Contents

The Cosmology of Taera New Planes
The Planar Metropolis of Sigil Alternate Material Planes
The Planar Metropolis of Union Elemental Plane of Ash
Alterations to Published Planes Elemental Plane of Dust/Sand
Blessed Fields of Elysium Elemental Plane of Lightning
Clockwork Nirvana of Mechanus Elemental Plane of Magma
Concordant Domain of the Outlands Elemental Plane of Minerals/Crystals
Elemental Plane of Air Elemental Plane of Mud/Sludge/Ooze
Elemental Plane of Cold/Ice Elemental Plane of Radiance
Elemental Plane of Earth Elemental Plane of Salt/Dessicant
Elemental Plane of Fire Elemental Plane of Smoke
Elemental Plane of Water Elemental Plane of Steam/Mist
Elemental Plane of Wood Elemental Plane of Vacuum
Ethereal Plane Magical Energy Plane
Ever-Changing Chaos of Limbo New Demiplanes
Far Realm Crystal Library
Gray Waste of Hades Elemental Plane of Boom
Heroic Domains of Ysgard Elemental Plane of Embers/Stardust
Infernal Battlefield of Acheron Elemental Plane of Explosives
Infinite Layers of the Abyss Elemental Plane of Orange
Observatorium Elemental Plane of Plasma
Olympian Glades of Arborea Elemental Plane of Powder/Evaporation
Negative Energy Plane Elemental Plane of Prickle
Nine Hells of Baator Elemental Plane of Pungent
Peaceable Kingdoms of Arcadia Elemental Plane of Radioactivity
Positive Energy Plane Elemental Plane of Refrigerants
Region of Dreams Elemental Plane of Superconductivity
Seven Mounting Heavens of Celestia Elemental Plane of Sweet
Tarterian Depths of Carceri Elemental Plane of Vapors
Temporal Energy Plane Luumina
Twin Paradises of Bytopia Plane of Illumination
Wilderness of the Beastlands Psionic/Mental Energy Plane
Windswept Depths of Pandemonium


The Cosmology of Taera

    Most of the changes noted in this document are unknown to the majority of mortal researchers and sages on the Material Plane. For the most part, mortals who are aware of other planes tend to believe that the structure of the Multiverse is exactly as that described in the standard D&D cosmology (The Great Wheel, described in the Manual of the Planes). The single notable exception to this rule of thumb is that the extra Inner Planes (the "Paraelemental" and "Quasielemental" planes) are fairly well-known among mortal sages, and they further recognize the fact that the Ethereal Plane touches on all of them, and that they are generally organized in the "Great Sphere" formation. Other planes and facts detailed below contain as part of their listings a skill check DC, which is the base check required for any character to know about the topic (typically with a Knowledge (The Planes) check). Characters who wish to make use of the facts detailed below should be required to succeed at such a check before being allowed to use the desired information in any way, though they may stumble onto references to the facts (or even into the planes themselves) through the course of normal play. Any checks for specific details of the new planes and features detailed below (for instance, the location of the Eternal City on the second layer of the Outlands) should add the normal DC for such a check on a well-known plane (such as the Material Plane) to the DC given for the actual plane. Thus, the Knowledge (The Planes) DC to know about the Eternal City, other than the occasional cryptic reference in various tomes, would be 45 (DC 10 for average knowledge of a place, plus DC 35 for the second layer of the Outlands). The given check DCs may also be used for answering the same questions via Gather Information checks in various Planar Metropoli (such as Sigil and Union below), but the circumstances of making such checks are ultimately up to the DM.

The Planar Metropolis of Sigil

The Planar Metropolis of Union



Alterations to Published Planes

The Blessed Fields of Elysium

    One Taeran deity makes her home in Elysium, the Nature goddess Gaeya.

The Clockwork Nirvana of Mechanus

    One Taeran deity makes his home in Mechanus, the god Luthor.

