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  The Planes of Existence
  The Planes of Existence
  D
   
  ungeons & Dragons 5th edition doesn't have am
  official Manual of the Planes and probably never
  will. This document is my attempt to define the
  D&D cosmology in an interesting way suited for
  5e. I also attempt to introduce techniques to
  make the planes feel like different worlds,
  ideally in a way that DMs can use for their own campaigns.
  Most of this document is my personal thoughts about how
  to run the planes. Like Planescape, it's best if you pick and
  choose what you see fit to use, ignore the rest, and fill the
  gaps with a bit of your own flavor.
  The Outer Planes
  The Outer Planes
  Also known as outer, spiritual, divine, planes of thought, or, in
  academic circles, the metaphysical planes. There are many
  models that envision the "real" structure of the planes (most
  famously the Great Wheel and World Tree). All of these are
  correct and yet incorrect; the outer planes are places of
  contradiction. However they really work is beyond mortal
  knowledge.
  The Astral Plane contains the outer planes "within" and yet
  outside itself. Think of these planes as unseen bubbles of
  stability in the void. The Astral and the outer planes are
  collectively known as the Astral Sea.
  Memory and Ideal
  Memory and Ideal
  An outer plane epitomizes an ideal. After death, souls of the
  dead (known as petitioners) arrive at the plane best
  representing the ideal they held dearest in life. The memories
  these petitioners bring with them become part of the plane,
  giving form to it and the powers that live on it.
  When a being held a specific object or place dear in life, it
  might manifest physically on the plane it reaches after death.
  A petitioner might bring with them the memory of a house
  where they lived, a building where they worked, or an item of
  personal significance.
  The planes warp these things to reflect their nature. The
  recreation of a place may be adorned with beautiful sculpture
  in Celestia, overgrown with vibrant flowers in Arborea,
  warped and desecrated in the Abyss, or appear with spikes
  and chains bolted to it in the Nine Hells.
  Memories need not be specific, nor detailed. The planes
  can create a forest, for instance, based on nothing but the
  memories of what a forest should be like. Blank spots in
  memories are filled in a similar fashion.
  When the petitioners of a specific place (like a town or
  castle) held similar ideals in life, their memories might
  combine to form a recreation of this place. This isn't
  common, usually the memory recreations will be scattered
  about the planes alongside their petitioners. If this goes on
  for a long time, the petitioners bring with them memories of
  different times, and the recreation of this place becomes a
  bizarre combination of itself during many different points in
  time.
  Living Anomalies
  Living Anomalies
  In ancient times, there were barriers separating the outer
  planes, inner planes, and Prime Material. Old tales claim it
  was an ancient wizard, the illithid empire, or an old, forgotten
  god who eventually breached them. Whatever happened, the
  planes were laid bare for all to see.
  The outer planes are welcoming towards those who
  conform to their nature and hostile towards those who do
  not. Sapient creatures find themselves at ease in planes of
  thought similar to theirs, and the planes morph and influence
  things in their favor in subtle ways. Naturally, they also make
  things very difficult for creatures with ideals opposing their
  nature. A plane can alter a creature's thoughts and even body
  to reflect itself, if they live on it for too long.
  The closer a creature's ideal aligns with that of a plane, the
  closer they approach "becoming one" with the
  aforementioned plane. A creature in tune with a plane can
  manipulate the fabric of that plane with a thought.
  It's possible for a concentration of living creatures, whose
   
  Power of Belief
  Power of Belief
  Sapient creatures other than petitioners and (most)
  outsiders have plane-shaping powers on the outer
  plane that best matches their ideals.
  When on your aligned plane, touching a
  nonliving object that isn't being worn or carried
  grants you the ability to move it or alter its shape
  within a 15-foot cube centered on yourself.
  Telekinesis
  Telekinesis
  As an action, an object can be telekinetically
  moved with fine control, as long as it remains
  completely within the cube.
  Objects of medium size or smaller in the cube
  can also be hurled with great force in a straight line
  up to 120 feet. If hurled at a creature, that creature
  must succeed on a Dexterity saving throw with a
  DC of 8 + your Intelligence modifier + your
  proficiency bonus, or be hit. The object deals 3d8
  bludgeoning damage to whatever it hits.
  Object Shaping
  Object Shaping
  With 1 minute of concentration, the shape of any
  nonmagical object within the cube can be altered
  down to a fine detail. It can be broken into pieces
  or merged with another object, but otherwise must
  maintain the same density, volume, and
  composition. If the object does not fully fit within
  the cube, then only the part inside the cube can be
  altered.
  Concentrating on the cube for 1 hour causes the
  alterations to become permanent, and prevents any
  other creature from altering anything within the
  cube. Otherwise, it returns to its normal form after
  1 day. Casting dispel magic makes material in 15-
  foot cube alterable again.
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  THE PLANES OF EXISTENCE
  
