The Fundamental Planes

The mortal world and its parallel planes exist between two great infinite expanses—the Astral Sea and the Elemental Chaos. These planes are levels of reality in which countless specific locales exist like finite islands adrift in the infinite—the various astral dominions and elemental realms.

Although the fundamental planes are infinite, the known astral dominions and elemental realms lie within a finite distance of each other. If a traveler journeys through a fundamental plane into the trackless reaches outside the known dominions and realms, sooner or later he or she comes to the divine dominions or elemental kingdoms of different mortal worlds.

The Astral Sea

The Astral Sea is a great silvery void in which countless fragments of divine or mortal purpose drift—dreams, ideas, and wishes, as well as fears and dark desires. All these thoughts and feelings become real and physical in this place. Most are virtually unnoticeable, of course. An ordinary mortal’s passing fancy vanishes in the Astral Sea like a single raindrop falling into a mighty ocean. But dreams and dreads with power are a different matter. The desires of deities or beliefs shared by thousands of mortals take shape as vast kingdoms or even whole worlds within the Astral Sea.

  • Archanus: Long ago, Archanus was a divine dominion ruled over by a deity sworn to creation and invention and filled with mechanical creatures roving every inch of a vast workshop. Now, the great machine realm is a ruin of broken gears and spilled fuel.
  • Arvandor, the Verdant Isles: Arvandor is a dominion of emerald forests, enchanting waters, and starry nights. Is the domain of the gods Corellon Larethian and Sehanine Moonbow.

    • Estaira: The largest of Arvandor’s islands is Estaira, also known as Elvenhome.

      • Nath Seldarie: Corellon’s palace and the court of the Seldarine, is a place of open arcades and colonnades high on the wooded slopes of Estaira’s tallest hill.
    • The Bark Fleet: A "site" in constant movement, the bark fleet consists of huge, three-masted ships shaped from living trees that sailor drift along Arvandor's seas, great rivers, and hidden waters.
    • Gloaminghold: On a tiny islet near Arvandor’s astral border stands the hidden house called Gloaminghold. Here the legendary tiefling warlock Duskmoon built a secure retreat many years ago.
    • The Green Isles: Verdant islands situated on the borders of the dominion of Arvandor, floating in a silvery medium that is half Arvandor's waters, half Astral Sea.

      • Starhallow: This island city-state takes its name from the bright star shining over it, put there by the magic of outsiders and visible for leagues across the Astral Sea.
      • Tael Faris: Home to the House of Moon and Stars, a mighty temple to both Corellon and Sehanine, Tael Faris is less a tranquil island than a city built upon the silver waters, sculpted from trees, stone, and moonlight.
      • Lyef Thierre: Lyef Thierre looks like another of the large wilderness islands that dot the sea around Arvandor. A mile into its interior, however, pines, redwoods, and oaks give way to thicker jungle plants.
      • The Wilds Islands: Heavily forested, the scattered wilderness islands in the Green Isles have little to distinguish them from each other, at least in the eyes of outsiders. The people of Starhallow refer to the four largest wild islands as Crownwood, Blood Tongue, Destruction Island, and Badger, though the people who live on the islands perhaps have other names for them.
  • Carceri, the Red Prison: A prison plane. The deities created Carceri as a place to imprison a terrible primordial monster that was too powerful to destroy without unleashing power sufficient to destroy all existence. The Red Prison consists of six separate marshy isles.

    • Orthrys: The bogs of Orthrys tend to be shallow and cold but not nearly as frigid as the other isles.

      • The Bastion of Lost Hope: This great fortress accounts for the entire quantity of stone to be found on Orthrys.
    • Cathrys: Cathrys features a vast array of cypress trees, peculiar fronds, and clinging vines; were it not for the ever present marsh, the isle might seem more jungle than swamp.

      • The Apothecary of Sin: Constructed of a cunning array of woven wood strips and rope-suspended walkways atop a copse of trees, the Apothecary is home to one of Carceri's strangest prisoners.
      • The Palace of Branches: Formed from woven branches, trunks, and roots, this small fortress is in one of the isle's thickest copses of trees.
    • Minethys: This isle consists largely of a deep layer of clinging mud, which pulls at all who pass over it.

      • The Tombs of Payratheon: A small city once stood upon the isle of Minethys, hurled there by one of the gods when the populace somehow enraged that deity.
    • Colothys: Colothys contains substantial rises, hills, valleys, and even the occasional small mountain, but the terrain here is more traditional swampland and bog.

      • The Garden of Malice: The central wood of the isle's deadly foliage resembles a corrupted Feywild grove.
    • Porphatys: Porphatys is dominated by swamps that are fed by thick flurries of black, caustic snow.

      • The Deep Flotilla: A gathering of a dozen long barges and rafts sails on Porphatys's lakes and deepest swamps.
    • Agathys: Far beyond the other isles lies Agathys, which is the reason for the Red Prison's existence. It is here that the stuff of the Astral Sea is warped and twisted, slowly but steadily giving birth to more abominations.
  • Celestia, the Radiant Throne: Rising above the mists of the Astral Sea shine the seven splendid mountains of Celestia. Is the domain of the gods Bahamut, Kord and Moradin.

    • Venya: Also known as Snowbeard, the rampart peak home to Kord and his warrior retinue.
    • Solania: The clouded peak also called the Rainfather, where Moradin keeps his forge.