The Concordant Domain of the Outlands

    In the Taeran cosmology, the spire at the center of the Outlands is infinitely tall. No matter where one is in the plane, it is visible, and no top can be seen, though within 200 miles or so the Ring that provides the foundation for Sigil is visible floating around it. While it is known that Sigil is not the only such Ring "strung" on the Spire, no others are visible from the ground of the Outlands. One of the other Rings is the foundation for the mysterious Crystal Library, described below, but none of the rest are known to be inhabited (though in a Multiverse as complex as this, anything is possible), nor is the exact number of Rings known. It is possible that there are an infinite number of such Rings around the Spire, and in any case it is unlikely that the actual number will ever be known for certain (since it is so difficult to even see any but the lowest one).
    The effect that the Outlands has on Magic and other supernatural abilities does not extend to technological devices, such as energy weapons, so such things are extremely valuable to those who have dealings there. Understandably, sales of high-tech weapons are forbidden by law in both Sigil and Union, and the Taeran gods (especially Damok) do their best to prevent any non-Taerans from acquiring the technology- but as with all contraband, a black market in such items does exist, charging exorbitant prices (typically no less than 20 times the list price) for sale and transport. If a working starship were to be transported to the Outlands, it is likely that it could be used to traverse the vast length of the Spire and explore the Rings, but no working starships are known to exist outside of Damok's home plane (where he naturally keeps a very close eye on them).
    Several Taeran deities make their homes in the Outlands, and all but one have their sole abodes on the first layer. The lone exception is Initia, the powerful and mysterious goddess of Time, Fate, and Beginnings- while she maintains the Temple of Time on the first layer, her actual home is located in the Fields of Fate on the second layer (see below).
    The Outlands has a second layer, most often called "The Flip Side" or "The Circle of Balance." What its actual name (if any) is, none can say, because no native creatures have ever been encountered by travellers there- only creatures who got there from somewhere else. The barriers and gates that might lead a traveller from the first layer to the Circle of Balance are not recorded in any commonly known work, though a small number of planar guides claim to know the ways. Whatever they are, given how few travellers actually find their way to the second layer, those ways are most likely very hard to spot, or very well guarded- and possibly both. This second layer has different planar traits from the first layer, which are detailed below:
    The Outlands is thought to be the base of the Outer Planes, as it is linked to all of them on its first layer. There are occasional rumors among those who travel to the second layer that that layer also has links to other planes of the Multiverse, though if any such links exist, they must be very difficult to access indeed. Sages who are aware of the Far Realm sometimes speculate that if one could somehow travel to the end of the Spire (or the Pit), one would find a direct link to that non-space, but as with counting the number of Rings floating around the Spire, a method of testing this hypothesis is rather difficult to envision. A few intrepid explorers have thrown themselves into the Pit anyway (hoping to eventually fall through the portal Outside), but since none have ever been seen or heard from again, their success or failure remains to be seen.

The Elemental Plane of Air

    The Elemental Plane of Air is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). The actual planar traits of the Elemental Plane of Air are unchanged, but its links are significantly different:
    There are two significant locations within Elemental Air which are not described in the Manual of the Planes:

The Elemental Plane of Cold/Ice

    The Elemental Plane of Cold is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). Most of the actual planar traits of the Elemental Plane of Cold are unchanged, but its links are significantly different:
    The Plane of Cold does not lack elemental traits in the Taeran cosmology. Instead, it has its own elemental trait, which is summarized below.     Though the Plane of Cold is widely considered the baseline for this trait, if not the source of it, there are specific locations there where the conditions get even worse (see below for one example). Also, the Plane of Cold is not the only plane in the Multiverse with the Cold-Dominant trait; the Elemental Plane of Ash is also known to have it, and other planes or portions of planes may have it too at the DM's option.
    The Elemental Plane of Cold is, although an Inner Plane just as large as any of the four primary elements, classified differently by planar scholars. They place it instead in the class of "Paraelemental" planes, which are planes that combine two basic elements. In the case of Cold, the two combined elements are Air and Water. The fact that none of the "Paraelemental" planes have "Quasielemental" planes between them and the two Energy Planes (for instance, as Lightning is between Air and Positive) is used to justify this thinking, as is the fact that no single being is known to rule the Ice Paraelementals (the sentient pieces of this plane). Of course, there are Primal Ice Paraelementals, and some among them are apparently vying for rule over the entire race- and the fact of the matter is, the Demiplanes called the Elemental Planes of Superconductivity and Refrigerants could be "Quasielemental" planes in the process of formation, so the debates over whether the Elemental planes are worth such distinctions continues on. Knowledge (the Planes) checks concerning the Elemental Plane of Cold carry a DC of at least 20, because although it is the best-known of the Paraelemental planes, none of those planes are nearly as well-known as the four primary Elemental Planes or the Energy Planes.

