The Doc Multiverse – Planescape – Inner Planes & Ethereal

I’ve been asked before to catalogue all the crazy ideas and lore I’ve created for my own “multiverse” of sorts. Broken up by world and setting, here is a list containing various new/rebuilt ideas as used within the TSR Great Wheel cosmology and beyond. In the case of this page, this will catalogue most of my crazy ideas for the Planescape and Spelljammer settings! Should I create more things, I’ll try to update this too.

Planescape Campaign Setting

Fantasy on the edge.  The AD&D Multiverse given new life through the powers of belief.  Explore the planes and perhaps even shape them through philosophy and ideals.

 

The Inner Planes
Elemental building blocks of reality

    • Elemental Plane of Air – Endless skies of overwhelming air.  More found here.
      • Mad Hul – A deranged fallen aasimon sells flight enchantments to those on the plane, short for Hulyamin. Bringing up his fall enrages him, causing him to destroy any protection or help against the Plane of Air. At the very least, he’s a charming conversationalist.
      • Living Clouds – Originally conceived by a cult of elemental air, they rebuked their evil origins to an existence of peaceful drifting. They’ll only act aggressive against wrongdoers, who often didn’t know the cloud was even alive to begin with. Otherwise, they act as an obstacle.
      • Dove Loft – A series of magically built buildings and perches for dove-headed humanoids, known to their creator mage as “the flying failure”. It’s a very strange place to visit, but otherwise offers nothing that interesting.
      • The Spiraling Serpent – A deeply troubled and racist air elemental, with an unhealthy obsession with the Coatl.  It’s bitter that it isn’t one and is heavily bigoted towards fellow air creatures.  More found here.
    • Elemental Plane of Earth – Fresh and raw dirt of all worlds, dug into countless tunnels.   More found here.
      • Clan Strickensteel – A dwarven clan wholly dedicated to mining and assembling crafts from their day’s work. They often devote their goods to Adzaa Maruar, a goddess of construction and creation.
      • Gold Eating Parasite – A curious creature first found in the plane of mineral. It’s likely that in both cases, it was created by someone truly jealous of others’ planar mining efforts.
      • Death Sculpt in Clay – The grotesque art project of a pompous necromancer. A fusion of earth’s elemental power and negative energy, fused into some deaders to make some of the grimmest statues in the multiverse. Some suspect the Godsmen are at fault for encouraging this barmy to her fullest.
      • Sigil Planter’s Initiative – The rich and raw soil has inspired environmentally savvy cagers to start a movement to start planting. The soil itself isn’t just harvested from the plane without intervention. They’ve been known to compose all sorts of contents within the plane of earth, including the bodies of those they’ve fought.
      • Six-Armed Billy – A simplistic creature that forms attachments to outsiders.  It’s overly protective, especially of creatures trying to escape from it.  More found here.
    • Elemental Plane of Fire – Ever bright and burning flames.   More found here.
      • The Brazen Bazaar – A taste of the City, for the particularly fearful. They travel alongside numerous merchants, even jumping to other elemental planes. They’re one of the few Planar travelers welcome in the demiplane of The Primordium.  More found here.
      • Charnal Gate – Originally a permanent portal from a funerary director, it was harnessed through use of several sacred icons. However, it was overtaken and exploited by a maniacal tyrant. All who oppose meet a fiery demise, as the saddened mortician plots to take the portal back and dispose of the tyrant in a very ironic way.
      • The Unending Smoldering Prisons – A secret dungeon for political prisoners of the City of Brass. When enslavement isn’t worth it for a foe of the efreeti, they’re sent here. Many are rebels of Gloamnull. To make matters worse, death does not exist in this chamber, thus beatings and torture are especially heinous.
      • Orb of Flickering Jubilation – A traveling circus in the plane of fire. As the name implies, they exist within a giant magical flame orb. The inside is protected, but most of the performers have some fire related blood in them. They’ve been on higher alert after a yugoloth captured one of their performers for ransom.
      • Void Belly Beast – An oafish dinosaur-like creature that exists to consume heat. Given that it’s on the Plane of Fire, it’ll continue to eat forever. Curiously, its torso feels cold to the touch, if you can get to it, without it eating you.
      • Infernal Invoker – A mad caster from Sigil, one obsessed with Ignus, the infamous “Smouldering Corpse”.  This lead him to accidentally bind his soul to the Fire plane, reshaping him into a terrifying and ghoulish creature of fire.  More found here.
    • The Plane of Water – The Infinite Sea.  More found here.
      • The Grove of Trees – Kelp and other watery plants growing in an almost forest-like formation. Watery dryads commune within the plants, acting much like their land equivalents.
      • Ghostly Vortex – A living water vortex that sucks in ship wrecks and claims the crews’ souls. Despite not being connected to the Plane of Salt, the vortex is very much infused with negative energy, giving way to all sorts of submerged undead.
      • The Aquatic Convergence – A muddled abomination, consisting of aquatic creatures assimilated into a hideous being.  It provokes disgust and horror by looking at it, and fear from native creatures.  More found here.
      • Dimensional Barriers – Water in particular seems to have its way with other parts of the multiverse.
      1. Sunken Antorek – A race of shark people guard the way into the watery portions of the sylvan beast-folk dominion.
      2. Eldritch Mythos- The foreboding gate shows a sunken city of R’lyeh and gives off a dark energy, of something slumbering that will one day awaken. Supposedly, the door leads to the Planet of Terra. What secrets do they keep? Worse, even the Court of Dagon can be found. This isn’t the abyssal one, but a creature similar to the one in R’lyeh. Even something as insignificant as a doorway with a Yellow Sign leading to a hidden part of Skullport should be of concern.

