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Contents
- 2 Beyond the Material
- 2.4 Outer Planes
The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the planes of existence. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane.
Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods.
The Staff of the Lower Planes is made of gray ash seamlessly grafted to a ram’s skull, both as hard as iron. It can magically change in size to better conform to the grip of its user. Dark Attunement. The process of attuning to the staff involves first soaking it in the water of the River Styx. This causes the staff to momentarily animate. The Different Planes of Existence in the Universe. Various configurations of energy are where we need to be to explain the difference between a physical and a nonphysical universe. The energy in the nonphysical universe is much less dense than in a physical universe. So, on a nonphysical plane, you have much more freedom in manipulating energy.
Finally a new playable build of Planes of Existence! It's been a long while (but productive).In this video we're taking a look at the game systems that are g. Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They’re not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world. The sixth Plane of existence. This is the plane of the Laws that create the very fabric of the universe, such as the Law of Time, the Law of Magnetism, the Law of Gravity, the Law of Light, and many more. The fifth Plane of existence. This is the plane of the divine and semi-divine beings, the plane of the masters, such as Jesus Christ and the. Windows games, Vintage computer games, Role playing games 'Quenzar's Caverns is a shareware product copyrighted and sold by Pulse Ventures Ltd. This game allows you to evaluate the game for an indefinite period of time as it will let you play a static dungeon over and over again.
Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. Viking facebook tool serial key. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
The Material Plane
The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.
The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic–wasted desert planets and island–dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.
Beyond the Material
Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They’re not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.
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Planar Travel
When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.
Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.
Spells: A number of spells allow direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches—such as the Elemental Planes. And the astral projection spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.
Portals: A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog– shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations— circles of standing stones, soaring towers, sailing ships, or even whole towns—that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).
Transitive Planes
The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as etherealness and astral projection allow characters to enter these planes and traverse them to reach the planes beyond.
The Ethereal Plane is a misty, fog–bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the see invisibilityand true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as forcecage and wall of force. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.
The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
Inner Planes
The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four Elemental Planes—Air, Earth, Fire, and Water—form a ring around the Material Plane, suspended within the churning Elemental Chaos.
At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form—great expanses of solid earth, blazing fire, crystal–clear water, and unsullied air. These regions are little–known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
Outer Planes
If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such 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 are not 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 sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.
Even in those 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 the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.
Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to 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 most well–known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.
Outer Planes
The planes with some element of good in their nature are called the Upper Planes. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the Lower Planes. Fiends such as demons and devils dwell in the Lower Planes. A plane’s alignment is its essence, and a character whose alignment doesn’t match the plane’s experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.
Demiplanes
Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don’t seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as demiplane, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a plane shift spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The gate spell is more reliable, assuming the caster knows of the demiplane.
Rifts – tears in the fabric of reality – erupt where the elemental planes of existence collide with Telara. Each creates a doorway for invasion, a portal for otherworldly armies bent on conquest and destruction. Leading those armies are generals of the Blood Storm, mighty thralls of the dragon gods and sworn enemies of the Ascended.
PLANE OF FIRE

Fire rifts erupt and flare across the sky like imperial suns, scorching away grass and soil, searing the land that remains into cracked, ashen bedrock. Goblins and elementals, the minions of Maelforge, scramble from the rifts toward all that will burn. Somewhere, their dragon god smiles, his passion for chaos and destruction inflamed.
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PLANE OF EARTH
The spires of Earth rifts dazzle with precious minerals and gems, lures that draw the greedy into the arms of waiting horrors. Orelings and troglogdytes, trolls and golems stand ready to invade Telara. There, they will collect the body of Laethys, dragon god of Earth, piece by shining piece …
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PLANE OF LIFE
Greenscale the Primeval is the relentless enemy of civilization, hating any structure that coddles the weak or hobbles the strong. Rifts from his wild Plane or Life loose chaotic and destructive forces of nature, disgorging twisted beasts and spiked vines that tear through native creatures and Ascended alike.
PLANE OF DEATH
Death rifts spread unmatched terror and despair, disgorging armies of vampires and bone dragons across Telara. These invaders are compelled by the Endless Court to harvest viscera and souls for Regulos’s new body – one that will be invincible if allowed to escape the Plane of Death.
PLANE OF AIR
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Crucia seeks to remake the fabric of the planes and loose her Storm Legion on all who oppose her dominion. Those who are fortunate will be crushed by boulders riding the razor winds of her Air Rifts. Others will be snatched up by her winged beasts and carried through the portals to a fate far worse.
PLANE OF WATER
Water rifts writhe across the great oceans, above deserts, forests, and vales. Their foul tentacles thrash as the portals pour monstrous Cephalons into Telara. Each longs to find Akylios, mad god of Water, and slithers with haste to uncover his tomb.
Nightmare Tide
A porticulum to the Plane of Water has opened, allowing Telarans level 58 or higher to explore the realm of the mad god of Water, Akylios, if they dare.
Goboro Reef
On the other side of the Infinity Gate lies Goboro Reef, a majestic zone teeming with life from the wells of Atragaria to the spires of Gyel Fortress. It’s an environment full of hidden nooks, stunning surprises, and nightmarish denizens dying to make your acquaintance.
Draumheim
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Draumheim is the phantasmagorical home of the Onir, dream-beings born in the collective unconscious of sleeping Telarans. It is a bizarre city, vibrant and sprawling, where every whim is given life and every desire indulged. Some of its residents are well-adjusted souls who have lived happily under Kondraum, the zone’s sovereign leader. Others have been less fortunate.
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Tarken Glacier
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Far above the sand and fire of Goboro Reef, beyond the riots in the streets of Draumheim, the ancient bulk of Tarken Glacier reaches dizzyingly into the crown of the planar sky. It is legendary. It is behemoth. And its secrets will take you to the edge of the cosmos itself.