In the fantasy role-playing game Dungeons & Dragons, an Outer Plane is one of a number of general types of planes of existence. They can also be referred to as godly planes, spiritual planes or divine planes. The Outer Planes are home to beings such as deities and otherworldly creatures such as demons, celestials and devils. Each Outer Plane is usually the physical manifestation of a particular moral and ethical alignment and the entities that dwell there often embody the traits related to that alignment.

The intangible and esoteric Outer Planes—the realms of ideals, philosophies, and gods—stand in contrast to the Inner Planes, which compose the material building blocks of reality and the realms of energy and matter.

All Outer Planes are spatially infinite but are composed of features and locations of finite scope. Many of these planes are often split into a collection of further infinites called layers, which are essentially sub-planes that represent one particular facet or theme of the plane. For example, Baator's geography is reminiscent of Hell as depicted in Dante's The Divine Comedy. In addition, each layer may also contain a number of realms. Each realm is the home to an individual deity, or occasionally a collection of deities.

Contents

Standard D&D cosmology [link]

The standard Dungeons & Dragons (D&D) cosmology contains seventeen Outer Planes. Cosmologically, they are arranged in a ring of sixteen planes with the Good-aligned planes, or Upper Planes at the top, and the Evil-aligned planes, or Lower Planes at the bottom. The Lawful planes (or Planes of Law) sit to the left, and the Chaotic planes (or Planes of Chaos) to the right. Between all of these sit the Neutral planes, or the Planes of Conflict. One further plane sits in the centre of the ring, the Outlands, being neutral in alignment. At the center of the Outlands is a Spire of infinite height; the city of Sigil floats above the Spire's pinnacle. The standard D&D cosmology is the official cosmology used in the Planescape and Greyhawk campaign settings. Many of the alternative names derive from the 1st-edition Manual of the Planes (1987, ISBN 0-88038-399-2), and the in-game explanation given in the Planescape setting is that these names are used by the "Clueless", or characters from the Prime Material unfamiliar with the planes.

Outer Planes
Celestia Bytopia Elysium Beastlands Arborea
Arcadia ↑Good↑ Ysgard
Mechanus ←Lawful Outlands Chaotic→ Limbo
Acheron ↓Evil↓ Pandemonium
Baator Gehenna Hades Carceri Abyss


Name Alternative Name(s) Alignment Description Notable native inhabitants
Elysium Blessed Fields Neutral good The plane of peace and unadulterated goodness.
  • Guardinals - noble immortal humanoids with bestial features
  • Pelor - The sun-deity
The Beastlands Happy Hunting Grounds Neutral good / Chaotic good The plane of idealized nature.
Arborea Arvandor, Olympus, Olympian Glades Chaotic good Fey realm of passion, abundance and nature's caprice.
Ysgard Asgard, Gladsheim, Heroic Domains Chaotic neutral / Chaotic good The eternal battleground where true heroes prove their valor.
Limbo Plane of Ever-Changing Chaos Chaotic neutral An alien, anarchistic and unpredictable plane.
Pandemonium Plane of Windswept Depths Chaotic evil / Chaotic neutral An infinite network of pitch-black catacombs, with winds that drive men mad.
The Abyss Plane of Infinite Layers Chaotic evil Evil lands of shocking perversity and unpredictable horror.
  • Tanar'ri Demons - Mortal enemies of the Baatezu
  • Obyrith Demons - Lovecraftian ancestors to the Tanar'ri
  • Loumara Demons - Newest race of demons born by the dying dreams of evil gods
  • Lolth - Spider Goddess of the Drow
  • Demogorgon - Beastly Prince of Demons
  • Graz'zt - The Dark Prince
  • Orcus - The Demon Lord of the Undead
  • Iggwilv - Witch Queen of Perrenland, Mother of Demigod Iuz. Infamous author of the blasphemous Demonomicon. The true identity of Tasha, member of the infamous adventuring group known as the Company of Seven.
Carceri Tarterus, Tartarus Neutral evil / Chaotic evil Liars, cheats and traitors are imprisoned here by their own deceptions.
  • Nerull - God of murder and darkness
  • Titans exiled from Olympus
  • Demodands (Gehreleth)
  • Yugoloths - presence largely confined to Othrys
The Gray Waste Hades Neutral evil Here, all emotion and compassion is drained away, until only hopelessness, selfishness and apathy remain as baatezu and tanar'ri meet and clash in a colorless expanse.
Gehenna Plane of Bleak Eternity Neutral evil / Lawful evil Volcanic realm of evil schemes and merciless cliffs.
Baator Hell; The Nine Hells Lawful evil A realm of oppression, torment, and diabolical plots
  • Baatezu (Devils) - mortal enemies of the Tanar'ri
  • Tiamat - The Chromatic Dragon
  • Kurtulmak - God of Kobolds
  • Asmodeus - Lord of the Ninth. Previously believed to have used the name Satan as one of numerous aliasis.
Acheron The Infernal Battlefield Lawful neutral / Lawful evil A plane of constant, pointless war, where identity is forever lost.
Mechanus Nirvana Lawful neutral This clockwork plane is the ultimate in order; scholars and constructs live here.
Arcadia The Land of Perfect Order, Plane of Peaceable Kingdoms Lawful neutral / Lawful good A peaceful place where all live in harmony; consequently, it is quite dull.
Mount Celestia The Seven Heavens Lawful good Countless paladins and saints have ascended here.
Bytopia Twin Paradises Neutral good / Lawful good Gnomes and other industrious folk dwell here.
The Outlands Plane of Concordant Opposition True Neutral The plane between all other outer planes.