The Para-Elemental Planes
Fusion Planes caused by two elements colliding in full.  More found here.

    • The Para-Plane of Ice – The Frozen Shards.
      • Brain Freeze – Where thoughts literally freeze and fall out of your head, into a strange garden of sorts. Many procure lost memories to sell on the black market.
      • The Ascending Peaks – The connection from Water at the bottom to Air at the top. This massive mountain stretches between the two elements, even if it’s technically as infinite as the plane itself. The bone chilling wendigo is said to dwell towards the top.
      • The Temple of the Forgotten Frost – An abandoned shrine dedicated to one or more lost powers, even a draconic one. Its ties to Wee Jas’ Desecrated Citadel raises concerns for many. Even Prince Rolan the Deathless is aware of this perfectly preserved site.
    • The Para-Plane of Magma – The Churning Lava.
      • Volcaanic – A well defended city operated by an Azer clan, among other creatures. Incredible gear can be forged here. Despite its foreboding nature, there is some level of acceptance towards outsiders… Some are welcoming.Multrudxkia – A mutated red dragon acts as the true guardian for the city, usually taking a passive roll. She was once bound to serve the Githyanki in the Lich Queen’s eternal quests. As she fled, a mixture of magic helped to disguise her as a more primal looking dragon of the Inner Planes. She’s protective of all citizens of the city, but is paranoid against outside visitors. It isn’t uncommon for her to send forces to slay the intruder or simply kill them herself. Convincing her to do otherwise is a challenge.
      • Shards Labyrinth – Moving towards a hypothetical “plane of sand” is a glassy maze. This was constructed by the Hag Countess of Baator as part of her larger master plan! Within the maze lies all means of wicked experiments and an evil arcane laboratory in the middle. Worse, the maze itself is fully aware of its surroundings and can change on a whim.
    • The Para-Plane of Ooze – Revolting sewage and sludge.
      • Miss Yech’lu-volch’s Academy of Toxicity – A “school” dedicated to making entrants act the very worst they can be. It’s run by a gehreleth dressed as a prime’s school teacher.
      • Hazards Refinery – This technologically advanced facility was not built upon this plane, something sucked it in. Its purpose seems to be for processing awful products into fuel. Its since been overtaken by evil creatures, utilizing the resource to empower their own projects.
      • The Scurrying Pits – Bordering on Earth, with a touch of “radiance”, this is a foul slimy pit infested with rodent-like monstrosities. Magical Rocks within the cavern are worshiped by the monsters as divine and a source of power.
    • The Para-Plane of Smoke – Clouds of Wispy Smog
      • The Burning Coals – An airship operated by pirates, cruising around the plane to harvest essences. Their primary focus is manufacturing and creating of addictive drugs. If it wasn’t for hiding in the plane, bounty hunters might have gotten to them by now.
      • Hidden Enclaves – Hehkahk, the Smoldering Lord is just one of many who have their own little empire within the murky smog. Some have used it as their own means of hiding. Several escaped slaves of the efreeti use the plane for cover. Even on less grim notes, a ballooning company from Bytopia uses this plane as their secret source for what makes their hot air balloons really work. Even the Firelich of Wildspace has found itself within these gloomy fogs. Unfortunately for the last case, a syndicate known as the “Choking Souls” have found ways to exploit them.

Pseudo-Elemental Planes?
Yes, they exist! These para-elemental planes seems hidden to many scholars, but still appear at the right places.  More found here.

    • The Pseudo-Plane of Sand – The Stretching Desert
      • Crazed Karim’s Farm of Camels – A barmy’s farm where one can obtain a camel. The owner proclaims that they’re planar animals, but they resemble ones found on the prime.
      • The Carved Steppes – Flat and hard slabs emerge from the sand, a connecting point to the Plane of Earth. Monks have wandered here for meditation. By some strange event, even bands of Athasians have found themselves stranded here. It isn’t all that different from Athas though, just less hot. And just like their home, massive worms are also native to this plane.
      • Further Crossover – When one approaches air, the land simply gives way to an endless sandstorm in all directions, even down. In the cases of Negative Energy, the change is sudden but overbearing as even the sand feels like its the broken bits of all things.
    • The Pseudo-Plane of Vapor – The True Elemental Mist
      • The Sauna at the End of the Planes – A religious site of reflection and relaxation. Over time, they have allowed non-priests to attend ceremonies here. Its closeness towards the Plane of Steam gives it a slightly warmer edge.
      • The Temple of the Vaporized Soul – The monument to a Dukkar, a hexed male Vistani, resides here. This temple was part of his plan and his ultimate undoing. Not only can one access the Lands of the Mists here, the aforementioned Choking Souls have stationed here as well.
      • The Jerky Killer – A serial murderer running loose in the plane. By some magic or curse, he not only survived a rough encounter in the Plane of Fire, he became effectively immortal. His attempts to escape landed him here, causing his body to become shriveled and hard, like dried meat. Driven mad, he wanders around to claim anyone in his way, partially in hopes someone can finally kill him.