    There are three significant features within Elemental Cold which are not described in the Manual of the Planes:

The Elemental Plane of Earth

    The Elemental Plane of Earth is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). The actual planar traits of the Elemental Plane of Earth are unchanged, but its links are significantly different:
    There are two significant features within Elemental Earth which are not described in the Manual of the Planes:

The Elemental Plane of Fire

    The Elemental Plane of Fire is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). The actual planar traits of the Elemental Plane of Fire are unchanged, but its links are significantly different:
    There are two significant locations within Elemental Fire which are not described in the Manual of the Planes:

The Elemental Plane of Water

    The Elemental Plane of Water is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). The actual planar traits of the Elemental Plane of Water are unchanged, but its links are significantly different:
    There are two significant locations within Elemental Water which are not described in the Manual of the Planes:

The Elemental Plane of Wood

    The Elemental Plane of Wood is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). The actual planar traits of the Elemental Plane of Wood are unchanged, but its links are significantly different:
    There is one significant features within Elemental Wood which is not described in the Manual of the Planes:

The Ethereal Plane

    In the Taeran cosmology, the Deep Ethereal and Multiple Ethereals variants are used (together), because the Ethereal Plane is coexistent with all of the Inner Planes (the so-called Inner Sphere), though not with any of the Outer Planes (though portals to Outer Planes can and do occasionally pop up in the Ethereal), nor the five "Chaos Element" planes which were created by their demigod namesakes during the Revolution of Five Elements (Boom, Orange, Prickle, Pungent, and Sweet). Many planes not listed in the Manual of the Planes have Ethereal links, and thus have Ethereal curtains- the colors of these new curtains are listed below. Note that travellers should beware travelling between Material Planes via the Ethereal, because all such planes have curtains of the same color; it is not possible to tell one from another without entering the Border Ethereal for that particular Material Plane.
    No known deities have domains in the Ethereal Plane in the Taeran cosmology. There are occasional rumors of Demiplanes linked only to the Ethereal Plane which are prisons for Abominations and other such creatures, but none have ever been substantiated (something for which planar travellers in the Ethereal can probably be thankful). If such Demiplanes do exist, however, it is certain that their curtain colors are unrecorded- so Ethereal travellers would be wise to avoid investigating any strangely-colored curtains, even though most such curtains most likely lead to known (and for the most part friendly) demiplanes.
    There are no known links or portals between the Ethereal Plane and the Far Realm, but any such portals that do exist would probably be temporary, and surrounded by hideous and dangerous creatures from the other side, so it is unlikely that anybody unfortunate enough to stumble upon such a portal would be able to escape with the news of its existence.
    Most of the above information is readily available to planar scholars as noted at the beginning of this document, and carry a Knowledge (the Planes) DC of 20 or less (use the base DC for the actual plane, for knowledge of portals or lack thereof to the Ethereal). The rumors of "Demiplanes of Imprisonment" have check DCs of 35 or more during most times. While such rumors are "fresh" and relatively recent, however, they may have DCs as low as 20 depending on how far they spread, and one is actually more likely to come upon them in nights of Gathering Information in the taverns of Union or Sigil than in actual books or lectures of planar scholars.

The Ever-Changing Chaos of Limbo

    There are two significant locations within Limbo which are not described in the Manual of the Planes:

