Intraplanar Travel (PWH)

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Once a cutter gets to the right plane, the journey's pretty much over, right? Not by a long shot. Remember, the planes are virtually infinite, and a portal or other planar road can drop a sod off at any point on that infinite space. With enough time and luck, a planewalker might find a portal to the exact layer, realm, or location desired. Most of the time, however, simply reaching the right destination requires some additional travel. On a typical planewalking journey, a cutter usually has a specific location in mind—say, the burg of Grenpoli in Maladomini, the seventh layer of Baator. Now, if that cutter starts on the Outlands, he could make his way to Ribcage, the gate-town to Baator. However, he knows that the gate there leads to Avernus, the first layer of Baator. Since Maladomini is the seventh layer, that means a lot of intra planar travel—and travel through Baator is for sodding idiots. 
Luckily, the planewalker knows of another portal in a nearby realm on the Outlands that will take him to Malbolge, the sixth layer of Baator. Once he uses the gate, though, he's still got to worry about getting one layer down. Planar conduits are useful here, but if the gate into Malbolge puts him far, far away from the conduit, he's got a lot of walking ahead of him—and through dangerous lands. (Fact is, he's probably better off catching a portal to Sigil and looking for a portal there that'll drop him directly into GrenpoH—but that could cost him even more time and jink.) 
Fortunately, most planes have intraplanar paths that shorten distances across their infinite expanses. Thus, a traveler can use these minor paths to cross distances that would normally take a body many lifetimes to walk. This means that realms and towns within planes might be virtually infinite distances apart, and still accessible by walking or riding. Roads such as those of Arcadia allow a body to cross planar distances in a layer without finding portals or resorting to spell use. 'Course, these minor paths are always subject to the nature of the plane; a fiend hoping to use them to travel across Elysium, for example, isn't going anywhere anytime soon, due to the magic of the traveler's way (see page 21). 
Some of the paths leading from one layer of a plane to another are said to incorporate planar conduits that work so quickly and so subtly that a traveler doesn't even realize she's been through one. 
Some planes have intraplanar gates as well. Acheron, a plane made entirely of floating cubes, has a network of such gates that allows travelers to move back and forth from cube to cube. Other planes have similar gates that allow a basher quick access to faraway places. Even the Prime has gates such as these, linking places on the same world, or more rarely, two different worlds. 
Lastly, a few planes require travel by floating ships, flying carpets, spelljamming, or other means by which to cross vast distances very quickly. For example, travelers on Carceri might need to purchase unique transports such as ferrous sleds or skin balloons to travel between the orbs of a layer. These methods are specific to the planes they're encountered on and are typically fairly rare, expensive, or both.