Positive and Negative Energies
Dimensional Forces of Life and Death

    • The Positive Energy Plane – An inner plane of pure life energy. For most mortal creatures, this power is too much, overwhelming and absorbing any unprepared visitor. More can be found here
      • The Reflection of Life – A truly far out burg where, despite the place being protected from too much Positive Energy, is literally animated by the plane. Almost anything has a level of awareness and traits; flowers, buildings, clouds, etc. Many of these things even have faces! Many of these whimsical objects break out in song. (It’s an homage to rubber hose animation, but in color.)
      • The Creations of the Rogue Deathless – A Deathless mage from Eberron was exiled for using his power to make abominations. This was worsened when he found himself upon the Positive Energy Plane, an endless wellspring for his projects. Thanks to “planar analogues”, travel from Irian to Positive was easy for this scholar.
      • Palace of Sacred Exuberance – Home of a positivity cult that seeks to bring the multiverse into an optimistic mindset. Many of the members amount to smiling brainwashed zombies, clouded by happy and hopeful delusions.
    • Quasi-Elemental PlanesPositive Touched Planes
    • Quasi-Plane of Lightning
      • Iron Coil Spelljammer Crew – While other cases of cross-dimensional spelljammers have been spotted in the planes, Lightning is an anomaly. For one group of gnomes, they had to adapt rapidly, but ultimately found a new source of inspiration. Over time, they began to experiment with electricity in all of its properties, capturing the lightning to power all sorts of small wondrous devices.
      • The Screaming Terror – An evil looking face made of lightning. It appears to act in constant anguish, shouting and howling thunderous noises through the plane. It does lead into a stable portal to Pandemonium.
      • The Spirit of the Electric World – A name given to a cocky Oni dwelling within Lightning. He proclaims to be descended from two brother deities of storms. He is far from a pushover and is quick to accept a challenge, using his own home as an arena.
      • The Road of Zeus – Something of a Phlogiston for elemental-tinged planejammers.  It’s a quick access way to jump around the Inner Planes or into the Prime even.  The Iron Coil has used it to their advantage, especially after the Steam Craft Enterprise prove hostile.
    • Quasi-Plane of Minerals
      • Gem Guardians – Protector Spirits who assess the health and stability throughout the plane. They’re extremely touchy and easily set off by even the lightest of mining. It’s easy to hear one coming from a distance, thankfully.
      • Ore People – A related creature is the Ore Creature, who have seemingly shaped into a sentient species over time. In fact, they’ve built up elaborate and alien societies. If it wasn’t for their hatred of creatures made of flesh and bone, they could expand prospects throughout the planes.  More found here.
        • Religion – Religious sites tend to involve temples and other sites that have caverns and walkways that dive deeper and deeper. Access is determined how high within the church one is. Their central focus comes from a Rising Earth, with other beings acting as saints and icons meant to help bring focus to the central creator.
        • Politics – Leadership is determined by the top class, who rotate positions based on a proposition or project they have in mind. Little debate is had, due to the lack of differing opinion.
        • Warfare – The Ore people are indeed extremely racist against organic creatures. They will do all in their ability to banish or destroy all that come into their view. Plus, they can warp around the environment with ease and conjure weapons.
    • Quasi-Plane of Radiance
      • The Rad Connection – The Radiance from Mystara might have accidentally established a connection to this plane at some point. However, this connection atrophied following the Wrath of the Immortals. A slight reality rift has sent people directly to that plane though, in partial attempt to banish any Glantrian mages getting ideas about using The Radiance.
      • The Connection of Rainbows – An eclectic cosmic town of reformation and healing, lead by a fallen slaad and a reformed devil swine. It is a place of beauty, second chances and some of the best healers in known reality. The bohemian commune has also produced incredible arts.
      • The Impossible Colours – An eldritch force that has taken up residency in the plane. Possibly a force for evil, it infects and erodes life around it. In fact, it seeks out the material to spread its sickness. Victims often see a variety of colors that they’ve never seen before. From that point on, it’s usually too late.
    • Quasi-Plane of Steam
      • The Iron Coil Schism – A divide formed with the crew who thought lightning was too dangerous to work with. Many took to projects on the plane of steam, perfecting and producing steam engines to apply to all sorts of innovative designs. So far, this branch has proved more successful, but some want to bridge the gap with a hybrid creation.
      • The Folly of Chilled Air – A haunted town dedicated to producing bottled steam, for selling across the planes. Something went dreadfully wrong after a revolt from poor work conditions. Now it remains an eerie and clammy ghost town.
      • The Off-Warm Clouds – Where Steam and Vapor border. Not only is it warmer here, there’s somehow more solid matter floating around too. A steam mephit has enterprising goals with the area.
      • The Art of Staying Hidden – A dojo run by a ninja, also acting as a school for perfecting stealth. The real trick is first finding the place, then taking tests to see if you’re worthy of his skills. Even if you get on the teacher’s good side, learning his past isn’t likely.
    • Negative Energy Plane – The plane of pure death. Any living creature going risks their very life force sucked away, leaving a husk to dissolve or turn undead.   More can be found here!
      • The Entropic Gloom – A secret society of undead throughout the cosmos and beyond. Their goal is sowing discord among the living, in attempt for total control. Their hands have been involved throughout the planes. Even in the Cage, they’ve influenced The Fated, The Doomguard and The Dustmen.
      • The Fortress of Regrets – Something still operates this cursed place, something filled with immense regrets still. Evil giant shadows still congregate.
      • Death Gate Primarius – The original gateway to the realm of the dead. It has seen far less use now, but it’s still heavily guarded.
      • Memento – City of Dead Memories, a quasi-demiplane tethered to the negative energy plane.  It’s a patchwork quilt of locations from doomed or dead realms.  More here.
    • Quasi-Elemental Planes  – Negative-Touched Planes
    • Quasi-Plane of Ash – Where Fire goes to die
      • Ashen Shell – Undead husks covered in fine ash. They once belonged to a society from a dying world. Their attempts to restore sun power and the world backfired and made everything much worse.
      • Cinder Flow – Below a fortress belonging to the Ashen Shell is a border point where magma pierces the ash. The Shells revere it greatly. The caverns lead to crystals with compressed fire energies in them. The undead husks above don’t know about these yet.
      • The Rain of Colorless Fire – The apocalyptic event that destroyed the Suel Empire, much of it came from this plane. Powered ash consumed majority of the Suel’s forces and lands in an instant, but the Baklunish suffered dearly for abusing such magics too. Artifacts that carry similar spells can still be found in the Plane of Ash even today.
      • Citadel Cavitius – A former stronghold of Vecna. In recent ages, something has gone terribly wrong. Simply put, time works wrong there. Visions of a godly Vecna contrast against spaces of emptiness, where Vecna’s power does not exist. Some theorize a massive paradox has thrown everything off within the citadel. But, what could cause this and why would Vecna do this?
    • Quasi-Plane of Dust – Where physical matter crumbles
      • The Rebuilding Wreck – A planar artifact that’s supposed to constantly build itself from ruin. Stuck in the plane, it’s constantly fighting against the ruination that Dust brings. You’ll find parts crumbling, while other parts mending.
      • Dwarven Rust Restorer – A troop of dwarves have created a device that can sample crumbled dust in enough quantities to restore its base object. Rationality has caused the creators to avoid using it on living matter, lest they make monsters.
      • Ardu al’Eadhab – A corrupted djinn oversees a colony of the miserable. Only the sad and depressed are allowed here and recovery is not allowed. It’s an awful place that tries to keep one from leaving, as misery brings company.
    • Quasi-Plane of Salt – Where all water dries up
      • Jutting Salt Spire – A tower run by constructs, all made of salt. As long as one doesn’t try to steal or mess with anything, the salt constructs are docile. For an enterprising thief, they do have a deadly weakness to water.
      • Traveling Salt Mystics – Earth elemental healers and mystics who use the salt for all means of spiritual properties. Beyond medicine and healing arts, they’ve used the salts for beautiful art creations.
      • The Valley of Flavored Salt – Or “The Last Refuge of Tastes”. It is here where flavors lost from the planes go to die. Daring adventurers can go forth to lick a salt pillar to taste the last instance of a lost flavor.
    • Quasi-Plane of Vacuum – Where air fades into empty space
      • Nihil – The representation of the Death Realms’ Erasure. What is known is that it came from here. But, as to what it was? No one can say, beyond theorizing.
      • Hullhammer – Another spelljammer crew lost to the planes. In the case of this one, it wasn’t from a dimensional anomaly. Pools to Vacuum can shockingly occur naturally within wildspace. In fact, it’s hard to tell the change at first, due to vacuum existing much like space itself.
      • Void Vampires – Horrifying mutant undead. Once, they were vampires traveling the planes. Kanchelsis tricked and exploited them in an experiment, using the plane’s power. The end result was an alien horror that drains entire existence from a foe. And worse, they can freely move in the gravity-free void.
    • The Pseudo-Elemental Pocket of Radiation
      A rumored elemental realm, much like Vapor and Sand. It is here that terrors of magic and science collide.

