The Inner Planes
A new way to look at the AD&D world
by Gary Gygax


- - - - -
Dragon - - - Dragon #73

All Scholarly AD&D Game Aficionadoes are familiar with
the torus used to illustrate the Elemental Planes. A depiction of
it is printed in the DEITIES & DEMIGODS Cyclopedia, and
that is reproduced here below (Figure A) for easy reference.



Note that, in the torus, the Para-Elemental Planes (Ice, Dust,
Vapor, Heat) occupy too much area. Discerning Students will
also remark that three of these intervening planes are denoted by
some material manifestation, while the remaining one is desig-
nated by a condition. Thus, the logical question: Which one in
the series does not belong? Do not blame the Learned Authors of
the work in which the depiction occurs ? I am the one respon-
sible for it, and I offer my apologies.

Getting back to the point of this article: Another reference
illustration (Figure B, at right below), also from the DEITIES &
DEMIGODS? book, shows the Inner Planes (Material, Elemen-
tal, Positive, etc.). Isn?t it interesting to note how the Positive
Material Plane sits upon the material multiverse as if it were a
plate? Observe also how the Negative one serves as a saucer for
the same body?



If these odd relationships have troubled you, Gentle Readers,
half as much as they have disturbed me, you have been sorely put
upon. I, for one, could stand it no longer. After several hours of
rooting around in the mess which I laughingly term my files, I
discovered my notes on the Inner Planes. Atop the heap was an
illustration of a tetrahedral structure for the Elemental Planes
(Figure C, at the top left of the facing page) proposed by my
Worthy Confederate, Steve Marsh.



It is easy to see that this form has the obvious advantage of 
allowing the four Elemental Planes to touch and interact with
each other. The vertices where the elements meet provide us six
(count ?em) Para-Elemental Planes, viz.  Lightning, Magma,
Dust, Ice, Vapor,  and Ooze ? all material substances, not condi-
tions, by the by! The four faces are the Positive Material, Nega-
tive Material, and Shadow Planes, plus the infinity of the Prime
Material Plane (which occupies the fourth face and is also
assumed to fill the interior of the tetrahedron). Also existing in
the same space as all of that is the Ethereal Plane, which passes
around, over, under, and through the whole shebang. Got it?
Excellent! It is a neat little package. Somehow, though, I am not
too comfortable with the shape. It doesn?t exactly fit in with the
rest of the planar depiction, and the elements and para-elements
don?t seem to be quite right. After sitting and fiddling with the
thing for some time, I decided to take Steve?s thinking and apply
it to a cube. Take a look at this representation (Figure D, at the
top right of the facing page), where the four major faces repre-
sent the elements of Air, Earth, Fire, and Water. (Let us leave the
other sides for later.)



The direct intermingling of Air and Earth, or of Fire and
Water, is impossible in this system. This isn?t a bad idea, if I may
be so bold as to so state, since they are opposed elements. Direct
intermingling of the opposed elements should not take place,
and with the addition of the Positive and Negative planes into
this system of viewing things (about which more below), it isn?t
necessary to have these opposites do so in order to gain a desired
material. The vertices between the pairs of Elemental Planes are
the Para-Elemental Planes of: Smoke between Fire and Air, Ice
between Air and Water, Ooze between Water and Earth, and
Magma between Earth and Fire. These four Para-Elemental
Planes are augmented by the intermingling of the Positive and
Negative Material Planes with them, and in addition with the 
four Elemental Planes. By the addition of the two new factors,
the Positive and Negative Material Planes, we gain eight new
?Quasi-Elemental? Planes.

Consider the Positive Material Plane and Negative Material
Plane as occupying the two unaccounted-for faces of the cube,
each abutting all four of the Elemental Planes. These planes
extend into the Prime Material Plane (the interior of the cube),
just as do all of the other sorts of Elemental Planes. The border
between the Positive and Negative Planes exists in the Prime
Material. It is the Plane of Shadow, which waxes and wanes
from place to place but always permeates the whole.

At the intersections where the Positive Material Plane directly
connects to the four Elemental Planes are found the following
four Quasi-Elemental Planes:

    The  Lightning  plane (at the junction with Air), ranging
from static electricity near the Plane of Water to sheet
lightning near the Plane of Fire.

    The Steam plane (at the junction with Water), ranging
from vapor near the Plane of Air, through mists, to super-
heated steam near the Plane of Earth.
    The Radiance  plane (at the junction with Fire), going
from dull hues near the Plane of Earth, through rainbow
colors, to a radiance of force near the Plane of Air.

    The Mineral plane (at the junction with Earth), ranging
from metals and gems near the Plane of Fire, through stone,
to calcium near the Plane of Water.
    Where the Negative Material plane touches the four Elemental
Planes are found the other four Quasi-Elemental Planes:

        The Vacuum plane, at the junction with Air.
        The Salts plane, at the junction with Water.
        The Ash plane, at the junction with Fire.
        The Dust plane, at the junction with Earth.

The six sides of the cube are shown ?flattened out? in a full-
color, two-dimensional representation of this system accompany-
ing this text (on the second page following). Remember that the
vertices and border areas representing the Para-Elemental and
Quasi-Elemental Planes are shown as small areas here, but actu-
ally they ? just like the Elemental Planes themselves ? are
multi-formed and fluid and might manifest themselves, in small
part or large, virtually anywhere. Similarly, the various elemen-
tal areas are themselves virtually as infinite as the Prime Material
Plane, which is itself composed of their substances, plus the
ether, plus more (time, for example). Thus, while the diagram
shows surfaces and areas bounded by lines, the Discerning
Reader must always bear in mind that depictions such as these
are merely tools for display of concepts, not exhaustive atlases of
boundless spaces!

