Outer Planes

Streamers of noxious gas streaked that crimson dome like dirty clouds. They whirled to form what looked like giant eyes staring down, eyes that were swept away before they could focus, only to form anew, again and again. Beneath the ruby glow lay a dark nightmare land of bare rock and flumes of sparks and gouting flame, where things slithered and scrambled half-seen in the shadows. Mountains clawed the ruby sky. The Land of Teeth, Azuth had once aptly called it, surveying the endless jagged rocks. This was the Greeting Ground, the realm of horror that had claimed the lives of countless mortals. He was whirling along above Avernus, uppermost of the Nine Hells.
-Ed Greenwood, Elminster in Hell
If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes provide the direction, thought, and purpose for its construction.
Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.
When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes aren't literally places at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive spiritual regions lie beyond ordinary sensory experience.
Even in perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane.
But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill their divine needs.
Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes can seem quite small, but they can also stretch on to what seems like infinity. Adventurers could take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.
The default Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality, which is represented by the Outlands, described in the section on "Other Planes") and the shades of distinction between them.
The planes with an element of good in their nature are called the Upper Planes, while those with an element of evil are the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's alignment experiences a sense of dissonance there. When a good creature visits Elysium, for example, it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.
The Upper Planes are the home of celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
LAYERS OF THE OUTER PLANES
Most of the Outer Planes include a number of distinct environments or realms. These realms are often imagined and depicted as a stack of related parts of the same plane, so travelers refer to them as layers. For example, Mount Celestia resembles a seven-tiered layer cake, the Nine Hells has nine layers, and the Abyss has a seemingly endless number of layers.
Most portals from elsewhere reach the first layer of a multilayered plane. This layer is variously depicted as the top or bottom layer, depending on the plane. As the arrival point for most visitors, the first layer functions like a city gate for that plane.
TRAVELING THE OUTER PLANES
Traveling between the Outer Planes isn't dissimilar from reaching the Outer Planes in the first place.
Characters traveling by means of the astral projection spell can go from one plane into the Astral Plane, and there search out a color pool leading to the desired destination. Characters can also use plane shift to reach a different plane more directly. Most often, though, characters use portals-either a portal that links the two planes directly or a portal leading to Sigil, City of Doors, which holds portals to all the planes.
Two planar features connect multiple Outer Planes together: the River Styx and the Infinite Staircase.
Other planar crossings might exist in your campaign, such as a World Tree whose roots touch the Lower Planes and whose branches reach to the Upper Planes, or it might be possible to walk from one plane to another in your cosmology.
THE RIVER STYX
This river bubbles with grease, foul flotsam, and the putrid remains of battles along its banks. Any creature other than a fiend that tastes or touches the water is affected by a feeblemind spell. The DC of the Intelligence saving throw to resist the effect is 15.
The Styx churns through the top layers of Acheron, the Nine Hells, Gehenna, Hades, Carceri, the Abyss, and Pandemonium. Tributaries of the Styx snake onto lower layers of these planes. For example, a tendril of the Styx winds through every layer of the Nine Hells, allowing passage from one layer of that plane to the next.
Sinister ferries float on the waters of the Styx, crewed by pilots skilled in negotiating the unpredictable currents and eddies of the river. For a price, these pilots are willing to carry passengers from plane to plane.
Some of them are fiends, while others are the souls of dead creatures from the Material Plane.
THE INFINITE STAIRCASE
The Infinite Staircase is an extradimensional spiral staircase that connects the planes. An entrance to the Infinite Staircase usually appears as a nondescript door. Beyond the portal lies a small landing with an equally nondescript stairway leading up and down. The Infinite Staircase changes appearance as it climbs and descends, going from simple stairs of wood or stone to a chaotic jumble of stairs hanging in radiant space, where no two steps share the same gravitational orientation.
It is said that one can find one's heart's desire on the Infinite Staircase through diligent searching of each landing.
Doors to the Infinite Staircase are often tucked away in dusty, half-forgotten places that no one frequents or pays any attention to. On any given plane, there can be multiple doors to the Infinite Staircase, though entrances aren't common knowledge and are occasionally guarded by devas, sphinxes, yugoloths, and other powerful monsters.