      • Ordo Atomicus – Plane traveling mutants from Terra. They fly in a protective metal ball, as they take what the plane has to offer. They religiously worship atomic weaponry from their home world.
      • Death Weapons in Sigil – Some rogue members of Iron Coil defected in frustration of the division. Somehow, it lead them here. Through both stealing techology from Ordo Atomicus and rapidly creating means of enduring the plane’s deadly radioactive power; new devices were devised to revolutionize power. However, something went wrong and one survivor escaped with deadly weapons. Said survivor vanished in Sigil, with the Mercykillers seizing the items… so says The Chant AND The Dark.

 

The Ethereal Plane
A cosmic foundation for matter in the multiverse.

    • Demiplane of Dread – Alias Ravenloft to some, a prison dimension to hold the worst in the multiverse.  Covered more on separate post. SEE ALSO RAVENLOFT PAGE.
      • The Rule-of-Threes Cluster – A group of three domains that owe their existence to the Planes Beyond.
      • Tower Darkspace – A domain that took from the villain of the Crystal Sphere of Darkspace
      • Point Barmy – A strange Island of Terror spawned by a spelljammer crew experiencing planar disaster through the Vaccuum Quasi-Elemental Plane before landing in a colony and creating the domain.
      • The Cluster Sphere – A gathering of domains from Wildspace and beyond.
    • Demiplane of Shadows – Where Positive Energy and Negative Energy converge into strange twilight.  Color is washed out, as striking contrast takes the stage.  Sharp light leads to pockets of darkness, as shadow is what exists here.  More found here and here.
      • Evernight – An ambitious project made by the nefarious Shadovar of Toril. It was used as a beacon to spy on the city of Neverwinter. Why? Information was lost after forces from the Elemental Plane of Magma and Negative Energy Plane became more influential in the city. Most of the Shades have since retreated to their enclave of Thultanthar. A Ghoulish Tribunal has taken over as the major political force in the city, letting creatures of the magma rivers, negative energy fueled undead and strange shadow natives wander without consequence. Their opinion of outsiders is negative, unless they can prove themselves to their cause.
        • Dread Law Sector – To the shock of many, Evernight does have some kind of law system. Ironically, the law-checking undead of the ward have only a few more privileges than actual slaves. Plus, much of the law is a farce to anyone with proper knowledge. But, many who took part in the district have their chances within the Tribunal itself. Curiously, the presence of religion is minimal here, if only to keep those within the ward focused and at work.   More found here.
      • Thultanthar – A conspiracy among Torilians. Does it exist? Probably not, they say. But, those who babble madly about Shadow People in the night? They’re all too correct. The Shades were once part of the ancient Netheril Empire, which would have otherwise been destroyed by the folly of Karsus. To preserve themselves, they used dread magic to bond with the Demiplane of Shadow. Changed, they watched the Material from afar, conducting all sorts of bizarre experiments, such as Evernight. They aren’t above abducting modern Torilians to survey how much things have changed. The process mentally and physically scars those taken.
      • Balefire – A colony made by explorers enthralled by shadow. Built on one of the more bright pockets of shadow. Traders and shadow mages flock to this city as a safe haven within otherwise hazy and dusk filled reaches.
      • Nightwyrm Fortress – Originally another colony built within the demiplane, it was violently conquered by a devious shadow dragon who has occupied it ever since. The Dragon has few allies, but hoards the chronicled knowledge of the colony to himself at all costs. Rumor has it that he has been brokering deals with various planars and travelers over time though, extorting them for even a sliver of locked away knowledge. Even the Archivists of the Good Kingdom want their own slice of what he has to offer. Among his top guards are a Worm-that-Walks and a mad hivemind of Shadow-things glommed together by the original colonists.
      • Demense of the Dark – Evard, a terror that brings fear to the hearts of Oerth and beyond. For a time being, he forged a retreat in the demiplane to further perfect his shadow craft. In the end, this became yet another forgotten and discarded relic. And even stranger, his shadow remained here. It has become delirious, proclaiming to be him stick in the house. It seems to unite with his “unfinished half” and also bond the powers of the demiplane to the prime!
    • Moil the City that Waits – A tortured prison, once a lively city.  Orcus abandoned its people to their fate after they abandoned him.  As Acererek was defeated though, the Demon Prince of Undeath has found use for this city once more.  More here.
    • The Machine Cyst – A hellish realm of alien constructs that have long since taken over their home, turning it into a biomechanical mixture of machinery and flesh. Their prime directive is simple, exterminate all organic races. Few have been able to spot their home dimension without being annihilated in the process. While it’s connected somewhere in the deep ethereal, it’s unknown where it originally came from. This is the birth place of the creatures called Sheens (evil mechanical beings found in the AD&D 2E era of Dragon Magazine).  More found here.
    • Augmental – A Modron-based demiplane that went horribly wrong.  An attempt at mechanical life that simulated primes was corrupted into a disgusting hellscape.  More found here and here.
      • The Fields of the Cancer Valves – A bloated and toxic dump filled with pulsating and pumping metal masses. Acidic compounds shuttle between tubing as a distinct stench wafts about. Particularly insane bio-mechanicals reside here.
      • Temples of Loving Construction – A dark and disgusting place where the bio-mechanicals attempt to understand, idolize and obsess over pleasure and creation. It is here where many forges known as “creation chambers” are made; living constructs made of their own to “birth” new monstrosities.
      • Cathedral of Oil – A recent attempt, built from information grabbed by an outsider. A metallic man was captured and harnessed for discoveries. Among them was his revelation of a powerful but evil oil that could be harnessed to bring about new evolution. This elaborate ritual grounds is dedicated to it.
      • Pyramid of Gore – A space dedicated to emulating the violence of the humanoids. It’s a putrid ziggurat covered in the remains of slain organic and inorganic victims alike.