The Far Realm

    Just as the Astral Plane is the space that exists between individual planes of existence, the terrifyingly remote and alien Far Realm (also called "Oblivion" and "Outside") is, in the Taeran cosmology, the "non-space" which "exists" between cosmologies. Planes which cross cosmologies, notably the Plane of Shadows, cut through the Far Realm along the way, though that does not necessarily mean they actually touch on it (for instance, if there are portals to the Far Realm within the Plane of Shadows, none have recorded that fact). In fact, the Far Realm touches very few places in the actual Multiverse (for which people who have actually been there are inordinately grateful). Permanent links are known to exist in the Citadel of Eternity on the Temporal Energy Plane and the eye of the Dreamheart Tempest in the Region of Dreams, and speculated to exist in remote areas of the Astral Plane, and at the hypothetical end of the Spire (and the Pit) in the Outlands. Though few permanent links exist, powerful (and usually insane) wizards, priests, and psionicists occasionally open temporary portals. Disaster usually follows in their wake, so even knowledge of the existence of the Far Realm is kept out of most accepted treatises on the planes.
    No gods worshipped by beings of this Multiverse maintain any permanent presence or resources in the Far Realm, but some entities which do live there are known to have the powers of gods. It has been speculated that perhaps one of the more powerful of these beings actually created the existing Multiverse in some bizarre impulse, and that should the Multiverse ever actually end, it will fold itself back into a mere layer of the Far Realm. This apocalyptic speculation has generally proven to be unhealthy, as its only significant effect has been to fuel the destructive dreams and actions of mad cultists who would like to hasten that end.
    Knowledge (the Planes) DCs regarding the Far Realm typically carry a DC of 50 or higher.

The Gray Waste of Hades

    In the Taeran cosmology, one Taeran deity makes his home in Hades- Cenob, the terrifying god of Black Magic, Darkness, Death, and Pain.
    The Gray Waste of Hades has a fourth layer, whose proper name is unknown to even the wisest of planar sages. The natives of Hades call the place Narkod, a word which supposedly translates as "danger" in the primeval language which gave rise to Abyssal and Infernal. An infinite expanse of featureless, flat, gloomy gray, Narkod's sky is differentiable from its ground only by the fact that it is a slightly lighter shade of gray. This fourth layer has different planar traits from the first three, which are detailed below:

The Heroic Domains of Ysgard

The Infernal Battlefield of Acheron

The Infinite Layers of the Abyss

The Observatorium

The Olympian Glades of Arborea

The Negative Energy Plane

    The Negative Energy Plane is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). The actual planar traits of the Negative Energy Plane are unchanged, but its links are significantly different:
    Only one known god makes his abode in the Negative Energy Plane, though nearly forgotten stories tell of two other significant features not mentioned in well-known planar studies:

The Nine Hells of Baator

The Peaceable Kingdoms of Arcadia

The Positive Energy Plane

    The Positive Energy Plane is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). The actual planar traits of the Positive Energy Plane are unchanged, but its links are significantly different:
    No known gods make their abodes in the Positive Energy Plane, though persistent (and ancient) rumors tell of two significant features unrecorded in standard planar treatises:

The Region of Dreams

The Seven Mounting Heavens of Celestia

The Tarterian Depths of Carceri

The Temporal Energy Plane

The Twin Paradises of Bytopia

The Wilderness of the Beastlands

The Windswept Depths of Pandemonium



New Planes

Alternate Material Planes

Alternate Material Traits

Alternate Material Links

Alternate Material Inhabitants

Movement and Combat

Features of Alternate Material Planes

The Elemental Plane of Ash

    It is the death of all flames. It is the gray cinder that consumes all remaining heat. The Elemental Plane of Ash is a dim and colorless landscape made of dead cinders, soot, and ashes. The few living things that go there find that the ash still hungers for the heat and light it once knew in the flame, and accordingly sucks the heat out of anything it can (even living creatures).
    Ash is a plane punctuated in shades of gray, with nothing providing color or light except things brought in from off-plane. Despite being adjacent to the Plane of Fire, Ash is intensely cold, literally consuming any heat given off by objects or creatures brought there; occasionally, enough heat concentrates in one place to cause an explosion as the endless ashes briefly return to flaming life, but the effects of such an explosion are invariably muted and short-lived. With even less livable resources than the Plane of Cold, Ash has nothing to recommend a visit to anybody except fanatical worshippers of destruction and death, or academics obsessed with gaining "complete" knowledge of the planes and their components.
    The Elemental Plane of Ash is, although an Inner Plane just as large as any of the four primary elements, classified differently by planar scholars. They place it instead in the class of "Quasielemental" planes, which are planes that combine one of the four basic elements with one of the two basic energies. In the case of Ash, the two combined elements are Fire and Negative.