Mount Celestia
The single sacred mountain of Mount Celestia rises from a shining Silver Sea to heights barely visible and utterly incomprehensible, with seven plateaus marking its seven heavenly layers. The plane is the model of justice and order, of celestial grace and endless mercy, where angels and champions of good guard against incursions of evil. It is one of the few places on the planes where travelers can let down their guard. Its inhabitants strive constantly to be as righteous as possible. Countless creatures aim to reach the highest and most sublime peak of the mountain, but only the purest souls can. Gazing toward that peak fills even the most jaded of travelers with awe.
OPTIONAL RULE: BLESSED BENEFICENCE
In contrast to the dissonance experienced by evil creatures here, good creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell.
Bytopia
The two layers of the Twin Paradises of Bytopia are similar yet opposite: one is a tamed, pastoral landscape and the other an untamed wilderness, yet both reflect the plane's goodness and its acceptance of law and order when necessary. Bytopia is the heaven of productive work, the satisfaction of a job well done. The goodness flowing through the plane creates feelings of goodwill and happiness in creatures dwelling there.
OPTIONAL RULE: PERVASIVE GOODWILL
At the end of each long rest taken on this plane, a visitor that is neither lawful good nor neutral good.
Elysium
Elysium is home to creatures of unfettered kindness and compassion, and a welcome refuge for planar travelers seeking a safe haven. The plane's bucolic landscapes glimmer with life and beauty in their prime. Tranquility seeps into the bones and souls of those who enter the plane. It is the heaven of well-earned rest, a place where tears of joy glisten on many a cheek.
OPTIONAL RULE: OVERWHELMING JOY
Visitors spending any time on this plane risk becoming trapped by overwhelming sensations of contentment and happiness. At the end of each long rest taken on this plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature is unwilling to leave the plane before taking another long rest. After three failed saving throws, the creature never willingly leaves the plane and, if forcibly removed, does everything in its power to return to the plane. A dispel evil and good spell removes this effect from the creature.
Beastlands
The Beastlands is a plane of nature unbound, of forests ranging from moss-hung mangroves to snow-laden pines, of thick jungles where the branches are woven so tight that no light penetrates, of vast plains where grains and wildflowers wave in the wind with vibrant life. The plane embodies nature's wildness and beauty, but it also speaks to the animal within all living things.
OPTIONAL RULE: HUNTER'S PARADISE
Visitors to the Beastlands find their hunting and stalking capabilities improved, and characters have advantage on Wisdom (Animal Handling), Wisdom (Perception), and Wisdom (Survival) checks while there.
OPTIONAL RULE: BEAST TRANSFORMATION
Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become transformed (as the polymorph spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can repeat the saving throw. On a successful saving throw, the creature returns to its true form. After three failed saving throws, the transformation can be undone only by a remove curse spell or similar magic.
Arborea
Larger than life, Arborea is a place of violent moods and deep affections, of whim backed by steel, and of passions that blaze brightly until they burn out. Its good-natured inhabitants are dedicated to fighting evil, but their reckless emotions sometimes break free with devastating consequences. Rage is as common and as honored as joy in Arborea. There the mountains and forests are extravagantly massive and beautiful, and every glade and stream is inhabited by nature spirits that brook no infringement. Travelers must tread lightly.
Arborea is home to many elves and elven deities. Elves born on this plane have the celestial type and are wild at heart, ready to battle evil in a heartbeat. Otherwise, they look and behave like normal elves.
Ysgard
Ysgard is a rugged realm of soaring mountains, deep fords, and windswept battlefields, with summers that are long and hot, and winters that are wickedly cold and unforgiving. Its continents float above oceans of volcanic rock, below which are icy caverns so enormous as to hold entire kingdoms of giants, humans, dwarves, gnomes, and other beings. Heroes come to Ysgard to test their mettle not only against the plane itself, but also against giants, dragons, and other terrible creatures that thunder across Ysgard's vast terrain.
