We’re at the final part. Here lie all the odd planes, the small planes, and the ones that just didn’t fit in anywhere else.
This is part of my celebratory 100 planes for my 100th post. If you want more lesser known extraplanar locations, click below!
- Part One (1-20): The Elements
- Part Two (21-39): Small Worlds
- Part Three (40-60): Inner Planes
- Part Four (61-80): Heavenly Realms
- Part Five (81-101): Miscellaneous
The Apocalypse Planes
There are many material planes that started out similar to ours. But history takes a different course in each, and some have met grim ends. These planes are not small, but they are empty, and little differentiates one location from another.
81. The Dark. This plane is temporally displaced, the arrow of time has flown much, much farther here. There is no sun. There are no stars. Only hunks of black rock floating in an endless nothing. There is no air, no food, no fuel.
82. The Carnage. At first, this place appears normal. Beautiful even. Wildlands and animals abound. But under a thin layer of loam you will find the truth. Mountains of bone. Valleys carved by war machines. Nothing sapient is left alive here, and all of their great works lie in shambles.
83. The Burn. Initially misidentified as a remote corner of the plane of fire, this world was scorched clean. It’s impossible to tell what the cause was, as only bent and blackened metal remains of the people that used to live here.
84. The Toxin. The air is black and grasping. The water is thick with sludge. The rain scalds the skin. This world was overtaken by manmade poisons that choked out those who made them. The only life that remains are thick forests of poisonous plants, insects, and fungi.
85. The Children. The most inhabited of the dead planes. This plane is inhabited by artifice alone, endlessly slaving away at tasks set for them by long dead masters. They churned through all the plants and animals at the people’s directive, and when they ran out of materials they ran their masters through the machines instead. Tread carefully so you’re not turned into sausages.
86. The Buffet. A plane where everything is food. You enter the plane through a fine sugary mist to a large and lush island. There are rivers of soup, trees with lettuce leaves and chocolate bark. The “animals” are often ambulatory cooked meat, or animated vegetables. The snow atop the island is ice cream.
The only exception is the locals, a race of sapient cookware golems. Plates, knives, a family of cantankerous ovens, etc.
The plane was created in a freak accident by a cleric who ascended to sainthood in the middle of casting a powerful homemade version of Create Food and Drink.
87. Elemental Plane of Cookery. Situated at the border between the Buffet and the Plane of Fire. An enormous slab of extremely hot metal. Ingredients pour down from the Buffet and are cooked here by the Cooking Titans, giant cooking golem gods worshipped in the plane above. The food is given to divine messengers, and served all across the heavens.
It’s obviously extremely hazardous here. You have to stay afloat on the freshest ingredients, before the butter melts or the lettuce softens. Meat cooks slowly, so is fairly safe, but watch out for when a Titan comes to flip it. The plane is finite, so it is very possible to go out of the frying pan and into the fire. There are some oases of safety on the plates the food is served on, but those are precipitously close to the edge.
88. The Hallway. A windowless hallway, around thirty feet long. Occasionally, while portalling between planes, one will instead teleport to one end of the hallway via the door. The door at the other end always leads to the intended destination. Strangely, it is always the same hallway, no matter which planes you were travelling between. Attempts to breach the walls typically end with wizard paste scattered across the astral plane.
89. Where the Road Ends. By all accounts, and in any way you could detect it, this is a border plane. The issue is that it’s a border between anywhere and nowhere. It can appear as a border realm for any plane, with a pathway back behind you.
At the end of the short little road, you’ll find the gateway, just as you would in any other border. But it’s a gateway to nothing. Not the void, you won’t get sucked in. And it’s not a wall, you’re sure that it could be stepped through. But it can’t. Your body and brain can’t find a way to step through the gate, no matter how you look at it. It simply goes nowhere.
90. The Monkey House. An ancient manor house with walled grounds. Outside the walls, there is a sheer drop away into clouds. The only permanent resident of the house is a serene, elderly, very large macaque monkey dressed in formal clothes.
The monkey seems to have the intelligence of a chimpanzee, with a calm demeanor. It will exchange old coins for fruits and nuts, and will let you stay in a guest bedroom if you hang out with it.
91. The Quiet Sea. An endless expanse of ankle deep water, perfectly still. A broad expanse of blue sky dotted with a rare cloud stretches out to the horizon, and reflects in the still water. The sea is truly empty, unless you run across another rare traveller passing through.
92. Crystal Gardens. An intricate flower garden inside a demiplane. Each flower is made of crystal and gemstone. If a fight spills over into this plane, be careful, stepping in the flowerbeds can be lethal. The petals are sharp as glass, but won’t break as easily.
The garden is tended by a trio of friendly earth elementals. They claim each flower takes over a decade to grow. They might trade you a seed or a flower for necessary goods. The main portal into the demiplane is located in the basement of an unassuming home.
