These planes lie on the alignment cross, each one being not quite the endpoints of the Morality or Virtue
Fire (Neutral Evil): The Birthplace of Gnar
Water (Neutral Good): The Birthplace of Jinsei
Air (Chaotic Neutral): The Birthplace of Huru-Hara
Earth (Lawful Neutral): The Birthplace of Magos
The planes of energy lie beyond the physical realms of reality but are the sources of all energy in the universe. All lands and planes draw from the energy of the two planes of energy.
Positive (True Neutral): This oasis of pure positive energy is uninhabited by living beings, instead it is called upon by clerics and other spell casters to channel its healing energy.
Negative (True Neutral): The collection of negative energy has no natives and is used by clerics and other spellcasters to channel the energy in order to destroy that which is living.
These planes allow for the travel between different planes where a direct portal is not possible.
Astral: “Path of Leaves” demi-plane of Psychic, demi-plane of Ki. The color of this world has been leached out and time seems to pass slower in this land the trees surrounding you swaying in slow motion. Upon the ground glowing leaves guide the traveler to his destination.
Ethereal: “Land of the Lost”, lining the planes of the Material and the immaterial. Here lies the souls not reaped by the servants of death and those too bound to their earthly lives to leave their bodies behind.
Shadow (Neutral Evil): A shadow of its brother, the material plane. Within the shadow plane the world of its brother is mirrored. The dwelling place of Fetchlings.
Fate (Lawful Neutral): “The Halls of Judgment” Here the souls are delivered and judged for their lives on earth. Beings of all kinds enter here to judge and plea on the behave of the dead so that their dwelling may be suitable for their crimes against the eternal law.
Mirror (True Neutral): “The Tesseract” housed at the convergence of time and matter the plane of mirrors displays every difference that can, have, or ever will take place. It is most easily accessed through the plane of Dreams.
Dream (Chaotic Neutral): Built by the minds of the dreamers the Realm of Dreams flows through the minds of those who sleep allowing the gods, spirits, and mortals to experience a world unbound by laws or reality.
These planes are the endpoints on each of the axis. No travel can be made to these endpoints since the sheer power of the place will destroy even a god. They can, however, be observed from a far.
Good (Neutral Good): Dwelling in the skies above the Heavenly Realm and even the throne of light, its energy radiates and fills the heavens with its glow. It has said to exist before the heavens were made and was the beginning of all things.
Evil (Neutral Evil): In the depths of the abyss, below the neverending chasm, is the plane of Evil. It lies just beyond the reaches of light and even demons speak of it with fear.
Law (Lawful Neutral): A place of pure law, this absolute plane holds the truths of all reality and from it radiates the understanding of an undeniable natural law.
Chaos (Chaotic Neutral): Arguably a place of pure anarchy, the absolute plane of chaos cannot be described nor understood as all other planes seem tame by comparison.
Everything (True Neutral)
Nothing (True Neutral)
This term is used to describe all other planes that don’t fit any other descriptions.
Abyssal (Chaotic Evil): “The Abyss” serves as the prison for Gnar, the god of fire and death. Within the never ending darkness are born demons crazed by the anger of Gnar, made evil by their hate for all things.
Celestial (Lawful Good): “Heaven” is usually divided between the the Upper and Lower planes of heaven. “Heaven” describes the lower plane while “Throne of Light” describes the upper plane.
Temporal (True Neutral): “The Great Sand Sea” This plane is technically the axis of time and acts as a transitive plane. Traveling the temporal plane allows one to travel the axis of Time.
Arcane (Lawful Neutral): “The Mystic Realm” was created by Magos as a Utopian paradise which his followers dwell in. It is in this realm the Creatoma is held and holds the script to all reality and is the template for magic used in all other planes.
Natural (Chaotic Neutral): “The Wildlands” home of the Fey, this plane holds the entirety of Jinsei’s potential to create life. It is here that she and her daughter, Koya were left to create life without limits resulting in a place where the colors are a bit brighter, the darkness a bit deeper and every living thing just a bit stranger.
Infernal (Lawful Evil): “Hell”, created from the corpse of Diadac the eternal land of suffering where damned souls spend eternity.
Darkness (Neutral Evil):
Light (Neutral Good): “The Throne of Light” the realm of Areluma
Forgotten (True Neutral): Home of the Elder Dragon: “The Forgotten One”
Day: Home of Arst
Night: Home of Guhl
Emotion (Chaotic Neutral): Land of numerous demi-planes that match different emotions.
Elder (Non-Aligned): The Elder Plane defies the laws of nature and exists outside of time, virtue, morality, quantity, and energy. Unbeholdable and unknowable things such as the Elder Gods. No transitive planes reach here, yet from it power and aberrations flow.
“Illumire” The material plane is the most unique Quasi-plane as it is a convergence of the elemental and transitive planes. The Material Plane is made up of numerous lands and people. Also unique in the Material plane is the fact that it is Conterminous and merges with other planes and specific points.
Surface Lands: The most highly populated of the layers, the surface lands are inhabited by the prominent races of the world and is has been the center of most of history.
The Great Below: The Great Below is a series of large intersecting caverns where the dark and depraved races corrupted by the convergence of the Material and Shadow planes make a living.
Skymountians: The elusive floating mountains form the home of the various celestial and flying races. From these mountains some may get lost and find themselves walking alongside gods and angels in heaven.
The Deep Sea: The deep darkness of the deep sea houses eldritch beings bound or hiding in the sea. Defined by the huge pressure of the sea and the lack of light, the sea holds secrets even the most devoted explorer could never find.