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Elemental Plane

 Elemental Plane
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A setting that represents or is made of a concept/thing. It may be sentient, in which case it may also have an avatar running around. Often, they will be pocket or parallel dimensions separate from the physical world where mortals live, but they'll sometimes be discrete parts of the main setting. They are likely to come in sets, with multiple worlds for various elements or concepts. The four classical elements are the likeliest to get such planes. Some might follow one of the other elemental grouping themes like Fire, Water, Wind, Land, Sea, Sky, or Fire, Ice, Lightning, but this is by no means an exclusive rule. Just as common are planes that are linked to Bizarro Elements that have no distinct group theming at all.
Compare Elemental Nation, for when it's a society rather than a physical place that embodies and element or concept, which may still be an example. Compare and contrast Anthropomorphic Personification, for when it's a person rather than a place, and Elemental Embodiments, which are likely to have come from this place. Also contrast Classical Elements Ensemble when it is a group of people that are associated with the classical elements specifically, not planes or regions.
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Awful Hospital: The Zones, with "element" replaced by "concept"; the Hospital, for instance, represents and exaggerates everything that makes a hospital a hospital.
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Might and Magic: The old universe had four Elemental Planes, the classic Fire, Water, Air and Earth. While an important background element right from the start of the franchise (as the Ancients' method of world/Nacelle-creation involves manipulating both elemental energies and the four Elemental Lords), the planes themselves only play an important role in VIII, where portals to them have opened and they're preparing an invasion for reasons at first unknown, and Heroes Chronicles: Masters of the Elements, where the main character has to sojourn to the planes in an attempt to stop an invasion motivated by entirely different things than the one in VIII.
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In Ori and the Will of the Wisps, the four regions that Ori travels to in order to recover the Wisps have elemental associations. The Luma Pools are ostensibly Water, the caverns of Mouldwood Depths are Earth, the icy peak of Baur's Reach is associated with Wind, and the Windswept Wastes have Fire aesthetics.
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Warhammer: Age of Sigmar: The Eight Realms are each themed around one of the eight forms of magic — Fire, Light, Shadow, Metal, Death, Life, Beasts, and Heavens — which shape its nature, its landscape, and the behavior of its inhabitants. As a general rule, the realms are their most stable or "mundane" towards their centers, but become increasingly magical and fantastic as one approaches their edges; their outmost borders become entirely raw, unbound elemental magic that is impossible to survive direct exposure with, and are known as the "perimeters inimical" as a result. As an example, Aqshy, the Realm of Fire, is dominated by warm environments such as jungles and savannahs, is very prone to volcanism even its center, and tends to inflame the tempers of its inhabitants, while Ghur, the Realm of Beasts, teems with savage megafauna, aggressive barbarians, and mountain-sized monsters, and even its continents are living, mobile, predatory things.
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Ultima VIII: The world of Pagan is divided roughly into four regions, each dominated by a Titan (an elemental demi-god). Unsurprisingly, each region is heavily characterized by the relevant element. Additionally, an actual Elemental Plane of Aether exists outside of Pagan.
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Dominic Deegan: Six elemental planes exist — Fire, Water, Earth, Air, Creation and Destruction. The comic has visited the Plane of Destruction, and showed a brief glimpse of the Plane of Air; the existence of the other elemental planes is chiefly a background element.
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The Traveler's Gate: Each of the Territories represents something physical like an element as well as an ideal. Unfortunately, the Territories are not whole worlds, and thus are rather terribly out of balance. When they interact with the real world, they have trouble handling more complex ideals and emotions.
Asphodel, the Gardens of Mist, represents plants and compassion. Except since the Mists feed on emotions, people learn to keep their compassion stomped down for their own safety; someone can die a few feet away and they'll just ignore it.
Avernus, the Feathered Plains, represents air and loyalty. Except it is very easy for loyalty to turn blind and for any disagreement to be seen as a betrayal; the Avernus Incarnation tried to enslave everyone into a Hive Mind so that they wouldn't have a choice.