Ash Traits

    The Elemental Plane of Ash has the following traits.

Ash Links

    The Elemental Plane of Ash is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). It is linked to other planes in (and out of) the Sphere as follows:

Ash Inhabitants

    Like other Elemental planes (or at least, the full-size planes), Ash has its own native elemental spirits, the nasty Ash Quasielementals. There are no Primal Quasielementals as yet, or at any rate any such Quasielementals that do exist hide themselves extremely well; however, there are leaders among the Ash Quasielementals who may be trying to achieve such lofty heights of power. Additionally, most creatures that can be found in the Negative Energy Plane can be found in Ash, though few actually come from the also-neighboring Elemental Plane of Fire because of Ash's Cold-Dominant trait.
    One exception are the strange planar beasts called Rasts, which congregate in Ash in greater numbers than on any other plane. Rasts are normally vulnerable to Cold, but those in the Plane of Ash seem to lose this trait and become immune to it instead; as a result some sages speculate that perhaps the Rasts are actually native to Ash, and spread to Fire (and other planes they are spotted on) from there. Whatever the reason for their coming to Ash, the large packs- and even swarms- of Rasts often make for a very unpleasant surprise, for travelers who arrive in Ash- especially if said travelers try the usual methods (i.e. Cold attacks) of ridding themselves of the bothersome creatures.
    Planar travelers do not normally settle in the Elemental Plane of Ash, though a few research stations are maintained in it by wizards and other Arcane spellcasters interested in goals compatible with the plane. Examples include necromancers, who benefit from the close proximity to the Negative Energy Plane, Cold-spell specialists intent on studying the mystical connections between Fire and their own area of expertise, and even a few Fire magi who come to study end products of explosions and other types of burning.

Movement and Combat

    The ground of Elemental Ash is most similar to snow, for travelers used to the Material Plane or environments very much like it. Though relatively solid, a walker usually finds itself at least ankle-deep in the cinders and soot. The atmosphere is as thin as that of the neighboring Elemental Plane of Fire, so nonnative flyers find their movement rates cut in half and their maneuverability rating reduced by one grade.
    The landscape of the Elemental Plane of Ash no longer has the energy of Fire within it, and therefore stays relatively static except when changed by creatures for some reason. As a result, permanent structures can exist there more easily than in Fire, though as previously noted, very few beings in the Multiverse would have any reason to build here. Because the land is fairly static, though, creatures which can move through it (like Xorn) do not have their movement rates reduced as they would on the Plane of Fire- they are able to move normally.
    Aside from the hazards of the plane itself, combat is conducted normally on the Elemental Plane of Ash.

Features of the Elemental Plane of Ash

    The greatest danger of the Elemental Plane of Ash is its own Cold-Dominant trait. Aside from that, the plane holds few dangers for the prepared traveler, though like many Elemental Planes it has nothing in the way of edible food or water for nonnatives.
    Unlike the neighboring Plane of Fire, there is no natural light in Ash, except brief flare-ups when an explosion occurs (see below); as a result, travelers must have Darkvision or bring their own light in order to see anything while there. This may prove to be a Bad Idea, however, for the majority of light-giving spells or effects react explosively with the Coals (again, see below), and the Coals are very difficult to spot before it's too late. Because flames and activity are rare on Ash, the plane is generally very quiet, almost eerily so for travelers from more lively realms. Listen checks, though, are made normally on Ash, when there is something to hear.
    No known gods make their abodes in the Elemental Plane of Ash, but there are a few significant locations and planar events there nevertheless:


The Elemental Plane of Dust/Sand

    It is the breakdown of solidity. It is the dissolution of all material. The Elemental Plane of Dust/Sand is an endless desert of sand and dust that abrades everything larger than a sand grain that exists there. Few travelers go there and return, but those who do speak of eternal sandstorms and shifting dunes which slowly blast other matter apart, eroding even the creatures trying to live or travel there.
    Dust is a plane most often compared to a sandy Material Plane desert, albeit a much larger one with no damaging heat (or lack thereof). In contrast to the adjacent Plane of Earth, Dust is not a solid place- in fact, it is quite the reverse, breaking down and eventually disintegrating any solid object brought into it. Given that it damages travelers like several other Elemental Planes do, but does not do so with a form of energy that can be easily warded against such as Fire or Acid, the Plane of Dust has little to recommend a visit to anybody except fanatical worshippers of destruction and death.
    The Elemental Plane of Dust/Sand is, although an Inner Plane just as large as any of the four primary elements, classified differently by planar scholars. They place it instead in the class of "Quasielemental" planes, which are planes that combine one of the four basic elements with one of the two basic energies. In the case of Dust, the two combined elements are Earth and Negative.