    • Gloomwrought, the City of Midnight – A grim city floating deep in the ethereal with a dark secret, it’s a one-way gatetown of sorts to the Demiplane of Dread.    A mysterious hub city that hovers in the Deep Ethereal. Originally built as a city with its tethers to the Demiplane of Shadow, it long since expanded and grew beyond that. Accessible through foot or boat, it’s often tracked down through use of elaborate shadow magic and divination rituals. It also has a dark secret of its own, it has a planar portal connection to the Demiplane of Dread through numerous links and establishments. Worse yet, these portals have a habit of randomly traveling, swallowing up passersby often without warning. None of the religious or political powers have been able to do anything about this. Otherwise, it functions much like it does in the Boxed Set. Also, Midwinter Hall has its connections to the Winter Court of the Sylvan Realms instead.  More found here, here and here.
      • Ravenloft – Several one-way portals exist into the Demiplane through the city.
      • Midwinter Hall – A connection to the Fey Winter Court.
      • The Shadar-Kai of Arak – Shadow Fey that escaped the Gwydion’s clutches are the foundations of the city, mostly lost to time. Many of their Changelings outlived them.
      • The Shattered Islands – In which an updated take on that was given.
      • Drago-Town & Ashmodai – Ill-fated burgs that were torn apart, due to the dark energies feeding off of locals’ racism.
      • The House of the Eye – Cultists of Vecna that were shattered by a cataclysm, many just hide out and research into restoring their dark god.
      • Philosophy of the Raven – A group of philosophers that take up principles of the Raven Queen, a fallen/lost deity.
      • Axis Heresy – The Philosophy seems to embrace it.
      • The Crow & Courtesan – A tavern and brothel connected from the Prime to Gloomwrought.
      • House Harskel – The Invisible Hand approach to money irritates Prince Rolan, but he still respects the merchant house.
      • Assassins – The fractured Church of the Raven Queen and Philosophy of the Raven are targeted by killers.  Many have fled and are being sought out.  More here.
      • Fallen Mast – United pirates and privateers who patrol the watery borders as a kind of watch group.  In reality, they extort and exploit visitors.  More here.
    • Primordium – A sanctuary made by rogue elementals, a proof of concept that the elements can mingle without greater strife.  Only, strife from outside came to Primordium in the end.  More found here, here and here.
      • Irdoc Morda – A living vein of steel, one that became a well guarded resource for elemental weaponry. They have a secret Spelljammer product in the works.
      • Pillars of Creation – Multiple pillars make up the core of the demiplane. Without it, the Primordium would be surely doomed. It is fiercely protected by all means of elemental powers, especially those who supported the ancient rebellion. It has been sought by elemental powers who wanted to bring Primordium’s fall ages ago.
      • The World Axis conspiracy – Several powers of the Primordium got stranded well beyond their reach after extending the revolution to the Prime. Powers of the Axis Worlds ended up sealing their part of the Prime off from the Planes, even going as far to make planar distortions. These Guardian Elementals are prisoners of this dimensional space, faced with corrupt propaganda used against them. Only a few elementals have broken through the Axis barrier and back to the Primordium, warning them of the prison space. Those familiar with Mystara liken the experience to a darker version of that.
      • Cultist Outposts – Several planars who know about this well kept secret sympathize greatly for the Powers that were attacked. They wish to gain revenge against a reality that has long since moved on. Even most of the elemental denizens find these worshipers to be barmy. A newer power has arisen from the dimension as the cult’s primary patron, Ger’la-Khn, the Reality Unraveled. It’s just as warped as its followers. But, the truth about the multiverse will ultimately prove unsatisfactory for both the deity and the cult. They desire to expand Primordium, take the Elemental Planes and still find those responsible for their ancient crimes. Such lofty goals are likely impossible. Their presence alone has ironically made enemies of the great Princes of Elemental Evil themselves.
      • Primordial Pockets – Small quasi-divine realms upheld by demigod protectors of the realm. Their duty is to ensure that Primordium continues onward. Ger’la-Khn was once one of these demigods, but was cast out for being too radical. Many of these Primordials have grown stagnant though.
      • Fusion Spaces – Fiery clouds that shoot magma, orbs of fire cascading through the air, river currents darting between points of earth, lightning acting like its own river, motes of land that act as flying islands, pockets of air raining down into a haze of acidic vapor, riving streams that travel through the skies! All of these are but examples of these fusions. This is the result of the Elements having a space to play and dabble with the nature of their being, mixing together to create new forms. However, these hybrids are either temporary discoveries or permanent fixtures to further study and grow from. A mixture of free spirited chaos and orderly absolutes and studies proves that the elemental is ultimately a neutral force.
      • Starting Point – A metropolitan planar hub, akin to Sigil in some respects. It’s one of the few openly welcoming places in the demiplane. Due to its presence boosting morale and allowing outsiders to communicate and understand their ways of life, it’s well tolerated. Outside influence has made its own impact on the city though. Much of the architecture makes an elemental take on many styles and visions found on other planes. Part of the city alone literally resembles an elemental version of Sigil. The aesthetics of the plane mix with others to create something that still feels raw and unabashed of its elemental ways. Rough and rigid stones garnishing buildings of still warm magma walls, currents of lightning traveling crystalline lines, currents of water swishing amidst the sky itself and into various funnel points. If people can’t handle this city, there is no hope for the plane beyond.
      • Ral’a’ula – A Githzerai outpost. It’s commonly a place of reflection and learning, as well as a place to converse and commune with natives willing to accept or understand them. A mixture of primordium ideology and githzerai monk philosophy operates this place. Those who can’t respect it are ejected into the elemental wastes.