Alternative theories [link]

Within the D&D setting, theories of organization of the Outer Planes vary according to culture. Nordic lands see the plane of Ysgard as dominant over all others, in accordance with the importance they ascribe the powers there. Some Oriental lands see the planes not as separate regions, but as a single mass throughout which are scattered different agencies of the Celestial Bureaucracy, with the Celestial Emperor residing on one plane, and his Minister of State on another.

Forgotten Realms cosmology [link]

The Forgotten Realms cosmology was originally the same as that of a standard Dungeons & Dragons campaign. The cosmology for the 3rd edition of D&D was altered substantially so that it contained twenty-six Outer Planes, arranged in a tree-like structure around the central 'trunk' of the material plane of Toril. Unlike the Outer Planes of the standard D&D cosmology which were heavily alignment-based, the Outer Planes of the Forgotten Realms cosmology were faith-based. The planes of the Forgotten Realms were retooled in the 4th edition to match the new default cosmology, with many of the planes or realms being relocated to the Astral Sea, and a handful now located in the Elemental Chaos.

  • The Gates of the Moon
  • Golden Hills
  • Green Fields
  • Hammergrim
  • Heliopolis
  • The House of Knowledge
  • The House of Nature
  • The House of the Triad
  • Jotunheim
  • The Nine Hells
  • Nishrek
  • The Supreme Throne
  • Warrior's Rest

Eberron cosmology [link]

This is a description of the Eberron Cosmology prior to the Eberron fourth edition rules. For 4th edition cosmology information, please see World of Eberron.

The Eberron cosmology, used in the original Eberron campaign setting, contained thirteen Outer Planes in 3rd edition, and gained at least two for 4th edition under the new cosmology. They exhibit traits similar to those of the standard D&D cosmology but also some (Irian, Mabar, Fernia, and Risia) appear more like Inner Planes. The cosmology was unique in that the Outer Planes orbited around Eberron through the Astral plane, now they are floating like other planes in the Astral sea. As they orbited, their overlap with the material plane changed and access to those planes became easier or restricted.

Name Alignment Enhanced magic Impeded magic Coterminous / Remote / Orbit
Daanvi, the Perfect Order Law (strong) Lawful Chaotic 100 years / 100 years / 400 years
Dal Quor, the Region of Dreams None Illusion None never / always / off orbit
Dolurrh, the Realm of the Dead None None All 1 year / 1 year / 100 years
Fernia, the Sea of Fire Evil Fire Cold 1 month / 1 month / 5 years
Irian, the Eternal Day None Positive energy Negative energy 10 days / 10 days / 3 years
Kythri, the Churning Chaos Chaos (strong) Chaotic Lawful erratic / erratic / erratic
Lamannia, the Twilight Forest None Druidic None 7 days / 7 days / 1 year
Mabar, the Endless Night None Negative energy Positive energy 3 days / 5 days / 5 years
Risia, the Plane of Ice Evil Cold Fire 1 month / 1 month / 5 years
Shavarath, the Battleground Varies Weapon-related Pacifying, charms 1 year / unknown / 36 years
Syrania, the Azure Sky Good (strong) Good Evil 1 day / 1 day / 10 years
Thelanis, the Faerie Court None Arcane None 7 years / 14 years / 225 years
Xoriat, the Realm of Madness Evil None None unknown / unknown / millennia
Thelanis, the Feywild[1]
Dolurrh, the Shadowfell[1]