Dust Traits

    The Elemental Plane of Dust/Sand has the following traits.

Dust Links

    The Elemental Plane of Dust/Sand is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). It is linked to other planes in (and out of) the Sphere as follows:

Dust Inhabitants

    Like other Elemental planes (or at least, the full-size planes), Dust has its own native elemental spirits, the ever-drifting Dust Quasielementals, which actually resemble Smoke Paraelementals more than anything related to Earth. There are no Primal Quasielementals as yet, or at any rate any such Quasielementals that do exist hide themselves extremely well; also, the Dust Quasielementals rarely congregate in more than small packs, so there are likely no leaders among them who are trying to achieve such lofty heights of power. In addition to the Quasielementals, most creatures that can be found in the Negative Energy Plane can be found in Dust, though few actually come from the also-neighboring Elemental Plane of Earth because of Dust's tendency to erode everything material that enters it (see below). Natives of Earth that are found in Dust are typically exiles sent there permanently for utterly heinous crimes.
    Besides natives of the neighboring planes of the Inner Sphere, Dust is home to many other creatures whose forms are made of sand or dust, such as Dust Mephits, Sandlings, and so on. Many creatures normally found in deserts on other planes can be found in Dust, though those with solid or liquid forms tend not to stay long if they can escape. A few small insects, rodents, and other burrowing creatures can be found here as well, though once again, none live long unless they are somehow immune to the effects of the plane (see "Features" below).
    Planar travelers do not normally settle in the Elemental Plane of Dust/Sand, or at any rate not willingly, but one group of mortals calling themselves the "Doomguard," united by a love of destruction and dissolution, maintain a large citadel on the Plane of Dust. This place, called Alluvius, is described in the "Features" section below.

Movement and Combat

    Of all the Elemental Planes, the Plane of Dust can likely lay claim to most closely resembling something one would find on the Material Plane. In fact, it resembles nothing so much as an endless, waterless desert, with shifting dunes and blowing sand everywhere the eye can see. Although there is no apparent source for it, the sky itself actually provides light about equal to that of a Material Plane sunset, though the light is known to dim and go completely dark when an Energy Tide is near (see below). As a result, movement and combat in Dust are handled nearly the same as they would be in a perfectly normal desert, and even without the usual danger of heatstroke (the Plane of Dust actually maintains a fairly comfortable temperature throughout its expanse). That said, the plane itself often provides a much bigger danger than any combat could; see "Features" below for more on this topic.

