Abyss

The desolate landscape of the Abyss.

## Planar Traits

* Great Wheel
* World Axis
* World Tree

The **Infinite Layers of the Abyss** (pronounced: /ɑːˈbɪs/ *a-BIS*  listen) was the birth place of the demons, a chaotic evil universe unto itself with uncountable layers of infinite variety connected haphazardly. The Abyss's place in the cosmology of the Forgotten Realms shifted over time, but the nature of the plane remained fairly constant: a violent, malevolent place where the strong survived on the backs of the weak, the weak conspired to overthrow the strong, alliances only lasted while convenient, and the landscape itself tortured the mind and body of all who dared to pass.

“
Ah, the infinite wonders of the Abyss. If there's anything you don't like, you'll find it here.

”
— A tanar'ri saying.

## Cosmology

In the Great Wheel cosmology model, the Abyss was an Outer plane on the Great Wheel connected to the Astral plane, Pandemonium, Carceri, and the Outlands. Some estimated that the Abyss had 666 layers, while the Fraternity of Order claimed to have catalogued 679 layers. It was possible that the number of layers was infinite, but no one could be certain. The first layer, named Pazunia after the demon lord Pazuzu, was described as a barren, dusty place baking under a red sun, broken only by great iron fortresses, huge holes in the ground, and the river Styx. Some branches of the Styx flowed down the holes (which were conduits to the various layers) and some of these holes supplied water to the Styx in reverse waterfalls.

When the Great Wheel model was replaced by the World Tree cosmology model, the river Styx was renamed the River of Blood and it flowed through all the fiendish planes (except for the Supreme Throne and the Demonweb Pits) originating in the Abyss, passing through the Blood Rift—an unusual plane that connected the Abyss with the Nine Hells—bringing the demons even closer to their arch-enemies the devils, resulting in the Blood War. Cosmologists found evidence of portals between the Abyss and the Barrens of Doom and Despair, Clangor, the Demonweb Pits, and Hammergrim, with intermittent portals to Deep Caverns and Fated Depths. The Astral plane connected all of the fiendish planes to the Prime Material Plane, but not directly to each other.

After the Spellplague, Asmodeus consumed the essence of the fallen Azuth and ended the Blood War by casting the Abyss to the furthest depths of the Elemental Chaos. The World Axis cosmology described the ruined Abyss as a domain with ever-changing features and realms, where the demons waged futile wars over meaningless empires. Once again the river Styx flowed through the Nine Hells and the Abyss, but then emptied its pollution into the Astral Sea. Other than the Styx or braving the Elemental Chaos, the only known passages to the Abyss were found in the Demonweb Pits, the Dismal Caverns, and Nishrek.

## Layers

*Main article: Layers of the Abyss*
The number of layers in the Abyss was unknown and perhaps unknowable, with at least 679 having been catalogued but this article attempts to list them regardless of which cosmology model was in favor at the time of discovery. Each layer had its own characteristics, which were as varied as the demons themselves. All types of terrain, atmosphere, weather, gravity, and material composition were represented in the myriad layers. Some examples were:

* Air-dominant—zero gravity, no matter except air
* Ash—blowing dunes of ashes
* Battleground—Blood War or other
* City—warrens and slums to citadels and palaces, teeming with demons
* Earth-dominant—solid rock tunneled by the inhabitants
* Fire-dominant—everburning flames with salamanders, *etc*.
* Delusion—appears to be Normal but the flowers are poisonous or the trees attack
* Desert—endless tracts of black, white, or red sand with no water
* Glacier—infinite black, white, or orange ice with few rocky peaks breaking the surface
* Hellscape—a burning mix of magma, rock, and belching brimstone
* Maelstrom—swirling, bubbling chaos like Limbo
* Mountainous—rocky crags, precipitous cliffs, soaring peaks
* Negative-dominant—major or minor
* Normal—similar to a Prime plane with various flora and fauna
* Ocean—a trackless ocean, with a surface
* Salt—crystalline badlands or desert
* Sea—of acid, blood, garbage, insects, oil, or worms, *etc*.
* Swamp—noisome bog inhabited by predators
* Undead—specters, spooks, and ghosts
* Volcanic—lava flows, earthquakes, volcanoes, and smoke
* Water-dominant—nightmarish creatures in the murk

Despite its name and notoriety for being never-ending, it was not known whether the layers of the Abyss were truly infinite in number. Part of the reason for this was that some places might have been so absolutely inhospitable that none, not mortal, nor god, nor demon lords themselves could survive (the deeper layers reportedly having been even worse in the past), and hence were not known about.

