levels of spells at the farthest out and then gradually losing the lower ones step by step the further one moves inward. Within 100 miles (160 km) of the center, not even chemical reactions take place, and neither man nor deity can get closer than 100 miles (160 km). In Second Edition Outer Planes Monstrous Compendium, under the description of the Mediators of Nirvana (Mechanus), it states that this plane was originally intended for Neutral Powers (deities) and created by the Powers (deities) of creation, but each Neutral Deity asserted their individual influence causing it to become unbalanced, then were cast out by the powers of creation. It also states that three lights of balance exist at the center of the plane, one for each Mediator in Nirvana. (Mechanus) Before Planescape, there is also no mention whatsoever of Sigil being at the Center of the Plane.

Gate-towns are settlements which are built around a permanent portal to a certain Outer Plane on the Great Wheel. Gate-towns are important strategically because they provide a (relatively) stable way to enter a desired Outer Plane. The gate-towns reflect the plane that they lead to, for example, Xaos (or aXos, soaX, etc.) is a town where everything changes from one moment to the next. Even the location of the portal toLimbo changes every day – not that there's any regularity to daybreak and nightfall in Xaos. The character of Xaos mirrors what the plane of Limbo is like.

Realms

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The Outlands is the location of a number of godly realms, including the following:

  • The Caverns of Thought, realm of theillithid deityIlsensine
  • The Court of Light, realm of thenaga deityShekinester
  • The Flowering Hill, the realm of thehalfling goddessSheela Peryroyl
  • Gzemnid's Realm, home of thebeholder deity of gases and vapors
  • The Hidden Realm, home of the chief giant deityAnnam
  • The Hidden Vale, realm of the Dragonlance god Gilean
  • The Hidden Wood, realm of the nature godObad-Hai
  • The Library of Lore, realm of the godBoccob
  • The Mausoleum of Chronepsis, realm of thedragon deityChronepsis
  • The Marketplace Eternal, realm of the godZilchus
  • The Palace of Judgement, Yen-Wang-Yeh's realm
  • The Scales of Wealth, the realm of Shinare
  • Semuanya's Bog, realm of thelizardfolk deitySemuanya
  • The Steel Hills, realm of the goddessUlaa
  • Thoth's Estate, the realm ofThoth
  • Tvashtri's Laboratory, realm of the Indian god of artifice
  • The Web of Fate, realm of the goddessIstus
  • The Well of Urd, realm of theNorns
  • Wonderhome, realm ofGond

Three dwarven gods, (Vergadain,Dugmaren Brightmantle, andDumathoin) share the realm ofThe Dwarven Mountain on the plane of the Outlands.

The Celtic gods (Daghdha, Diancecht, Goibhniu, Lugh, Manannan mac Lir, Oghma, and Silvanus) share the realm ofTír na nÓg on the Outlands.

Pandemonium

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Pandemonium (or, theWindswept Depths of Pandemonium) is theOuter plane whereChaotic Evil andChaotic Neutral petitioners are sent after death. Pandemonium is a large, complex cavern that never ends. Compounding this problem, howling winds drive most of its residentsmad. There are few creatures that are native to this plane; those individuals who do live there usually have no choice in the matter.

Pandemonium had four layers named Pandesmos, Cocytus, Phlegethon and Agathion.[20]

Ysgard

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Ysgard is the Outer Plane ofChaotic Neutral /Chaotic Goodalignment. It is also calledAsgard,Gladsheim orThe Heroic Domains.

Reception

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Backstab magazine reviewer Lord Winfield characterized the Outer Planes as the place where most of the major powers of the setting are found, and the part of Planescape which has the most potential for exploration by the player characters.[34]