In order to sum up the ?cubic? theory of the Inner Planes, and
to assign each plane a designating color, the following list of
planes and their colors is presented. For the sake of clarity, not
all the planes given in the following list are shown on the two-
dimensional rendering. This list is useful as a source of informa-
tion, and can also be employed to randomly choose one particu-
lar Inner Plane when such a determination is needed.

THE INNER PLANES
- Concordant Opposition Ochre
1 Prime Material Turquoise
- Elemental Planes: -
2 Air Blue
3 Earth Brown
4 Fire Red
5 Water Green
- Para-Elemental Planes -
6 Smoke Pearl
7 Ice Aquamarine
8 Ooze Chocolate
9 Magma Maroon
- Quasi-Elemental Planes -
10 Lightning Violet
11 Steam Ivory
12 Radiance Rainbow spectrum
13 Mineral Pink
14 Vacuum Ebony
15 Salts Tan
16 Ash Grey (dark)
17 Dust Dun
- Others: -
18 Positive Material Whtie
19 Negative Material Black
20 Shadow Silver
20 (Time) (Colorless)

1 -- Optional: Either assign 50% chance for each of 
the listed results, or ignore this result and roll again on 
d6, treating 6 as a 1, to yield a result of 1 through 5. 

Having proposed a cubic form for the Inner Planes, and given
them color identifiers in addition, it is high time to get at the
next point. After all, when one is in the ethereal state and travel-
ing about, how is it that one locates anything? By color, of
course. Assuming that the whole of the Ethereal Plane need not
be identified, since the adventurer is already upon it, then spots
of color in the ether indicate that the substance impinges upon
some other plane at that place. In this manner, the wanderer
encounters wavering bands of colored mists when trekking
through the Ethereal Plane.

Such curtains of vaporous color should occur at time intervals
of every 12 hours, PMP (Prime Material Plane) time. The colors
should occur at random, as the ether is everywhere and nowhere
at once. By identifying the hue, the adventurer is able to deter-
mine the proximity of another plane and which one it is. By
peering into the misty curtain, the viewer is allowed to see the
other plane, while he or she remains ethereal and hence invisi-
ble. Movement in both planes at once is accomplished simply by
being in the ethereal state and willing oneself to ?enter? the,
other plane at the same time. When the traveler so desires, he or 
she can abandon one or the other of the planes, either deciding
in favor of completely entering the particular non-ethereal plane,
or turning elsewhere on the Ethereal Plane to see what else can
be discovered. Note that this is somewhat different from travel of
the astral sort.

To determine which plane is encountered, simply roll a
twenty-sided die and read across the table. Both the Concordant
Opposition and Ethereal Plane are reached from either the Astral
Plane, or by magical means, from any of the other Inner Planes
except Time. The latter plane abuts only the Ethereal Plane and
Prime Material Plane directly, so the plane of Concordant Oppo-
sition cannot be reached from the Plane of Time.

With Roger Moore?s excellent article on the Astral Plane
handy (see issue #67 of DRAGON Magazine), the DM can also
have fun with astral travel. The following list, giving color indi-
cators for the planes that border on the Astral Plane, is useful in
this regard.

TABLE OF THE OUTER PLANES
(and Concordant Opposition)
1 Concordant Opposition Brown
2 Happy Hunting Ground Emerald
3 Olympus Sapphire
4 Gladsheim Indigo
5 Limbo Jet
6 Pandemonium Magenta
7 Abyss Amethyst
8 Tarterus Olive
9 Hades Rust
10 Gehenna Russet
11 Nine Hells Ruby
12 Acheron Flame
13 Nirvana Diamond
14 Arcadia Saffron
15 Seven Heavens Gold
16 Twin Paradises Amber
17 Elysium Opal
18 Extra-dimensional Space Terra Cotta
19 Non-dimensional Space soot
20 Ethereal Purple

The cubic expression of the structure of the Inner Planes
allows for more variety and a broader range of magic. Identifica-
tion and travel to these places from the Ethereal Plane is now
within easy grasp of the ambitious Dungeon Master. Likewise,
the use of travel in the Astral Plane is facilitated by color identi-
fication. Pools of color encountered astrally indicate that there
the Astral Plane interlocks with one of the Outer Planes.

Unlike the ?peering? method of ethereal exploration, where a
traveler can be in two planes at once, a color pool encountered
on the Astral Plane can be examined (but not actually entered)
through the use of concentration. The observer thinks of the
place indicated by the color pool while gazing at the surface of
the pool. This causes a view of the place to appear, with the
viewer ?positioned? as if observing it from a great altitude. The
more the viewer concentrates, the closer becomes the prospect. A
direction can be determined, and a point of view can be made to
turn to that facing, as well as change perspective from distant to
near and back again, all by continued concentration.

Of course, all sorts of factors ? magical, monstrous, and oth-
erwise ? might impede such viewing; a sheathing of impenetra-
ble metal, for instance, precludes viewing another plane from the
Astral Plane.

The concentration of a viewer upon a pool of color allows
rapid scanning from the broad perspective to nearly any close-
range one, and when it is desired, the viewer can even material-
ize, going from astral to material form, upon the viewed plane.

With both more Inner Planes to visit and an easy-identifi-
cation system offered for them and the Outer Planes as well, the
range of AD&D adventuring is poised on the brink of new
frontiers. More is needed, no doubt, regarding ethereal travel,
creatures of other planes, and so on. Certainly the more venture-
some DMs can begin here and now to include broad-scale adven-
tures in the Inner and Outer Planes as part of their campaign
repertoire.