See also Chapter 5 of the Eberron Campaign Setting[2]

Like most other D&D campaign settings, in 3rd edition D&D Eberron has a number of planes. Besides the Prime Material Plane, the Ethereal Plane, the Plane of Shadow, and the Astral Plane, the Eberron Campaign Setting has thirteen relatively unique planes. Gates or portals to any of the planes are very rare. These thirteen planes metaphysically orbit around Eberron, and depending on their current location are considered in one of four states.[3]

  • Waxing/Waning - The plane is either approaching or moving away from Eberron. Planar travel occurs as normal.
  • Coterminous - The plane actually touches Eberron, and certain effects are strengthened in Eberron. Also, it may be possible to travel between planes by going to an appropriate spot. For example, when Risia, the Plain of Ice is coterminous, one may enter the plane from Eberron by walking into a blizzard. Because of seals placed by the Gatekeeper druids, Xoriat, the Realm of Madness, is incapable of becoming coterminous with Eberron.
  • Remote - The plane is furthest from Eberron, and certain effects are weakened in Eberron. Also, reaching a remote plane with the spell plane shift is difficult and requires a high Spellcraft DC check. Because of the conflict between the Quori and the giants of Xen'drik, Dal Quor is always considered remote from Eberron.

4th Edition Cosmology [link]

In the 4th Edition, most of the Outer Planes have been replaced by Astral Domains in the Astral Sea. Known Astral Domains include Celestia and the Nine Hells. The Abyss is an exception; it is now located in the Elemental Chaos.

Footnotes [link]

See also [link]

References [link]

  • Baker, Richard; Wyatt J. (2004). Player's Guide To Faerûn. Wizards of the Coast. ISBN 0-7869-3134-5. 
    • Baker, Keith (2004). Eberron Campaign Setting. Wizards of the Coast. ISBN 0-7869-3274-0. 

https://wn.com/Outer_Plane

The Abyss

The Abyss is a 1989 American science fiction film written and directed by James Cameron, starring Ed Harris, Mary Elizabeth Mastrantonio, and Michael Biehn. When an American submarine sinks in the Caribbean, the US search and recovery team works with an oil platform crew, racing against Russian vessels to recover the boat. Deep in the ocean, they encounter something unexpected.

This movie released on August 8, 1989 and received positive reviews, but underperformed at box office.

Plot

In 1988, the US submarine USS Montana has an encounter with an unidentified submerged object and sinks near the Cayman Trough. With Soviet ships moving in to try to salvage the sub and a hurricane moving over the area, the US government opts to send a SEAL team to Deep Core, a privately owned experimental underwater drilling platform near the Cayman Trough to use as a base of operations. The platform's designer, Dr. Lindsey Brigman, insists on coming along with the SEAL team, despite her estranged husband Virgil "Bud" Brigman being the current foreman.

Abyss

Abyss may refer to:

Sciences

  • Abyssal plain, a flat area on the ocean floor
  • Abyssal zone, a deep extent of the sea
  • Abyssinia (disambiguation), various uses, including an old name for Ethiopia
  • AUV Abyss, an autonomous underwater research vehicle
  • Philosophy

  • Abyss (religion), a bottomless depth
  • Abyss (Thelema), a spiritual principle within the system of Thelema
  • Literature

  • The Abyss (Orson Scott Card novel), a science fiction novel by Orson Scott Card, based on the 1989 James Cameron film of the same name
  • The Abyss (Marguerite Yourcenar novel), a 1968 historical novel by Marguerite Yourcenar
  • "The Abyss", a horror short-story by Robert A. W. Lowndes
  • Abyss (Star Trek novel), a 2001 Star Trek novel
  • Abyss (Star Wars novel), a 2009 Star Wars novel
  • Movies and television dramas