Features of the Elemental Plane of Dust/Sand

    The apparent hospitability of the Plane of Dust is one of the greatest lies in the Multiverse, for the plane exists to fulfill one destiny: dissolution of anything and everything solid. All solid matter in the plane is constantly scoured and eroded by the dust grains that fly through its atmosphere, and what's worse, some Negative energy from the adjoining Energy Plane actually erodes and disintegrates things even when the dust is somehow kept away.
    Every hour a creature or object is on the Elemental Plane of Dust/Sand, it takes 1d6 points of damage that cannot be negated by any known form of Damage Reduction, though there exist a few tiny native creatures which seem to be immune to this eternal corrosion. Exactly how they have it, whether it could be granted to a nonnative via magic or psionics, and whether their resistance exists only because the plane itself has yet to corrode and destroy everything else in the Multiverse are questions that have been debated among sages for centuries, without any clear answers. In any case, any creature brought to 0 hit points by this erosion is immediately and automatically killed, and the remains become so much dust blowing away in the winds of the plane- exactly as if the creature were hit by Disintegrate. Because the dust from such a creature essentially merges with the Dust of the plane itself, only a True Resurrection, Wish, or Miracle can bring it back to life.
    Though especially hard objects may resist the damage at first, they gradually lose their Hardness the longer they stay on the plane. Objects on the Plane of Dust lose 1 point of Hardness every minute they remain on the plane, until their Hardness reaches 0 and they are completely vulnerable to the disintegration. This Hardness reduction cannot be repaired by any means while on the Plane of Dust, though a Make Whole spell can restore Hardness once the object is no longer subject to the rigors of Dust. Major Artifacts, of course, are typically immune to this loss, though an artifact which has the Plane of Dust specifically made part of its weakness would not be so immune.
    Finally, none of the damage dealt by this horrid erosion can be healed or repaired in any known way while the object or creature remains on the plane, unless that object or creature was under the effect of a Negative Energy Protection spell when damaged, or is first subjected to Remove Curse before the healing/repair attempt is made.
    The eternally blowing wind on the Plane of Dust causes haunting sounds to echo throughout the plane, and sometimes dunes are known to emit ringing tones even in the rare absence of wind. Though these sounds are not dangerous (in fact, some people and creatures consider them beautiful, especially those native to desert terrain in their home planes), they do afflict a -2 penalty on all Listen checks made in the plane.
    No known gods make their abodes in the Elemental Plane of Dust/Sand, but there are a few significant locations and planar events there nevertheless:


The Elemental Plane of Lightning

    It is the eternal tempest. It is a raging dynamo of electrical fury unmatchable by any other force. The Elemental Plane of Lightning is a relatively open place (similar to the Elemental Plane of Air) filled with electrically charged clouds, which constantly shoot bolts between themselves and everything else on the plane. A master storm that never quits, the Plane of Lightning is the fuel for every thunderhead that forms on any other plane in the Multiverse.
    Though it is as open and easy to move through as the Elemental Plane of Air, the Plane of Lightning is much less hospitable to most planar travelers. The constantly flying bolts of electrical energy that fill most of the plane quickly ground themselves in anything available, and that includes the bodies and items of visitors. Though the Plane of Lightning makes one of the most impressive displays of raw power in the Multiverse, few are willing to risk the exposure to (potentially massive) damage that is necessary to actually see it.
    The Elemental Plane of Lightning is, although an Inner Plane just as large as any of the four primary elements, classified differently by planar scholars. They place it instead in the class of "Quasielemental" planes, which are planes that combine one of the four basic elements with one of the two basic energies. In the case of Lightning, the two combined elements are Air and Positive.

Lightning Traits

    The Elemental Plane of Lightning has the following traits.

Lightning Links

    The Elemental Plane of Lightning is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). It is linked to other planes in (and out of) the Sphere as follows:

Lightning Inhabitants

Movement and Combat

Features of the Elemental Plane of Lightning

The Elemental Plane of Magma

    It is the eternal volcano. It is the source of every eruption in history on any plane that can be named. The Elemental Plane of Magma is a semi-liquid plane filled with an inferno of partly-cooled lava and melted rock. One of the least hospitable Elemental Planes, the Plane of Magma is the forge that lights and heats the cores of every material world in the Multiverse.
    Though it has as much matter as the Elemental Plane of Earth, Magma is undergoing constant upheaval and flow, as rivers of melted rock flow through channels big enough to house whole cities on their way to fill burning seas tens (or hundreds) of miles across. Though air flows through most of the passages on the plane, it is superheated by constant contact with the burning lava, and often choked with toxic smoke and gasses. Filled by (relatively) solid material like the Plane of Earth, while at the same time constantly burning like the Plane of Fire, the Plane of Magma combines the worst aspects of both of them into a single horrific place.
    The Elemental Plane of Magma is, although an Inner Plane just as large as any of the four primary elements, classified differently by planar scholars. They place it instead in the class of "Paraelemental" planes, which are planes that combine two basic elements. In the case of Magma, the two combined elements are Earth and Fire. The fact that none of the "Paraelemental" planes have "Quasielemental" planes between them and the two Energy Planes (for instance, as Lightning is between Air and Positive) is used to justify this thinking, as is the fact that no single being is known to rule the Magma Paraelementals (the sentient pieces of this plane). Of course, there are Primal Magma Paraelementals, and some among them are apparently vying for rule over the entire race- and the fact of the matter is, the Demiplanes called the Elemental Planes of Radioactivity and Explosives could be "Quasielemental" planes in the process of formation, so the debates over whether the Elemental planes are worth such distinctions continues on.