      • Torzak-Belgirn: The Soulforge of Moradin is the mighty foundry where the Dwarf-father undertakes his greatest works.
    • Mertion: The dragon aerie, where Bahamut holds sway.

      • Bahamut's Palace: The shining castle Bahamut calls home rests atop mount Mertion. This grand structure is more than just a palace —it's also Bahamut's hoard.
    • Jusor: The least steep of the seven mountains, ascended by way of wide slopes that function as giant ramps.

      • Empyron: Also known as the City of Healing, this town stands by the shores of a dark, starry tarn amid the high mountain vales.
    • Fulghen: A rough and dangerous mountain of knife-edged ridges and crevasses, regularly climbed by those who want to swear great oaths upon its summit.
    • Perantia: Riddled by ever-shifting caverns and underground rivers that break onto the surface to form ice cascades.
    • Chronias: The final pilgrimage site for Celestia's exalted and keeper of the final mysteries.

      • Asiryet, the Heavenly City: Crowning the summit of Chronias is the heavenly city of Asiryet. Its sections appear to hover in the air, but in fact they occupy platforms of magical force.

        • Bridge of al-Sihal: Behind a mithral gate in Asiryet lies a pathway or road of blinding light that ascends to the highest of Celestia’s peaks: Chronias.
    • The Foothills: An island chain that looks like a set of hills contiguous with the mounts of Celestia.

      • Anvil: A dome-shaped island that houses Stouthome, also called the Stout, a community of dwarves.
      • Bentswords: A ruined island were Kord's followers dwell.
      • Fleece Isles: The seven meadow covered islands collectively called the Fleece Isles provide a home to a graceful, bucolic society of shepherds.
      • The Gallows: This landmass takes its name from an L-shaped rock formation jutting out from its hilltop. Arrayed around this formation are conical iron huts belonging to the Golden Noose, a band of vigilante outsiders and former followers of Bahamut and Kord.
      • Highcliff: Fishlike dragonborn populate the ramshackle settlement of Highcliff, which rests on a sheer plateau above a deceptively placid cove.
      • The Pillar: This tiny isle is dominated by a massive watchtower, which stretches high above the astral horizon. The bitter and eccentric souls dwelling in the tower's dusty chambers claim to be former gods who were reduced to mere outsiders during the Dawn War.
      • The Tangle: Former worshipers of Kord and Melora disport on the steep-sided, heavily forested island called the Tangle. The name refers to the island's thick vegetation, which makes travel difficult for all but experienced woodsfolk.
      • Touchstone: The largest of the Foothills, a grassy hummock bounded by a field of ice. Standing at Touchstone's center is a protuberance of exposed and gnarled rock. A close inspection reveals that this so-called soul rock is composed of countless petrified humanoid figures.
      • Bahamut's Arks: Several great arks created by Bahamut and his followers, intended to cruise the Foothills and the Astral Sea, and to provide a more comfortable and enjoyable existence to outsiders that are devoted to the deities of Celestia or other friendly gods.
  • Chernoggar, the Iron Fortress: Endless warfare surges across the ashen plains and vast ramparts of Chernoggar. Is the domain of the gods Bane and Gruumsh.

    • Stairs of Woe: Only a handful of paths ascend the cliffs encircling Chernoggar’s plateau. The best known is the Stairs of Woe, which climb from the dried seabed to the field of Chern, the great battlefield before Bane’s fortress.
    • Tuer-Chern: The Iron Fortress from which Chernoggar takes its sobriquet. Tuer-Chern is Bane’s mighty stronghold.
    • Clangor: Bane awards his exarchs and most capable underlings fiefs of their own to be ruled in his name. Clangor is one such feudal territory. It is a goblin fortress-city built in the sides of a fiery vent. It is governed by the goblin exarch Maglubiyet.
    • Zoronor: This walled town lies along the edge of the plateau. If Chernoggar has a port on the Astral Sea, Zoronor takes that place.
    • The Tower of the Adamantine Mage: Koth-Amar, a wizard of great power, uses this heavily guarded and trapped tower to store the magic and knowledge he has plundered from across the planes.
    • Crash Peaks: These extremely steep peaks stab high into the orange sky, surrounded and riddled by sheer-sided canyons that gouge deeper into the earth than seems possible.
    • Stone Sea: These vast badlands frequently roil like a stormtossed ocean, with waves of rising rock tossing splashes of shrapnel into the air.
    • Lakes of Lost Hope: Enormous bodies of water dotting the lands of Chernoggar.
    • Nishrek: On the far side of Chernoggar from Bane’s citadel lie the volcanic mountains of Nishrek, the domain of Gruumsh.

      • The Tower of Skulls: Amid blasting peaks and billowing clouds of acidic smoke totters the Tower of Skulls, a massive structure of skulls of every variety, lashed together by chains and the innards of the slain. This fearsome palace is the seat of Gruumsh's power.
      • Climbing Caves: A place consisting of winding and diverse chambers and passages that writhe through the cliffs on the Nishrek side of Chernoggar.
    • The Shrapnels: The Shrapnel Islands spin through the Astral Sea in a variety of trajectories, sometimes colliding and fusing together in a reenactment of the dominion's creation and other times ricocheting off one another into new trajectories.