      • Gloamnull, The City of Rain and Snow – An earthly mote supports a freezing city with a constant drizzling. A mixture of all elements, except fire, build up this place. This is due to many of the founders being former slaves from the City of Brass. To them, Gloamnull symbolizes breaking free from the searing oppression of flames. Their primary religious establishment further embellishes this with all means of anti-fire propaganda as well as celebration of their liberation. Beyond a strong anti-fire ruling, other elemental faiths are welcome. Non-elemental beliefs are often subject to scrutiny. None have exploited these rulings quite like a hidden cult of Father Dagon, a Great Old One. Those who have been captured deny being one of the Revenge Cults of Primordium, even if they might be. Far more insidious is a dark truth about the city. The vents that produce a warm vapor throughout the city? Warmed by captured and mentally destroyed fire elementals, bound to various constructs and devices. Only the hypocritical leaders and elite of the city know this damning truth.
      • The Bastion of Sinking – Ages ago, this floating citadel had another name and purpose. It served to guard one of the few chaotic maelstroms of mixed elements in the plane. While stabilized to that area, anything that dares to enter the raging energy is torn apart and converted into usable elements. The Maelstrom Guard upheld their watch over the massive mindless beast of power. However, a particularly enterprising band of Doomguard from Sigil came across it by happenstance. To them, this was a great hidden outpost to utilizing for Entropy across the Multiverse. Forces were gathered and the guards were slain. The Doomguard have commanded this establishment ever since, giving it the name it has today. Most of the Faction itself isn’t aware of this place.
      • The Elemental Maelstrom – It is from this whirling chaos void that the primordium is, shall be and was. This fountain of energy can be harnessed as a vortex in its own right, allowing for elemental travel. During the days of the elemental powers that resided here, they often resented it being used in such manner. As such, the means of traveling through the maelstrom became exceedingly deadly. This was made all the more necessary after a retaliation against the City of Brass. To this day, the attack lead by other elemental forces is a sore subject for the efreeti.
      • The Magma Hopper – A vessel commanded by a former armada leader of Starting Point.  It travels along magma currents and is quite secure, further bolstered by other veterans.  It also provides a temporary safe haven and refuge for those in need of an escape, as long as they behave themselves.  More found here.
    • The Dimension of the Fair Kingdom – Home of the Wild Fae, a more neutral realm for all things faerie.  More found here, here and here.  It isn’t truly its own dimensional space, more a demiplane in the Deep Ethereal.
      • The Sylvan Sisters’ War – The feud between Queen Mab and Titania that lead to the fall of Rhiannon, Champion of the Fair Folk.  Parts of the Good Kingdom were even destroyed in the altercations to follow.  A tenuous truce prevents further fighting, even to this day.  More found here.
      • The Kingdom of the Good Folk – A little bit Tall Tales of the Wee Folk, a little bit other fae related business. This is the neutral grounds where Archfey revolt against the divinity of the Seelie and Unseelie. Strange permutations and arrangements of the fey exist here, more so than the abominations made by the unseelie.
      • The Unaligned Territories – Wild Fae not tethered to a particular season.  The largest part of the Good Kingdom.
        • Astrazalian, the Moving City – A teleporting city eager to study the Prime Material for it’s worth. A rare exception to much of the fey. While curious, they quake at the thought of being stuck in the realm of mortals. Otherwise, similar to its original form.
        • Vale of the Fading Moon – A cult of werebeasts seeking to commune with this otherworld, effectively quarantined to their own area by the locals. Fey-werebeast hybrids have sparked backlash from the colony.
        • Antorek, the Living Wilderness – A stranger and darker alternative to the Beastlands. Born from a dying dragon, sidhe honored his dying wish of a perfect sanctum for the natural. However, intelligent beings who dare to trespass are made into beastly or plant-like creatures as punishment for the “transgressions of their kind”.
          • Cities of Antorek – Realms of moving plants and talking beasts don’t exactly inspire imagines of civilization. But, lo and behold, they exist. However, they are built from organic magic and technology. Archways and supports of bone, walls of plant, fixtures of muscle and flesh. To the uninitiated, this sight is absolutely horrifying. However, they are not the remains of some creature or some disfigured mutant. These places were literally grown from matter. Within these alien cities, the wild creatures have created culture and arts of their own.  More found here.
        • The Faded Archive – A home to lost lore and legends. Here, Autumn and Winter sidhe preserve information would would otherwise fade into the void. It is as much a library as a place to mourn sites of great knowledge. Unless a lost art or work is introduced into the archive, few are allowed inside.
        • Tinkerhold – Tinker Gnome Heaven (or Hell). Artifice and whimsy rule the day in this steampunk wonderland. A certain madness within this domain of sporadic invention is literally infectious.
        • Tree of Gateways – While no Yggdrasil, it’s impressive in its own right. This hollow tree houses countless portals and gateways. However, the gatekeeper is not allowed to use them. In fact, the “strange logic” of these portals horrifies the fey. To outsiders,these portals make almost perfect sense! How they got into the realms of the fey is a complete mystery.
        • The Wee Lands – Home of the Small Folk; sprites, pixies, etc. They live within trees, toadstools and a wide variety of natural fixtures that they slightly modify. “Big Folk” who come to understand their ways are invited to shrink to their size and fully enjoy their ways of being, sometimes even invited to live within their lands. However, those who return to full size are often disoriented and never the same again.
        • Land of the Red Eyed Giants – Lush and beautiful territories ranging from hills to beaches, all controlled by powerful fey giants. There is a catch to their watching though, they do it from invisible pocket spaces. This is both a security measure and a means of trapping foolish interlopers. However, one can gain an audience with a friendlier giant through an exchange of culture and arts.  More found here.
