Material Planes
It is believed by many that there are an infinite number of material planes, the following are just examples of a few.
On Toril (the heroic-fantasy world of the Forgotten Realms setting), fantastic cities and kingdoms stand amid the remains of ancient empires and realms long forgotten. The world is vast, its dungeons rich with history. Beyond the central continent of Faerûn, Toril includes the regions of Al-Qadim, Kara-Tur, and Maztica.
On Oerth (the sword-and-sorcery world of the Greyhawk setting), heroes such as Bigby and Mordenkainen are driven by greed or ambition. The hub of the region called the Flanaess is the Free City of Greyhawk, a city of scoundrels and archmagi, rife with adventure. An evil demigod, Iuz, rules a nightmarish realm in the north, threatening all civilization.
On Krynn (the epic-fantasy world of the Dragonlance setting), the return of the gods is overshadowed by the rise of the evil dragon queen Takhisis and her dragons and dragonarmies, which plunge the continent of Ansalon into war.
On Athas (the sword-and-sorcery world of the Dark Sun setting), a drop of water can be worth more than a human life. The gods have abandoned this desert world, where powerful sorcerer-kings rule as tyrants, and metal is a scarce and precious commodity.
On Eberron (the heroic-fantasy world of the Eberron setting), a terrible war has ended, giving rise to a cold war fueled by political intrigue. On the continent of Khorvaire, magic is commonplace, dragonmarked houses rival kingdoms in power, and elemental vehicles make travel to the far corners of the world possible.
On Aebrynis (the heroic-fantasy world of the Birthright setting), scions born from divine bloodlines carve up the continent of Cerilia. Monarchs, prelates, guildmasters, and great wizards balance the demands of rulership against the threat of horrible abominations born from the blood of an evil god.
On Mystara (a heroic-fantasy world born out of the earliest editions of the D&D game), diverse cultures, savage monsters, and warring empires collide. The world is further shaped by the meddling of the Immortals — former adventurers raised to nearly divine status.
On Ravnica, (the Magic the Gathering plane of Ravnica) Guilds form alliances and go to war to gain control of a worldwide cityscape; an ecumenopolis consisting of a patchwork of grand halls, decrepit slums, and ancient ruins, with layer upon layer of stonework.
On Theros (the Magic the Gathering plane of Theros) Legends a realm shaped by deities and the deeds of heroes. From the temples of omen-speaking oracles to the five realms of the Underworld, the champions of the gods vie for immortal favor and a place among the world’s living myths
On Exandria (the world of Matthew Mercer's Wildemount and Tal'dorei) A war brews on the continent of Wildemount that has withstood more than its fair share of conflict. The Dwendalian Empire and the Kryn Dynasty are carving up the lands around them and somewhere in the far corners of this war-torn landscape are secrets that could end this conflict and usher in a new age of peace—or burn the world to a cinder.
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