Magma Traits

    The Elemental Plane of Magma has the following traits.

Magma Links

    The Elemental Plane of Magma is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). It is linked to other planes in (and out of) the Sphere as follows:

Magma Inhabitants

Movement and Combat

Features of the Elemental Plane of Magma

The Elemental Plane of Minerals/Crystals

    It is the treasure-trove of the Multiverse. It is the birthplace of every type of crystal seen on other planes, and even some that aren't. The Elemental Plane of Minerals/Crystals is a solid place (similar to the Elemental Plane of Earth) filled entirely by veins of precious and semiprecious minerals, crystals, and ores. Described by more than one visitor as "like being inside a giant geode," the Plane of Minerals is a glittering, infinite mountain filled with more untapped riches than even the tallest tales of avaricious outsiders can tell.
    Though it has as much solid matter as the Plane of Earth, Mineral is constructed more loosely, with countless small gaps in the endless crystals providing spaces for them to grow into. Thus, air flows through most of the plane, and travelers usually need not worry about breathing- however, the spaces are often too small for most creatures to have any hope of crawling through, so it is still quite possible for an unwary or unprepared traveler to become entombed in a chamber of starkly beautiful crystals, left with no prospect but a slow and lingering death from thirst or starvation. Though the Plane of Minerals is filled with crystals and ores, not all of them are worth much, in the way of money; also, the natives of the plane are well aware of how their home's building blocks are viewed by outsiders, and creatures trying to mine valuables here are usually met with fierce resistance.
    The Elemental Plane of Minerals/Crystals is, although an Inner Plane just as large as any of the four primary elements, classified differently by planar scholars. They place it instead in the class of "Quasielemental" planes, which are planes that combine one of the four basic elements with one of the two basic energies. In the case of Mineral, the two combined elements are Earth and Positive.

Mineral Traits

    The Elemental Plane of Minerals/Crystals has the following traits.

Mineral Links

    The Elemental Plane of Minerals/Crystals is part of the Inner Sphere in the Taeran cosmology, the arrangement of the Inner Planes which suggests a sphere of infinite size based on various concentrations of the basic Elements and the two primary Energies (Positive and Negative). It is linked to other planes in (and out of) the Sphere as follows:

Mineral Inhabitants

    Like other Elemental planes (or at least, the full-size planes), Mineral has its own native elemental spirits, the Mineral Quasielementals, which are similar to Earth Elementals in many respects. There are no Primal Quasielementals as yet, or at any rate any such Quasielementals that do exist hide themselves extremely well; however, there are leaders among the Mineral Quasielementals who may be trying to achieve such lofty heights of power. Additionally, most creatures that can be found in the Elemental Plane of Earth or the Positive Energy Plane can be found in Mineral, though the true natives tend to consider such creatures a nuisance and fight them when they can. Dao and Xorn are especially unwelcome, the latter because they actually eat the stuff of the plane, and the former because they extensively mine it.
    And unsurprisingly, mining is the reason Mineral is the most heavily-traveled Elemental Plane besides (perhaps) Air and Water. Creatures from literally every plane in the Multiverse, except perhaps for the Negative Energy Plane, can be found in Mineral somewhere. They come because of the plane's reputation as a treasure-trove rich beyond the wildest dreams of avarice, and many of them find their graves here when mining operations draw the ire of Mineral natives. The fact that the plane has gaps between the crystals, allowing life-giving air and water to penetrate it more easily, only adds more fuel to the dreams of colonization and wealth spread across other planes, which may be why Mineral Quasielementals are even more zealous in collapsing tunnels and passages than their Earth-plane cousins are.
    Besides the planar travelers and the native Elementals, Mineral is home to many crystalline creatures known elsewhere. Such creatures as Crystal Spiders, Crysmals, and Onyx Worms can be found in large numbers in the Elemental Plane of Minerals/Crystals, along with many ot