      • Isle of Rage: This volcanic island whirls erratically about Chernoggar faster than any other island, trailing a plume of cinders and smoke like a fiery comet.
      • Reavers' Haven: The scarred island presents an imposing sight. It looks like a massive, irregular block of stone marbled by thick veins of pure iron that glint in the orange glow of Chernoggar's color veil.
      • Gnashing Teeth: Three islands that travel together in their shared orbit, they spin around one another in unpredictable eddies.
      • Rimeval: An island dominated by glacier-shrouded peaks.
  • Cloudlands: Couatls live in floating communities called cloudlands. These edifices of rosy-colored celestial matter slowly spin across the Astral Sea, far above its horizon. Though they look insubstantial and fanciful, cloudlands and their structures are quite solid.
  • Eldregaard: Also known as the Fane of the Fallen Dragon. The home of a once-powerful battle dragon, Eldregaard is a morose place inhabited by the miserable Isaldurax.
    Erishani: This is the realm of the golden monolith —a broken, unstable graveyard realm roughly one hundred miles in diameter that surrounds a petrified primordial. It was once the domain of Haramathur.

    • Chaos Bog: A treacherous bog made up of disparate elements: a soup of scalding mud, partly submerged pieces of molten rock that give rise to clouds of acidic mist, and jets of air so cold as to freeze intruders in their tracks.
    • The Golden Monolith: The petrified primordial waits, eternally silent, poised on one knee, its other leg half submerged in the ground, and its arm raised to unleash a destructive blast.
    • Rhym Katal: A pirate haven that aims to stay well clear of githyanki tribute or githyanki enforcement.
    • Hovel and Twisp: A collection of huts, shanties, and tents home to the descendants of mortal primordial cultists who hoped to reawaken the monolith.
  • Frostburn: This pocket of elemental energy sprang up in the wake of the Dawn War and now floats through the Astral Sea, unattached to any other region. Two elemental princesses —the cold and calculating Sisanthak and the hot-tempered Vorsheen— claim dominance over Frostburn.
  • Haemanathuun: The floating corpse of a primordial detailed in Open Grave: Secrets of the Undead
  • Hestavar, the Bright City: The wondrous city of Hestavar drifts amid golden clouds. Off it's shores lies the prison of the Primordial Heur-Ket. Is the domain of the gods Pelor, Ioun, and Erathis. 

    • Aurosion: A magnificent palace of gold that stands upon the highest of Hestavar’s motes, Aurosion is the abode of Pelor and Erathis.
    • The Field of Ida: This wide, flat earthmote is covered in a green daisy-flecked meadow. No permanent buildings have been erected on this meadow.
    • Kerith-Ald, the Swan Tower: Ioun’s dwelling place, Kerith-Ald drifts on a lonely earthmote several thousand feet above the lagoon.
    • The Daybreak Islands: Hestavar's border islands are oriented toward the perpetual slanting light from the clouds above the dominion.

      • Luethvar: A neutral trading zone where all are welcome, as long as they keep the peace.
      • Scar: A densely forested isle known as a bad place to stumble onto, Scar is home to all sorts of twisted creatures, the results of magical and alchemical experimentation. The only sign of civilization is the Tower of Broken Men at Scar's center, occupied by a mad artificer named Cassalanter Vegna.
      • Shine Point: This small island on the far side of the Daybreaks, where dawn turns to twilight, holds a strange rock lighthouse.
      • The Townships: Two dozen separate islands with names such as Morrow Town, Sun Town, Barter Point, and Middletown form a collective known as the Townships. Each little island town has its own distinctive emblem for its trading vessels, which ply the waters between the Daybreaks and Hestavar, although some go farther afield.
  • Kalandurren, the Darkened Pillars: Once a peaceful, well-ordered domain of shining castles and noble warriors, Kalandurren is now a ruined landscape where dark powers squabble over the choicest plunder. It was the dominion of the god Amon.

    • Citadel Exalhus: The most important of the Doomguard strongholds is Citadel Exalhus.

      • God's Dice Arena: A gladiatorial arena created on the ruins of Amoth's holiest temple.
    • Rimmon’s Cairn: The slain demon prince Rimmon is entombed in a great barrow in the shadows of Argeno.
  • Kar'ka Dun: Oracles say that this wide, flat plain covered in tall grass and twisted trees, is the site of the githyanki's first landing in the Astral Sea, which is fitting since the island constantly moves through the astral realm.
  • Mutas: A free city inhabited by mortals. Its metal buildings ring the inside of a sunken structure that drops into the dim depths of the Astral Sea.
  • Pandemonium, the Howling Depths: A rambling maze of black tunnels blasted by fierce winds, Pandemonium is the most desolate and dismal of the known astral dominions. It was the dominion of Tharizdun.

    • Madhouse: The citadel of the Bleak Cabal lies near the plane’s veil.
    • Wintervault: This portion of Pandemonium is noticeably colder than the rest of this cheerless plane.