Limbo
Limbo is a plane of pure chaos, a roiling soup of impermanent matter and energy. Stone melts into water that freezes into metal, then turns into diamond that burns up into smoke that becomes snow, and on and on in an endless, unpredictable process of change. Fragments of more ordinary landscapes-bits of forest, meadow, ruined castles, and even burbling streams-drift through the disorder. The whole plane is a nightmarish riot.
Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its walking speed in any direction by merely thinking of the desired direction of travel.
Limbo conforms to the will of the creatures inhabiting it. Very disciplined and powerful minds can create whole islands of their own invention within the plane, sometimes maintaining those places for years. A simpleminded creature such as a fish, though, might have less than a minute before the pocket of water surrounding it freezes, vanishes, or turns to glass.
The slaadi live here and swim amid this chaos, creating nothing, whereas githzerai monks build entire monasteries with their minds.
Pandemonium
Pandemonium is a plane of overwhelming chaos, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. Wind quickly extinguishes nonmagical open flames such as torches and campfires. It also makes conversation possible only by yelling, and even then only to a maximum distance of 10 feet. Creatures have disadvantage on any ability check that relies on hearing.
Most of the plane's inhabitants are creatures that were banished to the plane with no hope of escape, and the incessant winds have driven many to delirium and forced others to take shelter in places where the winds die down until they sound like distant cries of torment.
The Abyss
The Abyss embodies all that is perverse, gruesome, and chaotic. Its virtually endless layers spiral downward into ever more appalling forms.
Each layer of the Abyss boasts its own horrific environment. Although no two layers are alike, they are all harsh and inhospitable. Each layer also reflects the entropic nature of the Abyss. In fact, much of what one sees or touches on the plane seems to be in a decaying, crumbling, or corroded state.
The layers of the Abyss are defined by the demon lords who rule them, as the following examples illustrate.
More information about the demon lords can be found in the Monster Manual.
The Gaping Maw. Demogorgon's layer in the Abyss is a vast wilderness of brutality and horror known as the Gaping Maw, where even powerful demons are overcome by fear. Reflecting Demogorgon's dual nature, the Gaping Maw consists of a massive primeval continent covered in dense jungle, surrounded by a seemingly endless expanse of ocean and brine flats. The Prince of Demons rules his layer from two serpentine towers, which emerge from a turbid sea. Each tower is topped with an enormous fanged skull. The spires constitute the fortress of Abysm, where few creatures can venture without their minds being crushed.
Thanatos. If Orcus had his way, all planes would resemble his dead realm of Thanatos, and all creatures would become undead under his control. Under its black sky, Thanatos is a land of bleak mountains, barren moors, ruined cities, and forests of twisted black trees.
Tombs, mausoleums, gravestones, and sarcophagi litter the landscape. Undead swarm across the plane, bursting from their tombs and graves to tear apart any creatures foolish enough to journey here. Orcus rules Thanatos from a vast palace known as Everlost, crafted of obsidian and bone. Set within a howling wasteland called Oblivion's End, the palace is surrounded by tombs and burial sites dug into the sheer slopes of narrow valleys, creating a tiered necropolis.
The Demonweb. Lolth's layer is an immense network of thick, magical webbing that forms passageways and cocoon-like chambers. Throughout the web, buildings, structures, ships, and other objects hang as if caught in a spider's snare. The nature of Lolth's web creates random portals throughout the plane, drawing such objects in from demiplanes and Material Plane worlds
that figure into the schemes of the Spider Queen.
Lolth's servants also build dungeons amid the webbing, trapping and hunting Lolth's hated enemies within crisscrossing corridors of web-mortared stone.
Far beneath these dungeons lie the bottomless
Demonweb Pits where the Spider Queen dwells. There, Lolth is surrounded by her handmaidens -yochlol demons created to serve her and which outrank mightier demons while in the Spider Queen's realm.
The Endless Maze. Baphomet's layer of the Abyss is a never-ending dungeon, the center of which holds the Horned King's enormous ziggurat palace. A confusing jumble of crooked hallways and myriad chambers, the palace is surrounded by a mile-wide moat concealing a maddening series of submerged stairs and tunnels leading deeper into the fortress.