93. Hall of Judgement. Most mortals are whisked away by a religion appropriate psychopomp upon death, and taken straight to the appropriate afterlife. But as with anything, there are disputes. The boring and the very interesting spend a short time here while things get sorted.
One might think this is a very important location, but the heavens and hells work with such efficiency that souls are rarely here for more than a day, and there are rarely more than a thousand spirits here. It is essentially a very fancy waiting room.
There are two exceptions. The first is Obadi the Iconoclast, who was both impeccably moral and also hated every single god. The second is Min the Dutiful, who dedicated her life to the worship of each god she knew about. There has been ongoing debate about who gets to take her, and is forced to take Obadi, for three millenia straight with no end in sight. They have private rooms and a little lounge area. They have unofficial jobs as counselors for the recently dead.
94. The Focusing Chamber. Nothing more than a stone plinth, about 50 yards across, sitting in inch deep water. Another 50 yards out is a drop away into nothingness.
In this plane, time moves very slowly for everything except the mind. Or more accurately, your mind is temporally sped up. You can get a month’s worth of thinking done in a single day, if you can stand watching your body crawl along at a snail’s pace.
95. The Jlane. The accursed plane of denim. Everything here is denim. An apple is just a denim skin stuffed with shredded denim. Rolling hills of blue fabric dotted with denim castles. Denim golems roam the land, stitching together denim buildings and denim food.
The only non denim resident is King Jidas, who is cursed that everything he touches turns to denim. He rules alongside Jane, his daughter who he tragically endenimed. She is a denim golem and a powerful denimancer, able to control all denim with her magics.
96. The Bent Castle. An ancient twisting castle of stone laid bare. It looks like Relativity by MC Escher, with staircases and floors crossing in no relation to each other. A doorway might lead back into the same room, but now your gravity is in a different direction.
If you can work your way to the top of the castle, it begins to break apart into a starry void. The chunks of castle float, twisting slowly, each with their own internal gravity. Leaping between them can be a risky proposition, unless you can discern the orientation of your destination.
97. The Colosseum. An arena surrounded by a precipitous fall to nothing. The arena has some spectator seats separated from the platform, but there is no audience besides other warriors. This plane has a habit of waylaying legendary warriors, one can end up here while on a journey to anywhere. The only way to leave is to win a fight, after which you’re deposited back on your path as if no time had passed.
Luckily the fights are non-fatal. If you’re killed, or more likely thrown over the edge, you’ll come to at the entrance to the stands. The rules of each fight are random, sometimes there are teams, free for alls, duels. The form of the arena and the weapons provided can vary. Sword duels on a narrow bridge, archery contests in a foggy wood. Sometimes the rules of physics themselves shift, like for massive sixteen man blunt weapon free for alls with cartoon physics and bodies flying through the air.
98. Mirror Plane. Though there are many planes that are a wholesale reflection of the material plane, there is also a smaller mirror plane. When you arrive, it metamorphs into a mirrored version of where you just left. It will contain a mirrored version of everything there, including you.
Whatever problem you just solved, they’ve got it here too, but the sides are reversed. The princess has kidnapped the dragon and all of that. Your clones are on the “wrong” side, so if you decide to get into it you’ll probably have to fight them.
99. Melk’s Antique Shop. This creepy little shop will appear in empty lots, blank walls, malls and arcades, and festival markets. Near black wood and a creaky sign mark the exterior. The inside is filled with a haze of tobacco smoke and haphazard piles of stuff. It’s all for sale, and it’s all very cheap.
Of course, it is all very cursed. Every item in the shop is super cursed. And if you try to return to the shop the next day, it is always mysteriously gone. If you can ever find it again, you can return the item and lift the curse, but it could appear anywhere on the material plane.
100. The Door in the Back of the Closet. When you enter this plane, through a portal or by digging too deeply into a closet, you’ll find yourself in a dusty attic. There are a few closets in this room. This attic is actually the foyer to a giant extraplanar and non-euclidian mansion built by a lover of mysteries and secrets. The doorway between any two rooms is always hidden, and the deeper you get into the house the more puzzling they become.
These first ones are just doorways hidden in closets. Later there are bookshelf doors, trapdoors under carpets, tunnels underwater in the pool, doors that only open when presented a specific statuette, doors that open to whispered passcodes, doors that open to different places depending on which way you turn the knob, thin passageways between walls, and a multitude of other secrets.
Bonus 101st. The Looking Glass. You enter into a dark room with a large window. It is clear that the window is one way, and that the people on the other side can’t see you. They are sitting around a large table, there is one more of them then there are of you. They seem fixated on maps and papers and dioramas. They move figures around the table like it’s a war council map. If you look closely, the figures resemble you. They seem to know a lot, listening for a while may provide helpful insights for your journey.
You could break the glass and face these masters of fate. However, the consequences may be more than you bargained for.