Endross, the Lightning Wastes, represents electricity and bravery. Except there's a fine line between bravery and stupidity; Endross Travelers are, to a man, hot-headed idiots who will challenge everyone and only follow whoever can defeat them in battle.
Helgard, the Tower of Winter, represents cold and honesty. Except true naked honesty is dangerous on both sides; being honest with no consideration for the feelings of others is just cruel, and also endagers you as well by giving away too much of yourself.
Lirial, the Crystal Fields, represents crystals and wisdom. Except wisdom is far more than just the accumulation of knowledge; many Lirial Travelers forget that there is supposed to be a purpose to information, rather than just consuming it for its own sake.
Naraka, the Cavern of Flame, represents fire and justice. Except without the context of mercy, justice is both too harsh and too lenient; Naraka beasts will torture someone for overcharging on bread, but Naraka Travelers can keep committing the same crimes over and over as long as they pay the proper penance in pain.
Ornheim, the Maelstrom of Stone, represents stone and patience. Except waiting too long can be as bad as not waiting at all; many Ornheim Travelers miss opportunities while they are still considering and planning.
Tartarus, the Steel Labyrinth, represents metal and diligence. Except single-minded dedication to a task is dangerous both physically and mentally; even if you have the strength to continue until the task is done, your allies might kill themselves trying to keep up with you.
Ragnarus, the Crimson Vault, represents blood and sacrifice. Except it is far too easy to sacrifice others for what you need; a true Ragnarus Traveler pays their own prices to power their weapons, but it is perfectly possible to pay the price with what you steal from others.
Elysia, the City of Light, represents light and virtue. Except without perfect balance, it is very easy to focus on one virtue and neglect another; uncontrolled Elysia will charge bravely into battle, then honestly admit that was a terrible idea moments later.
Valinhall, the House of Blades, is a bit harder to pin down because it's a new Territory, but it seems like it represents battle and survival. Except not everything is a battle, and insisting on making it so just endangers everyone for no reason; uncontrolled Valinhall forces people to fight for absolutely everything, no matter how large or small, and has no concept of charity.
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SCP Foundation:
SCP-1689 is a Bag Of Holding that distributes endless potatoes. Excavations into it's Bigger on the Inside interior imply it's an alternate version of our world that got wiped out by a Grey Goo potato apocalypse.
SCP-2559-J is a rip in spacetime that spews endless kittens and presumably links to a dimension filled with them.
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Whateley Universe: Dragonsfyre's mutation (and Gender Bender transformation) was activated when she was Kidnapped for Experimentation by a mystic cult. They hired a demon, Thulia, to bind Morgana to the Elemental Plane of Fire so they could use her Essence to power their spells. Even Thulia was disgusted by they way they treated Morgana.
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Discworld: Death's Domain and the Palace of Time symbolize their concepts as much as the Anthropomorphic Personifications who inhabit them do.
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In World of Warcraft the elemental lords who served the Old Gods would be constantly reborn so the Titans chose to seal them into the Elemental Plane, which in turn was split into four regions. They played a major role in Cataclysm.
Deepholm, the plane of Earth, made of mostly shiny rocks and crystals.
Firelands, the plane of Fire, with lots of magma, ash, lava and hot air.
Skywall, the plane of Air, consisting of mostly clouds and wind.
The Abyssal Maw, the plane of Water, typical underwater flair everywhere.
There are also other planes, such as the plane of "Life", the Emerald Dream, representing Azeroth as if sentient life had never evolved. It is a lush wilderness populated by green dragons and their druidic allies.
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This comes especially to the fore in the Planescape setting, which takes place in the multiverse at large. The most notable are the "inner planes", which represent physical matter, and the "outer planes", which represent more philosophical concepts.