      • Keener's Wall: A century-old, high-walled settlement stands in a deep cavern at the edge of the Wintervault.
    • Agathion: Some of Pandemonium’s caverns are completely sealed from the surrounding tunnels, the only way in or out is by magic portals. Many forgotten evils and slumbering monsters are imprisoned in the silent caverns of Agathion.
    • Myriad of Gales: Formed by a minstrel planeswalker named Catalan the Mad, the Myriad of Gales college accepts those bards brave enough to travel to Pandemonium in search of the music of madness.
    • Vecna's Tower: Rumors, divinations, and mysterious disappearances lead to agreement on one point —Vecna, the god of secrets, maintains a stronghold somewhere in the depths of Pandemonium.
  • Pluton, the Gray Waste: A dominion of dying willows, shriveled olive trees, and black poplars, Pluton is forgotten by all but the most learned of sages. This cheerless land was once the domain of Nerull.
  • The Bastion of Unborn Souls: The current lair of the Demonic Dragon Ashardalon.
  • The Constellation of Eyes: This strange astral dominion, a sphere of reflective crystal orbited by countless massive, curved mirrors, is home of the nerras.
  • The Forgotten Sanctuary: An enormous landmass that is as big as a small continent in the mortal world, is what remains of a world destroyed by the Primordials before the Dawn War.
  • The Indigo Crystal: A mysterious floating crystal in the astral plane.
  • The Living Gate: The place that connects the Astral Sea and the Far Realm are connected. Destroyed before the Dawn War, and sealed with the former dominion of Pelor.
  • The Nine Hells of Baator: The hells are housed within a tormented world called Baator that is clouded in ash and smoke. Is the domain of the god Asmodeus.

    • River Styx: A river that crisscross all the layers of Hell. Born in a bitter lake amid basalt cliffs on Avernus, it is linked to the Astral Sea by a seething funnel of storm clouds dense enough to bear astral vessels down to the plains of Hell.
    • Avernus, the First Hell: It is the surface of Baator’s ruddy orb. It is a desert of stone, pumice, and ash broken by the occasional range of low, jagged mountains or a flowing river of lava.

      • The Bronze Citadel: The seat of Bel’s power. It is a mighty fortress of fourteen concentric rings, each studded with forbidding towers and infernal war machines.
      • Darkspine: Once a corrupt city in the mortal world, Darkspine was engulfed by a great planar rift and brought to the plains of Avernus.
      • Gates of Malsperanze: Many caves in Avernus lead down to other hells below, but the most notorious is a great archway guarded by towering gates of iron.
      • Lake of Despond: This large, bitter lake marks the birthplace of the River Styx.
    • Dis, the Second Hell: The city of Dis is a tangled maze of iron ramparts, black towers, and ramshackle alleyways.

      • The Fetters: The city district where the outsiders gather, along with damned souls who were clever or valuable enough to avoid the torments reserved for most of the Nine Hells’ victims.
      • Mentiri: The vast prison of Dis lies in the heart of a confusing labyrinth whose inmates include crusading paladins, planar mercenaries, demon cultists —and more than a few luckless adventurers.

        • The Dungeon of the Prisoner in Chains: A dungeon that contains a master of Infernal magic who patronizes Infernal Warlocks in the hopes they will one day find a way to free him.
      • The Iron Tower: The citadel of Dispater is the Iron Tower, a mighty fortified palace that stands above the center of the city by hanging down from a gigantic stalactite in the cavern ceiling.
    • Minauros, the Third Hell: Dank and brooding, Minauros extends for three hundred miles or so beneath a ceiling that is rarely more than a few hundred feet overhead.Phlegethos, the Fourth Hell: A black plain of cracked and cooling lava.

      • Minauros, the Sinking City: Mammon’s seat of power is the city of Minauros, from which the cavern takes its name. Black muck oozes up between the paving stones, streets buckle and shift, and from time to time entire buildings vanish into the slime below.
      • Jangling Hiter: The City of Chains, is the domain of the chain devils (kytons).
      • Labyrinth of Truths: A grim fortress of worn gray stone, is a vast repository of records kept by Mammon’s underlings.
      • The Lake of Fire: The Lake of Fire is a vast lake of burning pitch in the middle of Phlegethos. 
      • Abyrimoch: Fierna and Belial rule from their palace in Abyrimoch, a city built in the caldera of an active volcano.
      • Tymphalos, the Mouth of Iron: This volcano houses a tremendous foundry where lesser devils and hundreds of duergar toil to forge the weapons of Hell and create various infernal constructs.
    • Stygia, the Fifth Hell: An icy domain, dotted with jagged icebergs and dimly lit by green-blue auroras of frostfire.

      • Tantlin: Carved from the ice of a giant iceberg, Tantlin is the largest city in Stygia.
      • Tomb of Levistus: The iceberg prison of Levistus drifts slowly throughout the dark reaches of Stygia.
    • Malbolge, the Sixth Hell: A poisoned garden, a realm that seems fair at first glance, but which conceals terrible rot and despair.

      • Garden of Delights: Enclosed within the walls of a lovely palace, it's a glimpse of true beauty within the lie that is Malbolge.
      • Osseia, Palace of Glasya: Glasya governs her layer from a lustrous white palace whose walls and archways are lavishly decorated with baroque ornamentation.
    • Maladomini, the Seventh Hell: This layer consists of dozens of vast tunnels that meet and diverge in a maze stretching for hundreds of miles. In various spots its tunnels reach Malbolge, Cania, and even Nessus.