  • The Abyss (1910 film), a 1910 Danish silent film starring Asta Nielsen
  • The Abyss (1988 film) (L'Œuvre au noir), a 1988 French-Belgian film
  • The Abyss, a 1989 science fiction deep-sea adventure movie directed by James Cameron
  • Xenosaga

    Xenosaga (ゼノサーガ Zenosāga) is a series of science fiction video games developed by Monolith Soft and published by Bandai Namco. Xenosaga's main story is in the form of a trilogy of PlayStation 2 video games. There have been three spin-off games and an anime adaptation. The Xenosaga series serves as a spiritual successor to the game Xenogears, which was released in 1998 for the PlayStation by Square. The creator of both Xenogears and Xenosaga is Tetsuya Takahashi, who left Square in 1998 along with Hirohide Sugiura. Using funds from Namco, they started MonolithSoft and the Xenosaga project.

    The first game in the trilogy, Episode I: Der Wille zur Macht was released in February 2002 in Japan, and in February 2003 in North America. Xenosaga Freaks, a lighthearted game with a playable demo for Episode II, was released in April 2004 in Japan, but was not released elsewhere. Episode II: Jenseits von Gut und Böse was released in June 2004 in Japan and February 2005 in North America. Xenosaga: The Animation, an anime based on Episode I, premiered on TV Asahi in Japan on January 5, 2005. Xenosaga Pied Piper, a three chapter-long cellphone-based game depicting the history of cyborg "Ziggurat 8" 100 years before the start of Episode I, was released in Japan in July 2004. Released on July 6, 2006, Episode III: Also sprach Zarathustra is the final title in the Xenosaga series; six episodes were originally projected, but by the time Episode III was released, Namco had already established that it would be the last entry, effectively halving the series. A retelling of the first two episodes titled Xenosaga I & II was released on the Nintendo DS in March 2006 in Japan.

    Abyss (2012 video game)

    Abyss is an action and adventure game for the Wii U and Nintendo DSi. It was developed and published by EnjoyUp Games.

    External links

  • Abyss Nintendo Website
  • RuneScape

    RuneScape is a fantasy massively multiplayer online role-playing game (MMORPG) developed and published by Jagex, released originally in January 2001. RuneScape is a graphical browser game implemented on the client-side in Java, and incorporates 3D rendering. The game has had over 200 million accounts created and is recognised by the Guinness World Records as the world's largest free MMORPG and the most-updated game.

    RuneScape takes place in the world of Gielinor, a medieval fantasy realm divided into different kingdoms, regions, and cities. Players can travel throughout Gielinor via a number of methods including on foot, magical spells, or charter ships. Each region offers different types of monsters, resources, and quests to challenge players. The game's fictional universe has also been explored through a tie-in video game on another of its maker's websites, FunOrb, Armies of Gielinor, and the novels Betrayal at Falador,Return to Canifis, and Legacy of Blood.

    Players are represented in the game with customisable avatars. RuneScape does not follow a linear storyline; rather, players set their own goals and objectives. Players can choose to fight non-player character (NPC) monsters, complete quests, or increase their experience in the available skills. Players interact with each other through trading, chatting, or by participating in mini-games and activities, some of which are competitive or combative in nature, while others require cooperative or collaborative play.

    Podcasts:

    PLAYLIST TIME:

    Satan's Majestic Empire

    by: The Abyss

    {to} Lucifer {I obey/I pay/obeyed}
    Sons of fire will rise
    Hell abducted god
    From filthy lands of paradise
    Don't rigorize and ...
    Lands of god I s{?}ay
    Sanctify my morbid life
    ... of {price/prize}
    Satan
    Dead I {born/burn} in sacrifice
    I {born/burn} I'm ... is...
    Bleed for me
    My soul abducted
    I bring on winds of hate
    {Burst {from/of}} the arrival of Satan's majestic empire
    Lucifer obeyed
    Sons of fire will rise
    Hell abducted god
    {from} filthy lands of paradise
    Rigorize {and} ...
    Lands of god I {hate}
    Sanctify my {morbid} life
    Heaven {on} fire
    Satan
    ... I ... in ...
    I ...
    Bleed for me
    My soul aburn
    My ... is sprayed




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