The Triple Realm. The Dark Prince Graz'zt rules over the realm of Azzagrat, which encompasses three layers of the Abyss. His seat of power is the fantastic Argent Palace in the city of Zelatar, whose bustling markets and pleasure palaces draw visitors from across the multiverse in search of obscure magical lore and perverse delights. By Grazzt's command, the demons of Azzagrat present a veneer of civility and courtly comity. However, the so-called Triple Realm holds as much danger as any other part of the Abyss, and planar visitors can vanish without a trace in its mazelike cities and in forests whose trees have serpents for branches.
Death Dells. Yeenoghu rules a layer of ravines known as Death Dells. Here, creatures must hunt to survive.
Even the plants, which must bathe their roots in blood, snare the unwary. Yeenoghu's servants, helping to sate their master's hunger as he prowls his kingdom seeking prey, capture creatures from the Material Plane for release in the Gnoll Lord's realm.
Carceri
The model for all other prisons in existence, Carceri is a plane of desolation and despair. Its six layers hold vast bogs, fetid jungles, windswept deserts, jagged mountains, frigid oceans, and black ice. All form a miserable home for the traitors and backstabbers that are trapped on this prison plane.
Hades
The layers of Hades are called the Three Glooms-places without joy, hope, or passion. A gray land with an ashen sky, Hades is the destination of many souls that are unclaimed by the gods of the Upper Planes or the fiendish rulers of the Lower Planes. These souls become larvae and spend eternity in this place that lacks a sun, a moon, stars, or seasons. Leaching away color and emotion, this gloom is more than most visitors can stand. The "Shadowfell Despair" rule earlier in the chapter can be used to represent a visitor's despair.
Gehenna
Gehenna is the plane of suspicion and greed. It is the birthplace of the yugoloths, which dwell here in great numbers. A volcanic mountain dominates each of the four layers of Gehenna, and lesser volcanic earthbergs drift in the air and smash into the greater mountains.
The rocky slopes of the plane make movement here difficult and dangerous. The ground inclines at least 45 degrees almost everywhere. In places, steep cliffs and deep canyons present more challenging obstacles.
Hazards include volcanic fissures that vent noxious fumes or searing flames.
Gehenna has no room for mercy or compassion. The fiends living here are among the greediest and most selfish in all the multiverse.
The 9 hells
The Nine Hells has nine layers. The first eight are each ruled by archdevils that answer to Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Avernus
No planar portals connect directly to the lower layers of the Nine Hells, by Asmodeus's orders.
As such, the first layer of Avernus is the arrival point for visitors to the plane. Avernus is a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and leave fuming impact craters behind. Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells met enemies on their native soil and prevailed.
The archduchess Zariel rules Avernus, supplanting her rival, Bel, who has fallen out of Asmodeus's favor and is forced to serve as Zariel's advisor. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to the Nine Hells by Asmodeus in accordance with some ancient contract (the terms of which are known only to Tiamat and the Lords of the Nine).
Zariel's seat of power is a soaring basalt citadel festooned with the partially incinerated corpses of guests who failed to earn the archduchess's favor. Zariel appears as an angel whose once-beautiful skin and wings have been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame.
Dis
Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged between sheer mountains rich with iron ore. Iron roads span and wend through the canyons, watched over by the garrisons of iron fortresses perched atop jagged pinnacles.
The second layer takes its name from its current lord.
Dispater. A manipulator and deceiver, the archduke is devilishly handsome, bearing only small horns, a tail, and a cloven left hoof to distinguish him from a human.
His crimson throne stands in the heart of the Iron City of Dis, a hideous metropolis that is the largest in the Nine Hells. Planar travelers come here to conspire with devils and to close deals with night hags, rakshasas, incubi, succubi, and other fiends. Dispater collects a piece of every deal through special provisions that are added to contracts signed on his layer of the Nine Hells.
