These immigrated denizens have built islands or even fortresses that float through magical means throughout the plane like the Citadel of Ice and Steel. The most common denizens of this plane are complete invisible, but outside of the natives are the immigrated djinn, aarakocra, mephits, arrowhawks, and other material creatures with flight. Pockets of steam, mist, smoke, poison, or other vapors occasionally appear outside of the majestic sapphire sky that surrounds everything. This resource won't go into more detail about each para and quasi plane, but will talk about the 6 major elemental planes.Ī plane of pure atmosphere that is essentially entirely air. Combined with the 4 Para-elemental and 8 Quasi-elemental planes the Elemental Planes are a diverse environment home to creatures who thrive in their natural element. The elemental planes are the group of six planes placed on the inner-most sphere of the Great Wheel Cosmology outside the Ethereal Plane.
![inner sea world guide waters of maddening inner sea world guide waters of maddening](https://i.ytimg.com/vi/0uNMTTLQ-94/maxresdefault.jpg)
Creatures inhabiting these planes typically could survive well in that plane's environment. A conglomeration of the central aspects of physical reality creates a vivid and intense set of landscapes. The Inner Planes contain some of the most hostile environments. The Outer planes are interconnected by the Astral plane at the first layer and are organized by alignment in a wheel radiating outwards from a center of true neutrality, hence the name Great Wheel. Between each elemental plane, not within the elemental chaos, are the para-elemental planes which tend to be a combination of the neighboring elemental planes. The wax holding together the inner planes is the Ethereal plane while the Elemental Planes are surrounded by an Elemental Chaos, an amalgamation of all things chaos where some outer planes reside within. The closest Inner planes are often mirror images or renditions of the Prime Material while further out they are are described as pure elemental descriptions. Traveling between planar domains is done by the use of a Transitive Domain, color pool, or conjuration magic. This structure doesn't actually tell you how each of the planes are actually connected, but does tell you how related each plane is to the Prime Material. General CosmologyĪlongside older renditions of the FR cosmology is the Great Wheel Cosmology, which describes a planescape that supports all pantheons and all planes residing in somewhat concentric spheres. Use the FR wiki, Dungeon Master's Guide, and Mordenkainen's Tome of Foes alongside this resource. Typically the generic cultures of known fantasy tropes aren't used and some research must be done to create a character that matches the plane they come from.įorget everything you know and dive headfirst into this summary of the Forgotten Realms Cosmology. Making Planar characters is no easy feat in any setting.