The inner planes, the ones actually referred to as elemental planes in-lore, include the traditional planes of Air, Earth, Fire, and Water, as well as the planes of Positive Energy (which animates living creatures and from where healing spells draw their power) and Negative Energy (which animates the undead and from where necromancy draws its power). There are also the quasielemental planes (formed by an element interacting with either positive or negative energy) and paraelemental planes (formed by two elements interacting)note These are Dust (Earth + Negative Energy), Ash (Fire + Negative Energy), Salt (Water + Negative Energy), Vacuum (Air + Negative Energy), Mineral (Earth + Positive Energy), Radiance (Fire + Positive Energy), Steam (Water + Positive Energy), Lightning (Air + Positive Energy), Magma (Earth + Fire), Smoke (Fire + Air), Ice (Air + Water) and Ooze (Water + Earth). They take the form of a spatially infinite expanse of their element (so an endless volume of soil, or a sea with no bottom or surface) with occasional "pockets" of other elements here and there. They’re home to both their associated Elemental Embodiments and whatever creatures can adapt to their conditions (for instance, the Plane of Water is home to all sorts of sea life and aquatic races, while the Plane of Earth is home to plenty of dwarves).
The outer planes include a plane representing each of the Character Alignments plus the borderline areas between them. For example, the infinite, nightmarish and demon-haunted layers of the Abyss represent the Chaotic Evil alignment; the heroic battlefields of Ysgard represent the meeting of Chaotic Neutral and Chaotic Good; and the orderly, worlds-sized three-dimensional gearscape of Mechanus represents the Lawful Neutral alignment.
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The Magic Key: In “Dragon Land�, the worlds in the eponymous video game (which Nadim and Wilma find themselves transported into) include of the Land Of Mud, the Land Of Water, and the Land Of Ice, each one obviously themed around one element. (There’s also presumably a few other elemental worlds, as Wilma and Nadim skip a few levels on their way to beating the game.)
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Irregular Webcomic!: The Infinite Featureless Plane of Death. Note that this is apparently a parody/shout out to Discworld, even though the author denies (in jest) ever reading that series.
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The Tygrine Cat has the three realms at the heart of Fiåney: the Harakar, which contains Primordial Chaos and represents the virtue of Instinct; Sienta, home of the first cat ever to exist, which represents the virtue of Judgment; and Ra'ha, the equivalent of Heaven, which represents the virtue of Spirit.
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The Order of the Stick (an Affectionate Parody of Dungeons & Dragons):
At one point, Varsuvius was magically transported to "the Plane of Ranch Dressing", of all places.
The more traditional elemental planes are also present. The Elemental Plane of Earth, at least, has its own cult worshipping the element itself, and is apparently home to the metallic elementals seen elsewhere in the comic. The planes of Air and Water are also mentioned.
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Xanth: The Five Forbidden Regions — the void, the region of water, the region of fire, the region of earth, and the region of air — are filled with terrain and weather that represent them: the region of water, for example, contains a lot of lakes and it rains often.
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Exalted:
The Flat World of Creation is "pinned" in place by the Elemental Poles of Fire in the south, Water in the west, Air in the north, Wood in the east and Earth in the center. The closer you get to the pole, the more prominent the element becomes:
The South is a vast desert leading to volcanoes, before reaching fields of magma and crystal forests leading to the ceaseless inferno of the Elemental Pole of Fire.
The West opens to a vast ocean, leading to an Elemental Pole that is a sea without shore, surface or bottom where the waters are endlessly flowing, pooling and shifting to and fro.
The North is frozen and windblown tundras, leading eventually to fields of howling snow and Floating Continents until the Pole is a constantly howling gale amidst which elementals hold court.
The East is thicker and thicker forests, until the roots crowd out the ground, branches block out the sky and only endless leaves, wood and unchecked growth remain.
The Elemental Pole of Earth, unlike the others, lies in the dead center of Creation in the form of a colossal mountain.
The Primordial Autochthon, who thought that the system of elements and poles that held Creation together was a great idea, arranged his own world-body along similar lines, but with elements based on machinery and industry and a rather generous definition of "pole". Thus, the bulk of Autochthonia consist of the Elemental Pole of Metal, a world-sized mass of gears and metal walls; at its core is the Elemental Pole of Crystal, which also serves as Autochthon's brain; above Metal is the Elemental Pole of Oil, which takes the form of a sea of countless varieties of oils and lubricants, while at the bottom is the Elemental Pole of Smoke, a vast pit choked with great clouds of caustic smoke and toxic gas. Sitting slightly "outside" Autochthon's body are the Elemental Poles of Steam and Electricity, which also serve as the main power generators for the whole system.