Dispater is one of Asmodeus's most loyal and resourceful vassals, and few beings in the multiverse can outwit him. He is more obsessed than most devils with striking deals with mortals in exchange for their souls, and his emissaries work tirelessly to foster evil schemes in the Material Plane.
Minauros
The third layer of the Nine Hells is a stench-ridden bog. Acidic rain spills from the layer's brown skies, thick layers of scum cover its putrid surface, and yawning pits lie in wait beneath the murk to engulf careless wanderers. Cyclopean cities of ornately carved stone rise up from the bog, including the great city of Minauros for which the layer is named.
The slimy walls of the city rise hundreds of feet into the air, protecting the flooded halls of Mammon. The Archduke of Minauros resembles a massive serpent with the upper torso and head of a hairless, horned humanoid. Mammon's greed is legendary, and he is one of the few archdevils who will trade favors for gold instead of souls. His lair is piled high with treasures left behind by those who tried-and failed-to best him in a deal.
Phlegethos
Phlegethos, the fourth layer, is a fiery landscape whose seas of molten magma brew hurricanes of hot wind, choking smoke, and pyroclastic ash. Within the fire-filled caldera of Phlegethos's largest volcano rises Abriymoch, a fortress city cast of obsidian and dark glass. With rivers of molten lava pouring down its outer walls, the city resembles the sculpted centerpiece of a gigantic, hellish fountain.
Abriymoch is the seat of power for the two archdevils who rule Phlegethos in tandem: Archduke Belial and Archduchess Fierna, Belial's daughter. Belial is a handsome, powerfully built devil who exudes civility, even as his words carry an undercurrent of threat. His daughter is a statuesque devil whose beauty encases the blackest heart in the Nine Hells. The alliance of Belia. and Fierna is unbreakable, for both are aware that their mutual survival hinges on it.
Stygia
The fifth layer of the Nine Hells is a freezing realm of ice within which cold flames burn. A frozen sea surrounds the layer, and its gloomy sky crackles with lightning.
Archduke Levistus once betrayed Asmodeus and is now encased deep in the ice of Stygia as punishment.
He rules this layer all the same, communicating telepathically with his followers and servants, both in the Nine Hells and on the Material Plane.
Stygia is also home to its previous ruler, the serpentine archdevil Geryon, who was dismissed by Asmodeus to allow the imprisoned Levistus to regain his rule. Geryon's fall from grace has spurred much debate within the infernal courts. No one is certain whether Asmodeus had some secret cause to dismiss the archdevil or whether he is testing Geryon's allegiance for some greater purpose.
Malbolge
Malbolge, the sixth layer, has outlasted many rulers, among them Malagard the Hag Countess and the archdevil Moloch. Malagard fell out of favor and was struck down by Asmodeus in a fit of pique, while her predecessor, Moloch, still lingers somewhere on the sixth layer as an imp, plotting to regain Asmodeus's favor. Malbolge is a seemingly endless slope, like the sides of an impossibly huge mountain. Parts of the layer break off from time to time, creating deadly and deafening avalanches of stone. The inhabitants of Malbolge live in crumbling fortresses and great caves carved into the mountainside.
Malbolge's current archduchess is Asmodeus's daughter, Glasya. She resembles a succubus with her small horns, leathery wings, and forked tail. She inherited her cruelty and love of dark schemes from her father. The citadel that serves as her domicile on the slopes of Malbolge is supported by cracked pillars and buttresses that are sturdy yet seem on the verge of collapse. Beneath the palace is a labyrinth lined with cells and torture chambers, where Glasya confines and torments those who displease her.
Maladomini
The seventh layer, Maladomini, is ruin-covered wasteland. Dead cities form a desolate urban landscape, and between them lie empty quarries, crumbling roads, slag heaps, the hollow shells of empty fortresses, and swarms of hungry flies.
The Archduke of Maladomini is Baalzebul, the Lord of Flies. A bloated fiend with the lower body of an enormous slug, Baalzebul's form was inflicted on him by Asmodeus as punishment for wavering loyalty. Baalzebul is a miserable and degenerate monstrosity who has long conspired to usurp Asmodeus, yet has failed at every turn. He carries a curse that causes any deal made with him to lead to calamity. Asmodeus occasionally shows Baalzebul favor for reasons no other archduke can fathom, though some suspect that the Archduke of Nessus still respects the worthiness of this fallen adversary.