While the hundreds of layers of the Abyss might seem to utterly eclipse all other Outer planes put together, this figure was misleading. Besides the issue of uninhabitability, layers and divine realms, the personal territories of powers, were often one in the same in the Abyss, whereas other planes often had several realms on one layer. Exacerbating the problem, and another reason why the Abyssal layers could not be properly counted, was that the number was always in a state of flux.

In the very depths of the Abyss, the heart of the plane was constantly cleaving through the primal foundations of the cosmos, as it had since before the dawn of mortals, spawning new layers. Arguably worse, if a demonic invasion was allowed to fester, entire worlds could fall into the Abyss, becoming the basis of new layers and realms. Conversely, the Abyss was also capable of losing layers. The individual layers of the Abyss had primal urges and a constant need for nourishment, shrinking and weakened until nothing was left if not fed. Alternatively, they might be absorbed by other layers, only able to escape this state by acquiring sufficient sustenance. Occassionally the battling of demons over control of a layer could become so cataclysmic that the entire realm was outright obliterated.

Layers could also be intentionally removed, such as when Lolth expended much of her divine energy seperating the Demonweb Pits, or when a pantheon of offended deities ripped out and condensed a demon lord's entire layer (with him still in it) and cast it into the Astral plane. Despite this ending in the Abyss, much like a hungry, rudely awakened beast, almost instantly striking down the entire pantheon in that case, the attack itself was successful, leaving nothing but a void and their own decomposing divine corpses.

“
Some scholars number and name the parts of the Abyss, declaring that this demon lord or that rules a portion of the place. When your house is on fire, does it matter what the flames look like in each room? Should you bother to give them names? What's important is escaping and putting out any fire that clings to you.
”
— Mordenkainen

It was also a possibility that destroyed layers were capable of being reborn elsewhere in the Abyss, although this was not a certainty. This was ignoring the fact that layers were shaped by the conscious manipulations and subconscious wills of its resident demon lord, and so even the nature of a single layer could become obsolete by the time such information was established.

## Inhabitants

*Main article: Demon*
There were myriad types of demons, too numerous to catalog here, but including the tanar'ri, obyriths, and loumaras. Non-demonic life could be found in the Abyss as well, with both mortal explorers and captives and the petitioners brought there after death. Many wicked deities also based themselves here.

## Afterlife

*Main article: Afterlife*
Beliefs about the journey of souls to the afterlife changed with the shifting cosmologies and the crystal sphere in which one resided. In some worlds, chaotic evil souls would travel directly to the Abyss and become manes, the lowest form of sub-demon. Manes were treated as slaves, cannon fodder, and food by the demon lords. For mortals of Realmspace, however, all souls would first go to the Fugue Plane and await transport to their final resting place. Greedy demon lords would open a portal to the Fugue Plane and conduct raids to steal souls and bring them back to the Abyss to become manes. After the Spellplague, Shar reshaped the Plane of Shadow and folded in what death energy did not get absorbed into the Elemental Chaos and created the Shadowfell. After that, souls on their way to the afterlife started their journey in the Shadowfell and most made it to the Fugue Plane to await judgment, but a few remained behind or were lost.