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Pathfinder has the same elemental planes as Dungeons and Dragons, forming the inner part of the Inner Sphere of outer planes immediately around the material world, with Air closest to it, then Water, then Earth, then Fire. Unlike D&D, while elementals are present and common, the true rulers of the planes are the various races of genies, as well as two elemental lords by elements. Following the remaster of the second edition, and the freeing of the four benevolent elemental lords, two new planes reemerge; the elemental plane of metal and the elemental plane of wood, reprensenting the four western elements and the five eastern elements.
Air is an endless sky filled with clouds and storms big as worlds, floating masses of ice (coming from the Air-Water border, where massive storms and icebergs calve off into Air), floating cities and massive metal spheres of unknown origin. It is home to the djinn and cloud dragons, and to immigrants like sylphs, white and silver dragons and gnomes where solid ground exists.
The Plane of Wood has reappeared between the Plane of Air and the Plane of Water. It's a dense forest vibrant of life where the fauna is flora that mimicks animals. The wish-granting genies of the Plane of Wood will subtly change wishes by adding a personal flair as a signature as they grant them.
Water comes in the form of a vast ocean, kept oxygenated by the Plane of Air and salty by the Plane of Earth, dotted by bubbles of air, massive whirlpools, bodies of freshwater and brine and floating rocks and islands. It was ruled by the marids before their empire collapsed, and is also home to brine dragons and aquatic creatures like mermaids, krakens, Fish People and assorted sealife.
The Plane of Metal has appeared between the Plane of Water and the Plane of Earth. The Elemental Plane of Metal has the horizon curved upward, as if the plane was inside a metal ball.
The Plane of Earth is a massive volume of earth and stone riddled with tunnels, caves and abysses and shot through with veins of metal and minerals. Elemental Water intrusions manifest as salt and limestone deposits and buried oceans and flooded caverns, while elemental Fire manifests as plumes of magma. The shaitan live here, as do the crystal dragons, elemental beings such as xorn and oreads and immigrants like dwarves.
The Plane of Fire consists of seas of flame, plasma, molten lava and liquid metal interspersed with masses of volcanic stone, volcanoes, burning deserts and clouds of smoke, ash and toxic fumes. It is ruled by the efreeti and the fire mephits, and is also home to creatures such as magma dragons, phoenixes and salamanders.
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In Dungeons & Dragons, there are a great many of these in the canon multiverse:
This comes especially to the fore in the Planescape setting, which takes place in the multiverse at large. The most notable are the "inner planes", which represent physical matter, and the "outer planes", which represent more philosophical concepts.
The inner planes, the ones actually referred to as elemental planes in-lore, include the traditional planes of Air, Earth, Fire, and Water, as well as the planes of Positive Energy (which animates living creatures and from where healing spells draw their power) and Negative Energy (which animates the undead and from where necromancy draws its power). There are also the quasielemental planes (formed by an element interacting with either positive or negative energy) and paraelemental planes (formed by two elements interacting)note These are Dust (Earth + Negative Energy), Ash (Fire + Negative Energy), Salt (Water + Negative Energy), Vacuum (Air + Negative Energy), Mineral (Earth + Positive Energy), Radiance (Fire + Positive Energy), Steam (Water + Positive Energy), Lightning (Air + Positive Energy), Magma (Earth + Fire), Smoke (Fire + Air), Ice (Air + Water) and Ooze (Water + Earth). They take the form of a spatially infinite expanse of their element (so an endless volume of soil, or a sea with no bottom or surface) with occasional "pockets" of other elements here and there. They’re home to both their associated Elemental Embodiments and whatever creatures can adapt to their conditions (for instance, the Plane of Water is home to all sorts of sea life and aquatic races, while the Plane of Earth is home to plenty of dwarves).
The outer planes include a plane representing each of the Character Alignments plus the borderline areas between them. For example, the infinite, nightmarish and demon-haunted layers of the Abyss represent the Chaotic Evil alignment; the heroic battlefields of Ysgard represent the meeting of Chaotic Neutral and Chaotic Good; and the orderly, worlds-sized three-dimensional gearscape of Mechanus represents the Lawful Neutral alignment.