      • Malagarde: The embodiment of Baalzebul’s sloth, Malagarde is a once-grand city that is crumbling into ruin.
      • The Carnival Macabre: Under a sluice that showers filth into a mucky vale, devils cavort in an endless bacchanal known as the Carnival Macabre.
      • Grenpoli: The City of Guile, a place where commerce and intrigue come together.
    • Cania, the Eighth Hell: An icy kingdom shrouded in eternal night.

      • Mephistar: Carved from the ice of a tremendous glacier, the citadel of Mephistopheles is oddly warm and inviting.
      • Kintyr: A lost city seated high in a saddle between two icy mountains.
    • Nessus, the Ninth Hell: Spherical in shape, a cavern surrounding the dark core of the poisoned world of Baator, is home to the mighty Asmodeus.

      • Malsheem: The stronghold of Asmodeus himself, one of the strongest fortresses in the cosmos.
      • Taj Bari: A copper-clad citadel that juts from the wall of a deep rift, serves as a repository for dark lore.
      • The Chalices of Woe: Creatures who arouse the particular ire of Asmodeus are sealed into red-hot coffins and left here, kept alive through endless years of torment by diabolical magic.
      • Neshminaar: Within this secretive city a cabal of cambions and devils learned in arcane lore experiment with the breeding of monsters, the creation of infernal constructs, and the perfection of dark rituals.
    • The Outer Torments: Hell's archipelago is made of terrible islets of all sorts, has no central authority, and is rife with island-by-island despotism and fortresses.

      • The Soul Market: Most neutral of the Outer Torments where the agents of various devils and astral forces come to trade, the place also called Fair Trade Island is a hospitable entry point for the Hells.
      • Malharak, Hell's Bastion: The last loyal holdout of Baator's now nameless master, He Who Was, Malharak was taken over only after a century-long siege. It is a tribute to both the might of the fortress and the ferocity of its defenders that it lasted so long.
      • Screamstone: This windswept, black rock floating at the edge of the Astral Sea, this Outer Torment contains a spiraling underground set of catacombs and torture chambers where the most talented sadists of the cosmos do what they do best.
      • Shores of Sorrow: A seemingly paradisaical island in the Hells, with a darker secret.
      • Thronerock: A floating earthmote hidden among thick clouds and composed mostly of a single broken mountain.
  • The Tower of Law: A bastion of Mercykillers.
  • The Shattered Isle: A portion of the Tarka Sheet, a floating earth-burg destroyed in the Dawn Wwar. Described in the Adventure Hunt for the Heretic

    • Driftrock: A settlement at the center of the shattered isle inhabited mostly by Shardminds and ruled by Master Emerald.
    • Crumbletown: Standing at the outermost fragment this town is ruled by a mayor who controls the portal to Sigil.
  • The Shivering Spires: A ten-mile-square pocket composed of elemental wind and air that derives its name from the high, incredibly thin pillars rising from a pool of acid and fire far below. The Shivering Spires is also known throughout the Astral Sea as a neutral dueling ground, principally for magicians who have a sense of drama.
  • The White Desert of Shom: A desert dominion of the Illumians who have passed into myth. It was the dominion of the God of the Word.

    • Oracle of Oarma-Thaal: A great sphinx known as the Voice of Sarpoth guards a spring between two mesas.
    • Tomb of Elirhondas: Also known as the City of Philosophers, is the former illumians' capital. The deepest halls are utterly dark, lit only by the light of the words of creation that circle the faces of illumian mummies.
  • Tu'narath: The capital city of the githyanki ruled by the lich queen Vlaakith.
  • Tytherion, the Endless Night: A vast maze of canyons shrouded in perpetual darkness, Tytherion is a monster-haunted wasteland where serpents lurk and dragons feed. The domain of the gods Tiamat and Zehir.

    • Samaragd, The Serpent's Kingdom: Zehir's domain, a belt of cracked badlands and arid steppes that stretches for miles.

      • Amun-Alt: This massive stepped pyramid of black stone stands atop an island plateau and is the seat of Zehir’s power.
      • Ennek-Vul: The largest of Samaragd's cliff-face temples, Ennek-Vul can be seen for miles.
      • The Labyrinth: A the maze of tunnels in which Zehir dwells, coiling and slithering through supernatural darkness while thinking alien thoughts and plotting convoluted schemes.
      • The Murder Pit: A great dark pool filled with viscous blackness. Said to be bottomless, the pit connects to none of Tytherion's other passages.
      • The Obelisk of Night: A towering monolith of smooth, ink-black stone rises from a crater near the border of Samaragd.
      • The Ravenous Wood: This place is the largest of Samaragd's copses of dead trees, dried brush, and desiccated brambles.
      • Tabrol-Akla: Several of Zehir's temples are built on the cliffs of the great chasms that plunge into Tytherion's depths. Tabrol-Akla has the dubious distinction of being the lowest of these, hovering near the border of Azharul.
    • Azharul: Tiamat's domain, the depths and lowest flatlands of Tytherion are Azharul, a hellish nightmare of towering stone walls, jagged ceilings, sheer chasms, and rivers of sluggish magma.