        • Ruins of the Good Kingdom – While new domains are made often, several are left behind or built over. Some are restored and modified, while others simply fall apart from neglect. Even Antorek is built upon the ruins of a lost empire, in this case a race of dwarf-like beings. The infamous Sunderheart Peak is an example of ruins that are still being occupied, albeit by a mad hag turned lover.  More found here.
        • Torus, the Shifting Seasons – An ancestral grounds where the seasons bleed into each other and jump sporadically. It is here where many ancient early fey creatures dwell, far too detached and alien for most primers, the primal fey. It’s also the gateway for the Beyond Realms, a progenitor realm where the earliest essences of the fey were formed. It is here where proto-archfey beings of life and death dwell to this day.
        • The Chamber of Dreamed Reality – A dangerous artifact created by the Antediluvians.  It can be used to change a mortal’s dreams into reality, reshaping everything around them.  It could terraform worlds in a matter of minutes to hours.  Such godly power is locked away, as even the fey fear the apocalypse it will unearth.  More found here.
      • Proto-Fey – Aliens, even by fey standards.  They are distant, horrifying and devoid of any sensibilities of even regular fair folk.  They come from the primal sylvan realms.  More found here too.
      • The Seasonal Courts – Home of the Archfey of the Four Seasons. The fiery passions of the Summer, the pastoral leisure and hunts of Spring, the studies and harmony of Autumn and the muted reflection and mourning of Winter. Within these Courts are thematic residences and lands, all reflecting their relevant archfey leader.
      • The Court Exiles – Four scheming archfey almost doomed the entire Fair Kingdom, especially Winter.  Winter corrupted Autumn, Summer politicked too heavily with the Seelie and Spring sired fey hybrids to taunt the Seelie and Unseelie.  All of this grew out of hand and they were banished, Winter outright purged.  Their information has likewise been removed.  More found here.
      • The Autumn Court – A realm of harvest, existential awareness and more. The Archfey is one of knowledge and maturity.
        • The Killing Grounds – The site of an Autumn-touched Firbolg massacre, at the hands of Red Eyed Giants driven to violence.
        • Al’Bihel, City of Stairs – A ruined city that fell from not only the Fomorians of Mag Toreah, but also the revolt of its people. They learned that their leader was conducting horrible experiments to fight the Fomorians. Survivors of the purge went to Zoramadria.
          • Tower of Zoramadria – Despite no issues of violence, a house of horrors. Fey who don’t understand moral repercussions and consequences of necromancy indulge all means of profane experiments. Undead have appeared in the Autumn and Winter realms as a result.
        • Jubilation’s Harvest – One of the few places founded by primers with some success. A family made a pact with a Leshy, in order to have a prosperous land to continue their agricultural ways of life. Here, many harvest spirits dwell alongside the leshy. However, it is here where one of the fomorian tunnels lead, so the Leshy and his companions find themselves defending the region.
        • The Learning Harvest – Home to Bountiful Mind, Archfey of Autumn.  She is often quiet and reserved, usually involved in some means of research or quest for knowledge.  She’s often shy when dealing with new faces.
      • The Spring Court – Renewal, new life, new ideas and creativity drive this realm. This realm’s Archfey is rather flamboyant and adventurous.
        • Fool’s Grove – A quarantine for mistakes. It is here that “Emperor Gnome” is imprisoned, becoming the de-facto ruler of this mad asylum. Those who enter risk his maddening curse.
        • Orb-Holds of the Tethered-Sky – Floating islands encased in orbs are all tied to a massive spire, similar to the outlands. Supposedly, the spire goes on forever. Many spring sidhe and aerial fey call this land theirs, with a hierarchy revolving around flight.
        • The Wild Horizon – Home of the Spring Archfey, the Horned Lord.  It is a land as adventurous and extravagant as he is.  He loves a Do It Yourself attitude and takes great joy in responsible hunting.
      • The Summer Court – A place of intensity, passion and often heated emotion. The Archfey here is a literal hothead, often prone to extreme outbursts.
        • The Great Flying Wingwick Inn – A planes traveling hotel is strapped on the back of a massive sylvan eagle. You’d best pay the staff well or you’ll find yourself working. Of course, the bird himself is tired of the job and wants out.
        • Serenading Glades of the Hooved Wardens – Founded by centaurs looking to preserve sylvan beauty, they have long since been welcomed into the Good Kingdom. Despite its mild climate, this domain is a part of the Summer Court; a calming respite away from the court’s hot-headed tempers and often scorching weather. The glades are shared with often docile insect-like fey.
        • Acres of Flame – Extremely hot lands overseen by the Duke of Flame, the Summer Archfey.  True to his name, he’s volatile and often grumpy.  Just like the arid or humid lands around him, he’s equally uncomfortable to deal with.
      • The Winter Court – A land of solace, silent reflection and deep sadness. The Archfey is a quiet and secretive sort.
        • House of Flowers defectors – Two Oerthian elves fled the cult, fearing the extent of their madness. They help would-be victims find shelter or escape the cult’s wrath.
        • Sunderheart Peak – A winter mountainside controlled by a lovesick hag. By some strange twist of fate and luck, an otherwise heartless creature became enamored by the very sidhe that would fall into The Frozen Tear. Before then, he was confident, poised and considered handsome to many. The hag abandoned her post within her Queen’s station, enraging The Queen of Air and Darkness immensely. Her time with her “beloved” was brief, as he had begun to fall from grace until he was plunged into the Unseelie’s borders. Trapped within the Winter Court, her land is one of tragic love lost, a sadness that is at times overbearing on visitors.
        • The Somber Frost – A gloomy place where The Queen of Ravens dwells.  Despite the atmosphere, this isn’t to say that the Winter Archfey is always depressed.  However, it’s rare that she’s forthcoming or responsive to outsiders.  And when she is upset?  Leave quickly.