The 1st Edition Manual of the Planes describes the Demi-Plane of Electromagnetism, one of the three demiplanes known to exist (at the time; later editions take a much more cavalier approach to adding new demiplanes). It's fundamentally very similar to the Quasielemental Plane of Lightning, and as a result of this it's slowly dying as it's pulled into and merges with the elemental plane proper.
Module WG7 Castle Greyhawk: The Queen of the Honeybee Hive on level 7 opened a gate to the Demi-Plane of Flowers, a gigantic plain covered with every imaginable type of flower and plant.
4th Edition takes the elemental planes, the Chaotic Evil Abyss and the Chaotic Neutral Limbo and mixes them into one plane, the Elemental Chaos. The 5th Edition reinstates the separate Elemental Planes, with the Elemental Chaos occurring where they break down and mix together as one heads "away" from the mortal world and towards the Outer Planes.
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RuneScape: The 14 Runecrafting altars (Air, Water, Earth, Fire, Mind, Chaos, Death, Blood, Body, Soul, Cosmic, Astral, Nature, Law) are pocket dimension of their specific energy with a landscape to match, with the exception of the Astral Altar which was brought into the main world by the Moon Clan. Their elemental energy can be infused into runestones for casting magic. On a larger scale, entire worlds can be charged with one or more of the elements, with the main world (Gielinor) being the one where all elements are in balance.
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The Death Gate Cycle: After the Earth is destroyed, the demigod-like Sartan remake it into four worlds, each based on classical element: Arianus, the world of air (a World in the Sky where people live on floating islands); Pryan, the world of fire (a Hollow World of sweltering temperatures and towering jungles); Chelestra, the world of water (another hollow world but full of water, where people live in hollow spaces within artificial floating structures); and Abarrach, the world of stone (a massive volume of rock honeycombed with caverns and tunnels, highly volcanic).
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EverQuest has a bunch of these. Indeed, an entire expansion is called "The Planes of Power", and contains something like 15 different planes. And there are more planes from other expansions.
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The DCU: Long ago, when the goddess Hecate came to Earth, she gifted humanity magic. Seeing her potential for unlimited power, humans captured her and tortured her for more secrets. As the years went on, Hecate became mad and broke from her imprisonment, gifting her jailers dark magic in hopes that they would destroy themselvesnote https://dc.fandom.com/wiki/Lords_of_Order#Creating_the_Parliaments. These "Lords of order" would then use their power to perform a ritual that infuse the natural world with power. This would birth the "parliament of life", and with it, supernatural forces like the Red, the Divided, the Green, etc., all with their own elemental plane.
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The Fairly OddParents!: One episode shows several. When Timmy wishes to become a fairy and attempts to get to "Fairy World", he first ends up in "Scary World" and "Hairy World". A cow then shows up in Hairy World asking if she's in "Dairy World". In another episode, Fairy World is sabotaged and starts plummeting directly into the world beneath it — which so happens to be Giant Bucket of Acid World.
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Invader Zim: "A Room With a Moose" has two consecutive examples of this trope, with Zim showing Dib other places he could have used the wormhole to send him. The first is "a dimension of pure itching" which is only shown as a green mist, Zim assuring Dib "that stuff's really itchy", while the second is "a dimension of pure dooky" which isn't shown at all, only Dib's horrified reaction visible.
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Bakugan: Prior to season one Vestroia, the home planet of the Bakugan, became split into six element worlds, one for each Attribute of Bakugannote Pyrus/fire, Ventus/wind, Subterra/earth, Aquos/water, Haos/light and Darkus/darkness. Naga, the season’s main antagonist, merged them in pairsnote Ventus/Aquos, Subterra/Haos and Pyrus/Darkus, before Drago reunited all six into New Vestroia at the end of the season.
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In the Men Behaving Badly episode where they're watching Star Trek, Tony wonders if space really is the final frontier and wonders if space will eventually end and lead to a larger expanse of milk or something.
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The experiments in CryptoSanta by Lemon Demon were trying to open other dimensions filled with presents in order to bring about Christmas Every Day.
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Buffy the Vampire Slayer: Several elemental dimensions are mentioned as a gag, namely the "land of the trolls", "land of perpetual Wednesday", "crazy melty land", "world without shrimp" and "world with nothing but shrimp".
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Rift: The planes, where each one of the six elements (Fire, Water, Earth, Air, Life and Death) rules unrestrained. Closing portals that their inhabitants can get through is a core part of the game.
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Scion: The Titans, ancient and powerful beings embodying elements such as fire, air, ice, light, or shadow, are each one an example of this, being locations as much as or more than they are individual entities.
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Invisible Sun: The realm of Actuality has Nine Suns, eight of which are actually alternate planes of existence that represent fundamental concepts and abstract ideals. For example, the Indigo Sun, where most vislae characters start out, is the realm of truth and ideas. The Green Sun represents ideals such as life, prosperity, and success, while the Red Sun covers not only destruction and alien natures, but also change as a whole. The one Sun exempt from this is the Invisible Sun, which has no world to visit and exists outside the other Suns, yet shines on all of them and connects them. It serves as the source of magic and power for the Actuality.
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The world of The Witcher is surrounded by four elemental planes, each inhabited by different elemental types of genie.
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Module WG7 Castle Greyhawk: The Queen of the Honeybee Hive on level 7 opened a gate to the Demi-Plane of Flowers, a gigantic plain covered with every imaginable type of flower and plant.
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The following is a list of statements referring to the current page from other pages.

 Elemental Plane
processingCategory2
Another Dimension
 Elemental Plane
processingCategory2
Speculative Fiction Tropes
 Kirby: Right Back at Ya! Odyssey of Dreams (Fanfic) / int_c8552b9a
type
Elemental Plane
 Discworld / int_c8552b9a
type
Elemental Plane
 Lord Demon / int_c8552b9a
type
Elemental Plane
 New Pantheon / int_c8552b9a
type
Elemental Plane
 Saintess Summons Skeletons / int_c8552b9a
type
Elemental Plane
 The Last Wish / int_c8552b9a
type
Elemental Plane
 The Traveler's Gate / int_c8552b9a
type
Elemental Plane
 Xanth / int_c8552b9a
type
Elemental Plane
 The Adventure Zone: Balance (Podcast) / int_c8552b9a
type
Elemental Plane
 Advanced Dungeons & Dragons 1st Edition (Tabletop Game) / int_c8552b9a
type
Elemental Plane
 Advanced Dungeons & Dragons 1st Edition (Tabletop Game) / int_c8552b9a
type
Elemental Plane
 City of 7 Seraphs (Tabletop Game) / int_c8552b9a
type
Elemental Plane
 Dungeons & Dragons 4th Edition (Tabletop Game) / int_c8552b9a
type
Elemental Plane
 Invisible Sun (Tabletop Game) / int_c8552b9a
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Elemental Plane
 Planegea (Tabletop Game) / int_c8552b9a
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Elemental Plane
 Scion (Tabletop Game) / int_c8552b9a
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Elemental Plane
 Trail of Cthulhu (Tabletop Game) / int_c8552b9a
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Elemental Plane
 EverQuest (Video Game) / int_c8552b9a
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Elemental Plane
 Final Fantasy XI (Video Game) / int_c8552b9a
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Elemental Plane
 Might and Magic (Video Game) / int_c8552b9a
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Elemental Plane
 NetHack (Video Game) / int_c8552b9a
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Elemental Plane
 Ultima VIII (Video Game) / int_c8552b9a
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Elemental Plane
 Awful Hospital (Webcomic) / int_c8552b9a
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Elemental Plane
 Dominic Deegan (Webcomic) / int_c8552b9a
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Elemental Plane
 Irregular Webcomic! (Webcomic) / int_c8552b9a
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Elemental Plane
 Nabe Universe (Webcomic) / int_c8552b9a
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Elemental Plane
 The Death Gate Cycle / int_c8552b9a
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Elemental Plane