Mount Celestia (PWH)

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This plane embodies the ideals of ultimate lawful goodness. Some berks call it the Seven Heavens, but these are usually only primes with a certain world view. To some folks, this place is anything but heaven.
The mountain is home to many creatures of good, such as shedu, noctrals, lammasu, and all types of aasimon. The primary residents, the archons, are to Mount Celestia what the baatezu are to Baator or the tanar'ri are to the Abyss—natives of the plane and purveyors of its ideals.
The only way to reach Mount Celestia is by entering from the Silver Sea that surrounds the lowest layer, Lunia. Very, very few gates, portals or conduits ever lead to anywhere on the plane but directly over the Silver Sea. Canny planewalkers prepare to get wet when they use a portal to this plane. Creatures called zoveri aid travelers who've fallen into the water and keep them from drowning. Knowledgeable planewalkers can always spot a fiend who's taken the plunge into these holy waters and survived, for the very imprint of the waves is still etched into its flesh.
Mount Celestia's seven layers ascend, one atop another, in the form of a mountain that rises from the endless silvery sea. It should be possible to see the layers above the one a cutter's currently in—except that a bank of luminescent fog separates each layer. Only by climbing the mountain can a body attain the next level.
The trick to this is that each layer has a path leading up to the next layer, but the path can be found only by those who've been enlightened and have found some truth regarding law and goodness. These paths mysteriously take a cutter from one layer to another—and some say they contain actual gates guarded by warden archons, the gate keys being various levels of purity.} Therefore, as a body climbs to the top, she becomes more and more pure until she reaches the pinnacle, where all evil is washed away and she becomes a perfect being in accordance with the alignment of the plane. That's the chant, anyway, but no one knows for sure, since those who reach the top never return to confirm or deny it.
So what does this mean to a planewalker who just wants to conduct some business here and be on his way? What if a berk doesn't want to take years and years to purify himself in spirit just so he can get to the next layer? There're a few short-cuts, but they aren't easy. The best one is the palace of Bahamut, the power that presides over good dragons. Word is, somehow his home traverses the first few (some say three, some say four} layers of the Mount. If a traveler's willing to pay some top-shelf music, the dragon-god allows him to use the palace as a short cut.
Tarsheva Recommends: Take note of the small fortresses located in the Silver Sea off the coast of Lunia. The sea elves who come to trade here from the Prime (through gates so secret that they'll never reveal them} say that one particular castle is the home of a blood named Mahlhevik, a chaotic evil wizard who's attempting to learn the path of goodness. While he's sincerely attempting to reform, he's got a Jong way to go, and still has many incorrect instincts and notions. Mahlhevik welcomes visitors and allows travelers of any alignment to stay at his fortress. The chant is that even a fiend or two who've survived a drenching in the Silver Sea have called kip here. Interesting trading occurs at Mahlhevik's, and it's a good place to stay if a body's not interested in dealing with archons, aasimon, lammasu, paladins, and other heavy-handed bashers and their philosophies.