## Powers

Relatively few greater powers carved out a realm in the Abyss because dealing with the ubiquitous hordes of demons and ambitious demon lords would require too much of their attention. Those deities for whom the chaotic evil nature of the Abyss was attractive at some point in time, along with the demon "royalty" whose names were not spoken openly in civil society, were:

* Ahazu the Seizer.
* Baphomet created an Endless Maze that changed form as it passed between layers. It was populated by a variety of minotaurs said to have breath weapons or magical abilities.
* Beshaba, the Goddess of Mischief and Maid of Misfortune once made her home in the Abyss.
* Dagon controlled a watery layer filled with hezrou and aquatic dretch.
* Demogorgon controlled several layers, each filled with dinosaurs, wild apes, and flying monsters as well as the usual demonkind.
* Diinkarazan, crazed twin brother of derro deity Diirinka, was held by a curse in the Prison of the Mad God, the 586th layer.
* Eltab lurked on this plane in the "Hidden Layer".
* Fraz-Urb'luu had a realm that reportedly rivaled the beauty of the Twin Paradises or Arvandor but it was an illusion covering decay and rotting flesh.
* Garyx the All-Destroyer, dragon god of fire, made his lair somewhere in the Abyss.
* Gorellik, the abandoned god of the gnolls, spent much of his time wandering the Abyss.
* Grankhul, the hunter god of the bugbears, had the 241st layer, Palpitatia, as divine realm.
* Graz'zt had a great palace that covered an entire layer where he would marshal his armies to fight Orcus and Demogorgon.
* The Great Mother, tyrannical chief deity of the beholders, held her Realm of a Million Eyes on the 6th Layer.
* Grolantor, god of the hill giants, stayed in the Abyss when not in his realm in Tarterus.
* Juiblex lived in a layer full of fungus and rot, where slimes and molds fed off the decaying matter of the plane, and each other.
* Kali, the feared Black Earth Mother of the Vedic pantheon, held sway over both the 500th layer, and the Caverns of the Skull, the 663rd layer.
* Kostchtchie controlled only part of a layer, but his ice palace was filled with creatures of cold.
* Laogzed, god of troglodytes, had a realm called the Rotting Plain here.
* Lolth spun her webs on the 65th layer in the midst of a maelstrom that was the portal to her abode on the 66th layer before she became a greater god and removed her Demonweb Pits from the Abyss to join the fiendish planes. After the Spellplague her realm survived to float in the Astral Sea.
* Merrshaulk, the ancient yuan-ti deity, resided on the 74th layer called Smaragd.
* Moander, the Rotting God, had a realm called Offalmound on the 223rd layer, also known as Rarandreth, before his demise.
* Obox-ob once had a realm here called Zionyn.
* Orcus had an enormous palace made of bones, rising out of a field of bone dust. He employed many undead as his guards and servants.
* The Pack, a group of powerful entities worshiped by the leucrotta, roamed the Abyss in search of prey (usually tanar'ri).
* Pale Night, the Mother of Demons, lived in a bone castle in the maze of Baphomet and controlled her own layer called *Androlynne*.
* Pazuzu had no real home but controlled the skies above every layer of the Abyss. He, like Charon on the Styx, controlled a primary mode of travel in the Abyss and was respected if not feared.
* The Queen of Chaos ruled the fourteenth layer called the *Steaming Fen*.
* Ramenos, the deity of the bullywugs, slumbered on the 74th layer most of the time, sharing Merrshaulk's realm of Smaragd.
* Skiggaret, the bugbear god of fear, shared the realm of Palpitatia with his fellow power Grankhul.
* Sseth, the god of the yuan-ti, called his realm on the 74th layer the Viper Pit.
* Tharizdun, the god of destruction who created the Abyss, was imprisoned in a remote layer of the Abyss during the Dawn War.
* Umberlee, the Bitch Queen once hailed from the Abyss.
* Urdlen, the evil gnome deity carved his realm out of a layer of solid rock, crisscrossing it with tunnels filled with hate for beautiful things.
* Vaprak, deity of trolls and father of ogres, had a realm here on a layer called *Shatterstone*.
* Yeenoghu had a mansion the size of a city that rolled across barren salt flats, pulled by slaves driven by gnolls.
* Zuggtmoy had several realms scattered throughout the layers, all echos of normal environments but bathed in a purplish light and being overtaken by fungus and fungoid creatures.