      • Caverns of Fiery Splendor: Beneath the deepest pit of Tytherion lies a vast cavern complex of flowing magma rivers and stone ramparts. This sprawling, labyrinthine cavern system is the lair of Tiamat, the Queen of Dragons.
      • The Maggot Pit: A 1,000-foot-wide crater that can capture the souls of dying or dead creatures. Filled with ooze and writhing white worms, this mammoth chasm radiates a palpable sense of evil and corruption. Tiamat regards the Maggot Pit and the lemures it produces as another of her favorite treasures.
      • Yithomel: Within this forbidding citadel, a cabal of Tiamat’s most powerful darksworn spirits rules over a vast region of Tytherion’s middle level canyons.
      • The Crawling Castle: A strong keep of iron walls and forbidding ramparts, the Crawling Castle roams the middle canyon level of Tytherion. It is called the Crawling Castle because it is carried upon hundreds of clawed iron legs. The castle is the citadel of the dark demigod Vulkur Vaal, also known as Vaal the Flayer.
    • Geryon's Lair: A home for exiled devils led by Asmodeus' former servant Geryon.
    • Hopelorn: In a hanging vale filled with thorny forest stands the obsidian necropolis of Hopelorn, the stronghold of the lich-lord Melif and his cabal of undead mages.
    • The Scales of Night: The archipelago contains scores of islands, ranging in size from several miles across to little more than a slight rise above the surrounding Astral Sea.
  • Yggdrasil, the World Ash: A tree shaped plane that connects to all other dominions, even those in other mortal worlds.

    • Crux: A little town in the World Ash.

 

The Elemental Chaos

The Elemental Chaos is the raw material of creation, that from which the universe arose. Untouched by the stabilizing divine influence that formed the world into a more or less permanent state, the Elemental Chaos is a roiling tempest of matter and energy. At times, areas coalesce into coherent shapes and terrain, but much of it resembles a stormy sea of churning destruction. The Elemental Chaos is at once the foundation of the world and the greatest threat to its existence. By its nature, the Elemental Chaos seeks to pull the created world into its embrace, and return it to its component parts.

  • The City of Brass: Largest metropolis in the Elemental Chaos, home to the Efreets.


    • Secret Headquarters of the Amethyst Sea: Located in a warehouse in the Avencia District, this headquarters of a group of Genasi Freedom fighters houses a gate to the Natural World.
  • The Sea of Fire: A fiery sea surrounding the City of Brass.
  • The Brazen Bazaar: A traveling marketplace and carnival originating from the City of Brass, the Brazen Bazaar includes thousands of merchants managed by a cabal of efreets called the Golden Hearth.
  • The First City: The legendary wandering city were djinns believe that their race was born.
  • Dar el-Hariq: A former efreet outpost on a massive block of elemental earth tumbling through the plane. The outpost was lost to attackers that emerged from a nearby chaos storm.
  • The Tower of Djamela: A monolithic tower built on a steep-sided, floating island that juts up in the midst of the Sea of Fire.
  • The Smoldering Gate: A nearly impregnable fortress created to defend the City of Brass from abyssal incursions, is populated by efreets and their unliving servitors.
  • The Sea of Howling Souls: This Sea is connected by edies to the natural world through the Frozen Sea.
  • The Keening Delve: Not far from the City of Brass, a shrieking wind howls along a network of tunnels cut through a great mass of blood-red rock. An apparently permanent feature of the Elemental Chaos, according to legend the elemental rock is the ancient stronghold of a slain primordial, Haemnathuun.
  • The Ninth Bastion: Originally called the Bastion of Law, this fortress-city is the realm of the knightly order known as the Heirs of the Lawbringer. This Bastion is what remains of the ancient Miran Empire.
  • Zerthadlun: The largest githzerai community in the Elemental Chaos, that balance is the subject of lifelong contemplation and study.
  • Arsanith: A small githzerai monastery deep within the Elemental Chaos, far from any other outpost of civilization.
  • Sanzerathad: This githzerai settlement barely survives the wilds of the Elemental Chaos.
  • Hak Karlum, the Faceted Plain: This small isle consists primarily of a peculiar crystal that develops rare gems in its depths.
  • Irdoc Morda: This bastion of the iron archons is well known as a place of power for these elemental soldiers as well for its deposits of a strange type of ironlike metal, unknown to sages.
  • Thrak-Harda: A sprawling stone fortification built not only to house an enormous army of earth archons, but also to guard a mystical gem that legend dubs the Diamond of Despair.
  • Mordram Bek: This mighty stronghold connects three different locations across the Elemental Chaos and the natural world.
  • Mael Arn’dreygh: Known as the Sealed Way, this settlement is the center of Githzerai who worship the dead God Haramathur.
  • The Palace of Kristobal: This Elemental Palace is a massive yurt, home to a Dao Khan who frequently acts as a patron to mortals.
  • The Palace of Zephyria: This Elemental palace is made of marble, clouds, and silver, home to a Djinn Calipha who frequently acts as patrons to mortals.
  • The Palace of Fumeran: This elemental palace is a sprawling city amongst lava, home to an Efreeti Sultan who frequently acts as a patron to mortals.
  • The Palace of Lureq: This elemental palace is formed from two pyramids fused together and floats in a giant stormcload. It is the home of a Marid Pharaoh who is frequently a patron to mortals.
  • The Riverweb: A network of elemental rivers and streams.

    • Decktown: In an area called the River's Fangs, where dozens of ships have wrecked, this small community has developed among the rocks and shattered hulls.
    • The Landing: Near where a wide river feeds into a lake lies a stone island called the Landing, a dock for elemental ships.
    • Rheilvalt: A trade city that stands on a small archipelago of rocky islets linked to each other by arched bridges.
  • Kaltenheim: The greatest kingdom of the frost giants in the Elemental Chaos, Kaltenheim is the domain of the mighty frost titan Thrym.
  • The Rune-Carved Keep: The eldritch titan Xantis rules this castle in a remote area of the Elemental Chaos.
  • Sakath-Mazim, Kingdom of the Ashen Storm: The mighty fire titan Surtur rules this realm of burning ground and searing, ash-filled winds.
  • Torrakor, Kingdom of the Black Waves: The storm titan queen Ysaga rules this ravaged expanse of dark waters: a sailor's nightmare of huge waves smashing against each other, driven by ferocious storms.
  • The Pillar of the Wind: Fortress of the Elemental Prince of Air, Yan-C-Bin.
  • The Coral Keep: Fortress of Olyhadra, Elemental Princesses of Water.
  • The Monastery of Vyc Zaleeth: This Githzerai monastery that holds an important font of power has been seized by a Mithral Dragon and angelic allies with the hopes to reignite the Dawn War.
  • The Earthen Dagger: An Earthburg covered in Magma flows and ruled by a Mercury Dragon. It flows back and forth between the Plane Below and the Natural World.
    The Red Shoals of Dkar: Base of operations for a group of plane hopping raiders.
  • Canaughlin Bog: This swamp received its name two centuries ago from eladrin explorers of the Feywild. Portions of Canaughlin are normal fens, complete with trees and other ordinary plants. Other parts exhibit signs of chaos.

    • The Black Pool: Sinkholes and pits abound in Canaughlin. Among them is the Black Pool, normally an ordinary pit leading to a series of muddy underwater caves. At random intervals, it becomes a portal to Shedaklah, a festering, swampy layer of the Abyss overseen by the demon lords Juiblex and Zuggtmoy.
    • Flotsam: This village is the home of the Tinder-Takers, a revolving assortment of genasi fugitives.
    • Raenrirriel: The fey settlement lies in a grove of petrified cypress trees protruding from a basin of thin, watery mud.
  • Fume: A duchy that swears fealty only to Ehkahk, the Smoldering Duke.

    • The Choking Palace: from where Ehkahk has ruled Fume for more than a century.
  • Gloamnull, City of Rain: A genasi trade city inhabited by followers of Dagon.

    • Darmond's Tower: Darmond, a shadar-kai wizard, moved into Gloamnull not long ago and erected a tower.
  • Hatsnarl: This genasi town is built on a cluster of small earthmotes —the largest is a mere mile across.
  • Threshold: The largest genasi city in the Elemental Chaos, it was built around an enormous portal that opens once each month for 72 hours. Each time, the portal connects to a seemingly random location in the world or, rarely, some other plane.
  • The Great Red Tempest: A churning, blood-colored maelstrom filled with slaads that slowly rolls through the Elemental Chaos.
  • The Spawning Stone: A great whorled and multicolored sphere several hundred feet in diameter, cloaked by an enormous vortex of churning elemental fury that drift through the Elemental Chaos drawing slaads to mate in it.
  • Moteswarm: A jumble of small masses of every substance that gives birth to strange effects and stranger elementals.

    • Archon Forge: Built on a small mote of goldflecked marble, the archon forge resembles a keep carved from the stone.
    • Corehold: The major githzerai monastery of the Moteswarm.
    • Zahazrian: The seat of power of Kazzamir, the storm titan, is an islet of solid lightning.
  • The Pandemonium Stone: A spire more than 100 feet in diameter and more than 500 feet tall, it consists of bone, flesh, ice, minerals, wind, wood , and other materials, always in flux. The Pandemonium Stone manifests randomly through the Elemental Chaos. Neither the gods nor the primordials claim to have created the Pandemonium Stone. They knew of it even before the Dawn War.

    • Abode of the Watchers of Tomorrow: Near the apex of the spire, the Watchers of Tomorrow look out over the Elemental Chaos from a balcony of obsidian.
    • The Trackless House: Like the Pandemonium Stone, the Trackless House evades easy location and winks out of existence for spans of time.
  • The Thunder Temple: The most important temple of Mual-Tar's cult. Headed up by a Blue Dragon, a Dragon Spawn, and an Efreet.

    • The Prison of Mual-Tar: A whirling storm where Mual-Tar is bound with chains forged by Moradin.
  • Temple of the Weeping Goddess: A ruined temple to Avandra.
  • Tziphal the Mountain Builder: The body of this primordial rests in a barrow raised by deities who defeated him during the Dawn War.
  • Windstone: The headquarters of the Hierophant Druids who honor the elements as well as the primal spirits, they are led by the Druid Asteron who lives on this earthmote.
  • The Pillars of Creation: According to legend, these columns support the World. They have existed since before the creation of the World.