Cania
Cania, the eighth layer of the Nine Hells, is an icy hellscape, whose ice storms can tear flesh from bone. Cities embedded in the ice provide shelter for guests and prisoners of Cania's ruler, the brilliant and conniving archdevil Mephistopheles.
Mephistopheles dwells in the ice citadel of Mephistar, where he plots to seize the Throne of Baator and conquer the planes. He is Asmodeus's greatest enemy and ally, and the Archduke of Nessus appears to trust Mephistopheles's counsel when it is offered.
Mephistopheles knows he can't depose Asmodeus until his adversary makes a grave miscalculation, and so both wait to see what circumstances might turn them against each other. Mephistopheles is also a godfather of sorts to Glasya, further complicating the relationship.
Mephistopheles is a tall, striking devil with impressive horns and a cool demeanor. He trades in souls, as do other archdevils, but he rarely gives his time to any creatures not worthy of his personal attention. His instincts are as razor sharp as Cania's frigid winds, and it is said that only Asmodeus has ever deceived or thwarted him.
Nessus
The lowest layer of the Nine Hells, Nessus is a realm of dark pits whose walls are set with fortresses.
There, pit fiend generals loyal to Asmodeus garrison their diabolical legions and plot the conquest of the multiverse. At the center of the layer stands a vast rift of unknown depth, out of which rises the great citadel-spire of Malsheem, home to Asmodeus and his infernal court.
Malsheem resembles a gigantic hollowed-out stalagmite. The citadel is also a prison for souls that Asmodeus has locked away for safekeeping. Convincing him to release even one of those souls comes at a steep price, and it is rumored that the Archduke of Nessus has claimed whole kingdoms in the past for such favors.
Asmodeus most often appears as a handsome, bearded humanoid with small horns protruding from his forehead, piercing red eyes, and flowing robes.
He can also assume other forms and is seldom seen without his ruby-tipped scepter in hand. Asmodeus is the most cunning and well-mannered of archdevils. The ultimate evil he represents can be seen only when he wills it so, or if he forgets himself and flies into a rage.
Acheron
Acheron has four layers, each made of enormous iron cubes floating in an airy void. Sometimes the cubes collide. Echoes of past collisions linger throughout the plane, mingling with the sounds of armies colliding.
That's the nature of Acheron: strife and war, as the spirits of fallen soldiers join in endless battle against orcs devoted to Gruumsh, goblinoids loyal to Maglubiyet, and legions assembled by other warmongering gods.
Mechanus
On Mechanus, law is reflected in a realm of clockwork gears, all interlocked and turning according to their measure. The cogs seem to be engaged in a calculation so vast that no deity can fathom its purpose. Mechanus embodies absolute order, and its influence can be felt on those who spend time here.
Modrons are the primary inhabitants of Mechanus.
The plane is also home to the creator of the modrons: a godlike being called Primus.
Arcadia
Arcadia thrives with orchards of perfectly lined trees, ruler-straight streams, orderly fields, perfect roads, and cities laid out in geometrically pleasing shapes. The mountains are unblemished by erosion. Everything on Arcadia works toward the common good and a flawless form of existence. Here, purity is eternal, and nothing intrudes on harmony.
Night and day are determined by an orb that floats above Arcadia's highest peak. Half of the orb radiates sunlight and brings about the day; the other half sheds moonlight and brings on the starry night. The orb rotates evenly without fail, spreading day and night across the entire plane.
The weather in Arcadia is governed by four allied demigods called the Storm Kings: the Cloud King, the Wind Queen, the Lightning King, and the Rain Queen.
Each one lives in a castle surrounded by the type of weather that king or queen controls.
Hidden below Arcadia's beautiful mountains are numerous dwarven kingdoms that have withstood the passage of millennia. Dwarves born on this plane have the celestial type and are always brave and kindhearted, but otherwise they look and behave like normal dwarves.