## Appendix

### Notes

1. ↑ The Abyss is often listed as infinite but so are the other Outer Planes, or, as per *Manual of the Planes 3rd edition*, "at least so large that they may as well be infinite."
2. ↑ The more recent but Core source *Races of the Dragon* places Garyx in Pandemonium instead, which more closely fits his alignment between chaotic evil and chaotic neutral.

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 66. ISBN 978-0-7869-4924-3.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 142. ISBN 0-7869-3134-5.
3. ↑ 3.0 3.1 3.2 3.3 Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 101. ISBN 0880383992.
4. ↑ 4.0 4.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 258. ISBN 0-7869-1836-5.
5. ↑ 5.0 5.1 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). *Dungeon Master's Guide v.3.5*. (Wizards of the Coast), p. 160. ISBN 0-7869-2889-1.
6. ↑ Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. *Dragon* #120 (TSR, Inc.), pp. 42–43.
7. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 62. ISBN 0880383992.
8. ↑ Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), p. 49. ISBN 0-7869-1850-8.
9. ↑ Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). *Manual of the Planes 4th edition*. (Wizards of the Coast), p. 16. ISBN 978-0-7869-5002-7.
10. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). *Dungeon Master's Guide 5th edition*. (Wizards of the Coast), p. 47. ISBN 978-0786965622.
11. ↑ 11.0 11.1 Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). *Dungeon Master's Guide 5th edition*. (Wizards of the Coast), pp. 58, 62–63. ISBN 978-0786965622.
12. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 73. ISBN 0880383992.
13. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 75. ISBN 0880383992.
14. ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 14.9 Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), pp. 101–102. ISBN 0880383992.
15. ↑ Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), pp. 99–103. ISBN 0-7869-1850-8.
16. ↑ Monte Cook, Jonathan Tweet, Skip Williams (July 2003). *Dungeon Master's Guide v.3.5*. (Wizards of the Coast), p. 149. ISBN 0-7869-2889-1.
17. ↑ 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 17.14 17.15 17.16 17.17 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). *Dungeon Master's Guide v.3.5*. (Wizards of the Coast), p. 161. ISBN 0-7869-2889-1.
18. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 25.
19. ↑ 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 19.12 19.13 19.14 Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 102. ISBN 0880383992.
20. ↑ Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. *Planes of Chaos* (TSR, Inc), p. 12. ISBN 1560768746.
21. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 74. ISBN 0880383992.
22. ↑ Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), p. 99. ISBN 0-7869-1850-8.
23. ↑ Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. *Planes of Chaos* (TSR, Inc), p. 20. ISBN 1560768746.
24. ↑ Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 140. ISBN 0-7869-3134-5.
25. ↑ Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 141. ISBN 0-7869-3134-5.
26. ↑ Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 139. ISBN 0-7869-3134-5.
27. ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 73. ISBN 978-0-7869-4924-3.
28. ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), pp. 64, 66. ISBN 978-0-7869-4924-3.
29. ↑ 29.0 29.1 29.2 29.3 Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. *Planes of Chaos* (TSR, Inc), pp. 19–20. ISBN 1560768746.
30. ↑ 30.0 30.1 James Jacobs (November 2006). “The Demonomicon of Iggwilv: Dagon: Prince of Darkened Depths”. In Erik Mona ed. *Dragon* #349 (Paizo Publishing, LLC), p. 31.
31. ↑ 31.0 31.1 Mike Mearls, Brian R. James, Steve Townshend (July 2010). *Demonomicon*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), pp. 8, 42–43. ISBN 978-0786954926.
32. ↑ 32.0 32.1 Colin McComb (September 1997). *Faces of Evil: The Fiends*. Edited by Ray Vallese. (Wizards of the Coast), pp. 62–63. ISBN 0-7869-3430-1.
33. ↑ 33.0 33.1 33.2 33.3 Mike Mearls, Jeremy Crawford (May 29, 2018). *Mordenkainen's Tome of Foes*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), pp. 25–26. ISBN 978-0786966240.
34. ↑ Philip Athans (August 2005). *Annihilation*. (Wizards of the Coast), p. 311. ISBN 0-7869-3752-1.
35. ↑ James Jacobs (July 2007). “The Demonomicon of Iggwilv: Demogorgon: Prince of Demons”. In Erik Mona ed. *Dragon* #357 (Paizo Publishing, LLC), p. 30.
36. ↑ Ed Stark, James Jacobs, Erik Mona (June 13, 2006). *Fiendish Codex I: Hordes of the Abyss*. (Wizards of the Coast), pp. 107–109. ISBN 0-7869-3919-2.
37. ↑ 37.0 37.1 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 17. ISBN 0-935696-00-8.
38. ↑ Mike Mearls, Brian R. James, Steve Townshend (July 2010). *Demonomicon*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 26. ISBN 978-0786954926.
39. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc.), pp. 2–3. ISBN 978-0786903849.
40. ↑ Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 153. ISBN 0-7869-3134-5.
41. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 259. ISBN 0-7869-1836-5.
42. ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 69. ISBN 978-0-7869-4924-3.
43. ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 65. ISBN 978-0-7869-4924-3.
44. ↑ 44.0 44.1 44.2 Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 35. ISBN 0-88038-031-4.
45. ↑ 45.0 45.1 45.2 45.3 45.4 45.5 45.6 Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 143. ISBN 0-7869-3134-5.
46. ↑ 46.0 46.1 Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 176. ISBN 0-7869-0430-5.
47. ↑ Ed Greenwood, Jeff Grubb (August 1987). “Cyclopedia of the Realms”. In Karen S. Martin ed. *Forgotten Realms Campaign Set* (TSR, Inc.). ISBN 0-88038-472-7.
48. ↑ Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 16. ISBN 0-8803-8828-5.
49. ↑ Carl Sargent (May 1992). *Monster Mythology*. (TSR, Inc), p. 65. ISBN 1-5607-6362-0.
50. ↑ Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 83. ISBN 0-7869-0430-5.
51. ↑ 51.0 51.1 51.2 51.3 51.4 Ed Stark, James Jacobs, Erik Mona (June 13, 2006). *Fiendish Codex I: Hordes of the Abyss*. (Wizards of the Coast), pp. 156–157. ISBN 0-7869-3919-2.
52. ↑ Dale Donovan (January 1998). *Cult of the Dragon*. Edited by Julia Martin. (TSR, Inc.), p. 120. ISBN 0-7869-0709-6.
53. ↑ Nigel Findley, *et al.* (October 1990). *Draconomicon*. Edited by Mike Breault. (TSR, Inc.), pp. 25–26. ISBN 0-8803-8876-5.
54. ↑ Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. *Planes of Chaos* (TSR, Inc), p. 9. ISBN 1560768746.
55. ↑ Eric L. Boyd (November 1998). *Demihuman Deities*. Edited by Julia Martin. (TSR, Inc.), p. 151. ISBN 0-7869-1239-1.
56. ↑ 56.0 56.1 56.2 Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 175. ISBN 0-7869-0430-5.
57. ↑ Carl Sargent (May 1992). *Monster Mythology*. (TSR, Inc), p. 78. ISBN 1-5607-6362-0.
58. ↑ Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 155. ISBN 0-7869-0430-5.
59. ↑ James Ward, Robert J. Kuntz (August 1980). *Deities & Demigods*. Edited by Lawrence Schick. (TSR, Inc.), p. 112. ISBN 0-935696-22-9.
60. ↑ 60.0 60.1 60.2 Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 177. ISBN 0-7869-0430-5.
61. ↑ James Ward, Robert J. Kuntz (August 1980). *Deities & Demigods*. Edited by Lawrence Schick. (TSR, Inc.), p. 107. ISBN 0-935696-22-9.
62. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), pp. 102, 103. ISBN 0880383992.
63. ↑ Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 149. ISBN 0-7869-3134-5.
64. ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), pp. 63, 74. ISBN 978-0-7869-4924-3.
65. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc.), p. 119. ISBN 978-0786903849.
66. ↑ Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 182. ISBN 0-7869-0430-5.
67. ↑ James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “The Great Gray Land of Thar”. In Karen S. Boomgarden ed. *Elminster's Ecologies* (TSR, Inc), pp. 14–15. ISBN 1-5607-6917-3.
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69. ↑ Carl Sargent (May 1992). *Monster Mythology*. (TSR, Inc), p. 78. ISBN 1-5607-6362-0.
70. ↑ Eric L. Boyd (September 1997). *Powers & Pantheons*. Edited by Julia Martin. (TSR, Inc.), p. 84. ISBN 978-0786906574.
71. ↑ Mike Mearls, Brian R. James, Steve Townshend (July 2010). *Demonomicon*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 8. ISBN 978-0786954926.
72. ↑ Ed Greenwood, Jeff Grubb (August 1987). “Cyclopedia of the Realms”. In Karen S. Martin ed. *Forgotten Realms Campaign Set* (TSR, Inc.). ISBN 0-88038-472-7.
73. ↑ Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 35. ISBN 0-8803-8828-5.
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### Connections