UNKNOWN

    • The Void – A sort of null point in between reality
      • The Shattered Throne – Where the King in Yellow sometimes gathers to ponder.  More found here.
      • Void Anomalies – Caused by shattered pieces of reality.  It’s unlikely that existence can fully repair after these are made.  Many are blends of different existences mashed together in some strange way.  More found here.
    • The Far Realm – An impossible dimensional space too alien for most to comprehend.  It might be in the Deep Ethereal, but no scholar is certain.
    • The Entropic Gloom – A foul cabal spanning several planes, its origins lost beyond the Demiplane of Dread.  They seek to unite the Prime with the Misty Lands.  It is not known where they primarily gather.  More here, here and here.
    • The Ordial Plane – The Plane of Belief, allegedly between The Astral Plane and the Ethereal.  It is said that the Dimension of Dreams is found here.
    • The Dimension of Dreams – A mixture of Ethereal and Astral, where thoughts of dream mix with matter to be truly real.  It is said that all dreamers connect here.  More found here.

The Prime Material

    • Dimensional Fabric – This dimensional fabric breaks up locales in the prime cut off from other worlds, even the greater parts of the Wheel. Worlds of Mystara, Athas and Aebrynis are examples. Due to the strange fabric, mutated demiplanes and spaces are more directly attached to these worlds. These could be seen as altered perceptions of the Great Wheel.  More found here.
      • The World Axis Conspiracy – The Powers of the World Axis Crystal Sphere (Nerathspace) enforce a harsh campaign against the multiverse.  Their proposed cosmology theory is accepted by Clueless, as well as residents of the Axis Worlds Barrier.  But, it’s a power move to spite the greater reality of the Great Wheel.  More found here.
    • UNKNOWN WORLD – An unknown world, home to the domain of Mordent before it was lost to the Demiplane of Dread.  More found here.
      • Gryphon Hill – The site of what’s left of the accursed manor.  Now, a fanatical cult occupies the space, while not active in the day to day around the area.  The cult believes that the Demiplane of Dread is a realm of righteous wrath.  They see Strahd and Azalin as forces of true evil.  It is said that The Bard was experimented on by the cult, creating doubles across the multiverse.  Even more found here.

 

 

%d bloggers like this: