The Outer Planes
Daanvi, the Perfect Order
Orderly fields where formians tend ideal crops, regimented garrisons of disciplined soldiers, and peaceful communities where law reigns supreme manifest throughout the plane of Daanvi, the Perfect Order. Daanvi is a place where all things live in harmony born of order.
Dal Quor, the Region of Dreams
When mortals dream, they psychically project their minds to Dal Quor, the plane where dreams play out. Dal Quor is ringed with dreamscapes — small, temporary envelopes of pseudoreality where dreamers live their dreams for a short time. Within the ring, however, exists an entirely different world. Magnificent domed cities called up from the formless void of dreamstuff spread across the inside of the ring of dreamscapes, allowing the quori who live there easy access to their food supply — the psychic energy of dreaming mortals. Beyond the cities of the quori, a roiling boil of dream-born landscapes melt, burn, grow, and dissolve without any rhyme or reason. Tales persist of a calm eye at the center of this storm, but they are most likely figments of some half-remembered dream.
Dolurrh, the Realm of the Dead
A place of hopelessness, eternal despair, and consuming apathy, Dolurrh is the realm where mortal souls go after death.
Fernia, the Sea of Fire
Flame covers everything on Fernia, the Sea of Fire. The ground is nothing more than great, ever-shifting plates of compressed flame, ash, and debris. The air ripples with the heat of continual firestorms. Oceans of liquid flame ebb and flow, and mountains ooze with molten lava. Fire rages, with no need for fuel or air, across this continually burning landscape.
Irian, the Eternal Day
A brilliant white sun hangs in the center of a crystalline sky, bathing the radiant landscape below in shadowless light. Forests of crystalline growths, mountains of pure quartz, rivers of liquid glass, and sun-bleached deserts of pure white sand define the landscape of this plane. Irian is awash in positive energy — not so intense as to harm life, but sufficient to encourage and sustain life in a variety of unusual forms. Creatures of light and life make their home here, but not necessarily creatures of good.
Kythri, the Churning Chaos
A roiling soup of land, water, air, protoplasmic ooze, fire, magma, hissing steam, smoke, dust, ice, blinding light, pitch darkness, acid, flashing lightning, cacophonous sound, and seemingly every other substance and energy found in the universe fills the plane of Kythri. Every part of the plane constantly changes. A creature, native or just visiting, can sometimes exert enough will to hold a location constant and stable — for a short time.
Lamannia, the Twilight Forest
Lamannia, the Twilight Forest, is a realm of raw and wild nature unbounded, untouched by civilization. Despite its name, the forests that stretch in all directions are not the only terrain feature of the plane; majestic mountains, wide grasslands, sultry swamps, rolling hills, and even deserts and tundras make up the vibrant life of Lamannia. All kinds of plants, animals, magical beasts, and bestial outsiders are found in the Twilight Forest.
Mabar, the Endless Night
Utter blackness where no light shines fills the plane of Mabar, the Endless Night. The starless night lasts forever, its gloom never diminishing in the least. The darkness literally devours the life of visitors to this plane, extinguishing every spark of light that dares intrude upon the Endless Night.
Risia, the Plain of Ice
A blizzard above a field of blowing snow that covers an infinite glacier, Risia consists of layer upon layer of cold and ice. Though mountains break the line of the plain here and there, they are formed of solid ice, not stone. Lakes and streams mark the landscape, but they are simply places where the air itself has congealed to frigid liquid, deadly to the touch. The air of Risia freezes the eyes and lungs, the wind steals breath, and the snow buries and entombs all things.
Shavarath, the Battleground
Three great armies mass eternally on the barren plains of Shavarath: a celestial host of archons, an infernal regiment of devils, and a swarming horde of demons. Warfare defines all aspects of their existence. Alliances come and go — usually involving the devils allying with one or the other of their enemies and then breaking the alliance when the situation changes to their advantage — but the warfare never ends. Slain soldiers eventually return, usually in a lower form, but the armies of the three forces remain forever in a rough balance.
Fortresses dot the landscape of Shavarath, each one locked in a great siege. Every fortress eventually falls, and they all shift hands many times before finally being reduced to rubble. As one collapses, a new one is built to replace it. Beyond these fortresses, the rocky and barren landscape stretches in all direction, sporadically accentuated by low hills — the only distinguishable terrain anywhere on the plane.
Syrania, the Azure Sky
Crystalline cities float in Syrania’s endless expanse of clear blue sky, their spires glittering in the ambient radiance of its perfect atmosphere. These cities are the homes of the angels — each ruled by a solar. Angels are the only known inhabitants of this plane, and — though little is known of Syrania — it seems to be a nearly perfect paradise.
Thelanis, the Faerie Court
Similar to both Eberron and Lamannia, Thelanis is a realm of rugged natural beauty — primarily lush forests and crystal-clear waters. Among the trees rise shadowy spires of enchanting beauty, surrounded by mesmerizing lights like dancing lanterns. Phosphorescence gleams on plants and stones, lighting the eternal twilight of the plane, while a panoply of stars twinkle in the sky.
Xoriat, the Realm of Madness
Beyond words or comprehension, Xoriat is aptly called the Realm of Madness. Not only do its alien geometry and unspeakable inhabitants seem like the product of a madman’s nightmare, but any who visit Xoriat risk finding their minds shattered by the experience. Xoriat has been likened to a stack of translucent parchment, an apparently infinite connection of layers and dimensions. Its inhabitants exist on multiple layers simultaneously. Massive, drifting entities too large to notice visitors to the plane; free-floating rivers of milk-white liquid; rains of blue globes falling from unseen heights, only to burst and release horse-sized ticks when they strike another object — such are the madness-inducing features of Xoriat. Gelatinous worms wriggle from layer to layer, wending through tentacled vegetation encrusted with orange moss, all suspended above an amoebic sea. Over this mad realm the daelkyr are absolute masters.
Like Dal Quor, Xoriat’s last period of being coterminous with the Material Plane was a disastrous period of warfare. Over seven thousand years ago, Xoriat became coterminous and the daelkyr sent their minions into Khorvaire to conquer it. Before the orc and hobgoblin druids known as the Gatekeepers managed to end the planes’ alignment, the mind flayers and lesser minions of the daelkyr had decimated the hobgoblin empire of Dhakaan. The Gatekeepers’ magic was less cataclysmic than the giants’ attempt to close the connection to Dal Quor, however; Xoriat moved quickly out of alignment but is sure to return one day.