    • The Obelisk of Ice: Formed of many-hued ice, the ramrod-straight Obelisk of Ice averages a few hundred yards in diameter.
    • The Raging Storm: Spongy, semisolid clouds encase the Raging Storm, a funnel of howling winds, pelting rain, and lightning.
    • The Torrent of Magma: An undulating mass two to five miles wide, the Torrent of Magma flows as if under the influence of gravity.
    • The Cloudfield: A certain area of clouds attracts bestial creatures of storm: rime fire griffons, storm gorgons, and the like.
    • Stormheart: A region of cloud-walled canyons and valleys, Stormheart exists simultaneously in the heart of all storms everywhere.
  • Yrnsvellar, The Steel Glacier: This moving citadel is a city-sized piece of supernatural ice, implacably grinding across the Elemental Chaos or floating through unfathomable seas like a great iceberg.

The Abyss

In the deepest reaches of the Elemental Chaos, the roiling tempest of elemental forces begins to change. A pattern of movement becomes apparent —a slow, downward spiral toward a black mote of utter annihilation at its root. Like a maelstrom that draws ocean vessels into the watery depths, the Abyss is a swirling vortex of destruction, dragging everything down toward its heart. The Abyss consists of uncounted layers, each one a floating piece of terrain caught in an inescapable downward spiral. Each layer is a unique microcosm of terror, presenting a different face. One truth remains constant, however: The Abyss works to destroy its inhabitants with a passion and tenacity that might best be described as sentient.

  • The Blood Sea: Also known as the Abyssian Ocean, the Blood Sea connects to every other ocean and sea in the Abyss.


    • The Lair of Anthraxin the Devourer: Floating fleshy isles inhabited by Goriostro Demons and ruled by an ancient and powerful Red Dragon.
  • Coagulous: A traveling layer of the abyss, it is home to Codricuhn the Demon Prince known as the Blood Storm.
  • The Forge of Four Worlds: Set in the blackest depths of the Abyss, it is written in obscure texts that the Forge offers the power of a primordial to those who can control its Soulfire Furnace.
  • The Abyssal Nadir: Also known as the Heart, this is the place where Tharizdun planted the shard that created the Abyss. At its center lies the Shard of Pure Evil, the remains of a dead universe.

The Layers of the Abyss:

  • 1) Plain of a Thousand Portals: Called Pazunia or the Plain of Yawning Pits by some, this layer swarms with demons searching for prey. Is ruled by Pazuzu.


    • The Tower of the Ravaastas: Constructed by Larsdana Ap Neut the Arcanaloth sorcerer who is long vanished, now ruled by an Ultrodemon.
    • Plague-Mort: A human settlement that is possibly a gate-town to the town of the same name in the Shadowfell.
  • 4) The Blood Rift: Ruled by Phraxas.
  • 12) Twelvetrees: Rulerless layer.
  • 23) The Iron Wastes: Ruled by Kostchtchie.
  • 32) Sholo-Tovoth: Ruled by Turaglas.
  • 45-46) Azzagrat: Three layers ruled by Graz'zt.
  • 53) Phage Breeding Grounds: Ruled by Urae-Naas.
  • 65-66) The Demonweb Pits/Court of the Spider Queen: Ruled by Lolth.
  • 69) Gibbering Hollow: Ruled by Ollomegh.
  • 88 & 90) Abysm: ruled by Demogorgon.
  • 89) The Shadowsea: ruled by Dagon.
  • 100) The Barrens: ruled by Oublivae.
  • 128) Slugbed: ruled by Lupercio.
  • 176) Hollow's Heart: Ruled by Fraz-Urb'luu.
  • 177) Writhing Realm: Ruled by Ugudenk.
  • 222) Shedaklah: Ruled by Jubilex and Zuggtnoy.
  • 333) Thanatos: Ruled by Orcus.

    • The White Kingdom: The personal domain of Doresain, exarch of Orcus.
    • Everlost: This fortress is Orcus' seat of power.
  • 422) Yeenoghu's Realm: Ruled by Yeenoghu.
  • 503) Torrenor: ruled by Lamasshtu.
  • 548) Garavond: ruled by Haagenti.
  • 566) Soulfreeze: ruled by Aseroth.
  • 570) Shendilvari: ruled by the Succubus turned Demon Lord Malcanthet.
  • 600) The Endless Maze: Ruled by Baphomet.
  • 663) Zionyn: Ruled by Obox-Ob.


Sigil, the City of Doors

Sigil is a plane unto itself, existing outside the ordered structure of the rest of the universe and yet intricately connected to it through its unnumbered planar portals. Sigil is the bustling crossroads of the multiverse, full of portals leading to every known corner of the planes.

Locations in Sigil

  • The Planar Explorer's Society: This shop is the secret headquarters of The Guardian of the Gates. The Guardians are led by a steel dragon and task themselves with keeping Sigil out of the hands of those who scheme to use it to dominate the world. A portal to the city of Hornburg in the natural world is here.
  • The Prison: The Headquarters of the Sons of Mercy in Sigil. Detailed in Dragon 370
  • The Fortune's Wheel: A tavern owned by Shemeshka the Raavasta. This is her favorite place to do dealings.
  • The Friendly Fiend: A tavern owned by Shemeshka's rival A'kin.
  • The Grand Bazaar: Located in the city’s Market Ward, is a huge square overflowing into side streets, alleyways, and even nearby taverns. It is filled with caravan tents and market stalls.
  • Tivuum's Antiques: A curiosity shop run by an elderly Tiefling, this is Sigil's largest collection of portal keys.

The Fundamental Planes

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