Arcadia (PWH)

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Whereas Arborea flourishes with wild forests and beautiful scenery, Arcadia thrives with orchards of perfectly lined trees, straight-flowing streams, and orderly, pristine fields. If Arborea is a realm of individuality and emotion, Arcadia is based around the common good, conformity, and temperance.
Because of the importance of conformity, Arcadia's not a realm for bashers who ain't lawful good. The inhabitants tolerate chaotic and neutral good folks, but they escort true neutrals to the nearest portal and attack evil berks outright. To make matters more difficult, most if not all of the petitioners on this plane can tell a body's moral and ethical outlook just by looking him up and down. Unless a nongood planewalker can hide his alignment with magic, it might be best to just stay away.
Magic's difficult on Arcadia. All spells take twice as long to cast. Some spells won't work unless they're cast to benefit the common good. The natives of the plane, including the petitioners, can see right through illusions and phantasms created by wizards. As an aside, a planewalker would do well to obtain an Arcadian watchdog, due to this immunity to illusions.
Travel, however, is fairly easy. Arcadia has the most straightforward and organized system of roads on all the planes, although chaotic types have a little difficulty traversing these orderly pathways.
Only the first layer of Arcadia is commonly traveled, although certainly more layers exist beyond the first. It's not a mystery because no one knows—it's a mystery because no one's telling. The einheriar militia (upper-planar warrior spirits) and Harmonium patrols don't let anyone get far enough into Arcadia to ever find out. Why they're keeping everyone out is the subject of much speculation.
The known layer is home to such realms as the city of Marduk, which is also the name of the greater power who makes his case here. Mount Clangeddin is another Arcadian realm, this one brimming with dwarves and their halls, forges, and armories. The dwarves here are organized in a strict military structure, and quite effectively, too. These dwarves occasionally march into Acheron to do battle with the evil forces there, and can even be hired as stalwart mercenaries for a hefty pile of jink.
A few refuges offer an escape from the harsh strictures of this plane's inhabitants, though most are hidden and temporary, constantly on the move and running from the einheriar patrols. One permanent settlement is called the Ghetto, hidden between two mountains and (so the chant goes) under the protection of Meriadar, the patron deity of humanoids that have given up their evil ways. This burg's a place of constant transition as different folks take up shortterm residences. Still, it's a haven for trading, and a refuge from the regimented life of the plane.
Tarsheva Recommends: In the Ghetto, a tavern called The Long Night offers fine food and safe rest for reasonable prices.