Citations

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  1. ^abcdAppelcline, Shannon."Manual of the Planes (1e) | Product History".Dungeon Masters Guild. RetrievedSeptember 8, 2021.
  2. ^abcdGygax, Gary (July 1977). "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D".The Dragon. Vol. I, no. 8.TSR. p. 4.
  3. ^abcdGygax, Gary (1978).Players Handbook (1st ed.). TSR.ISBN 0-935696-01-6.
  4. ^Appelcline, Shannon."OP1 Tales of the Outer Planes (1e) | Product History".Dungeon Masters Guild. RetrievedSeptember 8, 2021.
  5. ^abcdeCarbonell, Curtis D. (2019).Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic. Liverpool.ISBN 978-1-78962-468-7.OCLC 1129971339.{{cite book}}: CS1 maint: location missing publisher (link)
  6. ^"Planescape Torment Preview". August 6, 2003. Archived fromthe original on August 6, 2003.
  7. ^abKulp, Kevin."Manual of the Planes (3e) | Product History".Dungeon Masters Guild. RetrievedSeptember 8, 2021.
  8. ^abcdAppelcline, Shannon."Manual of the Planes (4e) | Product History".www.dmsguild.com. RetrievedSeptember 8, 2021.
  9. ^abcdAppelcline, Shannon (April 23, 2015)."An Elementary Look at the Planes".Wizards of the Coast. Archived fromthe original on April 26, 2015. RetrievedSeptember 8, 2021.
  10. ^abc"Dungeons & Dragons: A Guide to the Planes".CBR. April 5, 2020. RetrievedSeptember 8, 2021.
  11. ^ab"Dungeons & Dragons Outer Planes & Afterlives Explained".ScreenRant. May 15, 2021. RetrievedSeptember 8, 2021.
  12. ^"D&D: A Beginner's Guide To The Multiverse".TheGamer. August 22, 2021. RetrievedSeptember 8, 2021.
  13. ^"D&D: 10 Outer Planes To Add To Your Next Campaign".CBR. June 20, 2021. RetrievedSeptember 8, 2021.
  14. ^excerpt from Chapter 5 of theEberron Campaign Setting.
  15. ^Smith, Mat (March 9, 2004)."Some Perspective on the World of Eberron". Archived fromthe original on April 1, 2004. RetrievedApril 9, 2006.
  16. ^Denmead, Ken (January 4, 2008)."Top 10 D&D Modules I Found in Storage This Weekend".Wired.Archived from the original on August 21, 2009. RetrievedAugust 20, 2009.
  17. ^abMentzer, Frank. "Ay pronunseeAY shun gyd"Dragon No. 93 (TSR, 1985)
  18. ^abGygax, Gary (July 1977). "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D".The Dragon #8.I (8).TSR: 4.
  19. ^abGygax, Gary (1978).Players Handbook. TSR.ISBN 0-935696-01-6.
  20. ^abcdGrubb, Jeff (July 1987).Manual of the Planes.TSR, Inc.ISBN 0880383992.
  21. ^Cook, David "Zeb" (1994). "A DM Guide to the Planes". In Wise, David (ed.).Planescape Campaign Setting.TSR, Inc. p. 50.ISBN 978-1560768340.
  22. ^Smith, Lester;Baur, Wolfgang (1994). "The Book of Chaos". InCarter, Michele (ed.).Planes of Chaos.TSR, Inc. pp. 39–41, 45.ISBN 1560768746.
  23. ^Smith, Lester;Baur, Wolfgang (1994). "The Travelogue". InCarter, Michele (ed.).Planes of Chaos.TSR, Inc. p. 16.ISBN 1560768746.
  24. ^Von Thorn, Alexander. "The Politics of Hell."Dragon No. 28. Lake Geneva, WI: TSR, 1979
  25. ^Parker, Arn Ashleigh. "The Possessors."Dragon No. 42. Lake Geneva, WI: TSR, 1980
  26. ^Baker, Richard; Wyatt, James (2004).Player's Guide to Faerûn. Wizards of the Coast.ISBN 0-7869-3134-5.
  27. ^abMcComb, Colin (1996).On Hallowed Ground. TSR, Inc. p. 180.ISBN 0-7869-0430-5.
  28. ^Cook, Monte:The Planewalker's Handbook, p. 20, TSR 2620
  29. ^abCook, Monte:The Planewalker's Handbook, p. 21, TSR 2620
  30. ^Larme, John (November 3, 2000).Dangerous Games? Censorship and "Child Protection"(PDF). Queensland. RetrievedOctober 5, 2007.{{cite book}}: CS1 maint: location missing publisher (link)
  31. ^Webb, Trenton (March 1996). "Games Reviews".Arcane (4): 73.
  32. ^Stang, Sarah; Trammel, Aaron (2019). "The Ludic Bestiary: Misogynistic Tropes of Female Monstrosity inDungeons & Dragons".Games and Culture.15 (6):730–747.doi:10.1177/1555412019850059.S2CID 181779195.
  33. ^Wilson, Johnny L. (April 1999)."Planescape: Torment"(PDF).Computer Gaming World. pp. 62–66. RetrievedApril 16, 2016.
  34. ^Lord Winfield (September–October 1997)."Planescape – un bon plan".Backstab (in French).5:46–47. RetrievedJanuary 1, 2022.

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