Cosmologies of the Realms

The Great Wheel

Prime Material plane • Feywild • Shadowfell • Fugue Plane
**Transitive Planes:** Astral Plane • Ethereal plane
**Inner Planes:** Elemental Plane of Air • Elemental Plane of Water • Elemental Plane of Earth • Elemental Plane of Fire • Elemental Chaos
**Para-Elemental Planes:** Frostfell • Swamp of Oblivion • Fountains of Creation • Great Conflagration
**Quasi-Elemental Planes:** Lightning • Radiance • Minerals • Steam • Vacuum • Ash • Dust • Salt
**Outlands:** Sigil
**Outer Planes:** Arcadia • Mount Celestia • Bytopia • Elysium • Beastlands • Arborea • Ysgard • Limbo •
Pandemonium • **Abyss** (Layers) • Carceri • Hades • Gehenna • Nine Hells • Acheron • Mechanus
**Energy planes:** Positive Energy plane • Negative Energy plane
**Planar Pathways:** Infinite Staircase • Oceanus • Mount Olympus • Styx • Yggdrasil
**Far Realm**

The World Tree

Prime Material plane • Cynosure • Fugue Plane
**Transitive Planes:** Astral Plane • Ethereal plane • Plane of Shadow • Spirit World
**Celestial Outer Planes:** Arvandor • Brightwater • Dwarfhome • Dweomerheart • Gates of the Moon • Golden Hills • Green Fields • House of Knowledge • House of the Triad
**Fiendish Outer Planes:** **Abyss** (Layers) • Barrens of Doom and Despair • Blood Rift • Clangor • Deep Caverns • Demonweb Pits • Fated Depths • Fury's Heart • Hammergrim • Nine Hells • Nishrek • Supreme Throne
**Neutral Outer Planes:** Dragon Eyrie • Heliopolis • House of Nature • Jotunheim • Warrior's Rest
**Inner Planes:** Elemental Plane of Air • Elemental Plane of Earth • Elemental Plane of Fire • Elemental Plane of Water • Positive Energy plane • Negative Energy plane
**Planar Pathways:** Infinite Staircase • River of Blood • World Tree
**Far Realm**

The World Axis

Prime Material plane
**Fundamental planes:** Astral Sea • Elemental Chaos
**Astral dominions:** Arvandor • Banehold • Celestia • Cynosure • Deep Wilds • Demonweb Pits • Dismal Caverns • Dwarfhome • Eternal Sun • Fugue Plane • Gates of the Moon • Green Fields • House of Knowledge • Nine Hells • Nishrek • Supreme Throne • Towers of Night • Tu'narath • Warrior's Rest
**Elemental realms:** **Abyss** (Layers) • City of Brass • Cresting Spires • Fimbulwinter • Hidden Realm • Muspelheim • Root Hold • Sky Home • Steading • Thraotor • Undying Pyre • Zerthadlun
**Parallel planes:** Feywild • Shadowfell
**Anomalous planes:** Far Realm