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  ideals don't match that of the plane, to cause a part of it to
  warp or break off entirely. When this happens, that part of the
  plane and anything on it is sucked into the Astral Plane,
  where it remains adrift or merges with another plane. This is
  a persistent problem for settlers.
  The Dead: Petitioners
  The Dead: Petitioners
  Petitioners most often show up looking like idealized, neutral,
  or un-idealized versions of their mortal bodies. But like all
  things in the planes, there are exceptions. For instance,
  Arborean petitioners sometimes become elves, and Acheron's
  petitioners may arrive as goblinoids or orcs.
  Evil souls bound to the fiendish planes may arrive in the
  River Styx, where they become lesser fiends instead of
  petitioners. The Styx also erases the memories of these
  souls, reducing them to a fine silt found in the river's depths.
  While the memory still exists as silt, the creature can still be
  resurrected, but doing so is much more difficult.
  When a soul held a strong faith in life, the power they
  worship highest claims them for their home plane, or rejects
  them if it sees fit. In the same vein, when a soul held an
  especially strong bond with another in life, the powers of
  good or neutral planes might arrange for them to be reunited.
  The dead gradually lose their memories of life. After 200
  years, a soul no longer recalls any of their former life, and
  consequently cannot be resurrected through any known
  means. After this point, petitioners live out their afterlives for
  thousands of years before fading away and becoming a part
  of the plane itself.
  When a petitioner is slain on its native plane, it disappears
  in a puff of mist and immediately reforms elsewhere on the
  plane. When slain outside its plane, however, a petitioner
  ceases to exist entirely and cannot be restored by any means
  except a wish spell. Petitioners cannot be involuntarily
  removed from their native planes.
  Other Planes
  Other Planes
  Other planes aren't quite as complex as the outer planes.
  Except for the Prime Material, but you already know all about
  that one.
  The Inner Planes
  The Inner Planes
  Also known as the elemental planes, or, in academic circles,
  the fundamental planes. The inner planes contain the
  elemental building blocks of the universe.
  The inner planes can be conceptualized as a sphere, with
  the Positive Energy Plane at the top, the Negative Energy
  Plane at the bottom, and the base elemental planes around
  the center. Between these planes are the para-elemental
  (between two elemental planes) and quasi-elemental
  (between one element and the Positive or Negative Energy
  Plane) planes. Any natural and inorganic state of matter can
  be found on the inner planes, expressed as a combination of
  energy and the four elements.
  Inner planes resemble lands with an abundance of one
  specific element. The Plane of Water is a boundless ocean,
  the Plane of Air is a vast sky of floating islands, etc.
  Planes of Pure Substance
  Planes of Pure Substance
  The inner planes are simple places that reject the
  complexities of magic.
  Unless the caster has magical protection, spells
  cast with a spell slot of 3rd level or lower
  (including cantrips) fizzle out, and the spell slots
  used to cast them are wasted.
  The para-elemental planes are as follows:
  Smoke, the para-elemental plane of air and fire.
  Mist, the para-elemental plane of air and water.
  Magma, the para-elemental plane of earth and fire.
  Ooze (or Mud), the para-elemental plane of earth and
  water.
  The quasi-elemental planes are as follows:
  Lightning, the positive quasi-elemental plane of air.
  Crystal, the positive quasi-elemental plane of earth.
  Light (or Heat), the positive quasi-elemental plane of fire.
  Ice (or Cold), the positive quasi-elemental plane of water.
  Vacuum, the negative quasi-elemental plane of air.
  Sand (or Dust), the negative quasi-elemental plane of
  earth.
  Ash, the negative quasi-elemental plane of fire.
  Acid, the negative quasi-elemental plane of water.
  The Positive Energy plane is a place of energy and chaos,
  where enormous, violent storms of pure, colorful energy
  crash against all things. Don't be fooled by "Positive", the
  sheer energy of this place can quicken an unprotected
  creature's heartbeat until its heart explodes, make it burst
  into a mass of tumors, or cause any other manner of horrible
  death.
  As you'd expect, the Negative Energy plane is the opposite
  of the Positive. It is a place of stillness and stagnation, where
  all things are gray and rotting. The Negative Energy plane
  can make an unprotected creature starve to death in less
  than a minute, or rot the flesh off its bones.
  Because the inner planes are built of pure element, one
  can think of them as more "physical" than the prime material.
  In these planes, magic is difficult to cast without special
  tools.
  The Prime Material
  The Prime Material
  Scholars debate whether there are multiple Prime Material
  planes, or if all worlds are part of the same Prime Material.
  No spells can take one directly from one Prime Material
  plane to another; a different plane must be used as a medium
  between them, unless a traveler finds a rare portal or travels
  through the phlogiston. For this reason, denizens of the
  primes are often ignorant of other material planes.
  The material planes are built from the elements of the
  inner planes, but none maintain a perfect balance of all
  elements. A material plane with more inclination towards the
  plane of water, for instance, would have stronger rain and
  greater oceans.
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  Events of significance tend to reoccur in multiple material
  planes. The ancient war between giants and dragons has
  been observed in at least thirty-three planes, and the
  corruption of the clan Duergar has been observed in
  fourteen. Nobody really knows why this is.
  The Transitive
  The Transitive
  There are two transitive planes: The Ethereal, which joins the
  inner and material, and the Astral, which joins the material
  and outer.
  In the Astral, travelers can reach other planes through
  color pools, one-way natural portals to any plane except the
  inner planes.
  The Ethereal has two parts: the Border Ethereal and the
  Deep Ethereal. The Border Ethereal is where the Ethereal
  overlaps another plane. From here, travelers can reach the
  Deep Ethereal simply by willing it and walking forwards for a
  brief time.
  The Deep Ethereal is a place where colorful proto-matter
  swirls and churns. From here, travelers can reach
  demiplanes or the Border Ethereal of other planes through
  the curtains of vaporous color. Getting from the Border to the
  plane itself is another matter.
  Demiplanes originate from the Deep Ethereal, and are
  most often found there. Sages speculate that every plane
  began as a demiplane in the Deep Ethereal.
  Building the Outer Planes
  Building the Outer Planes
  The Outer Planes are planes of thought, of ideals, of gods,
  and of the dead. Three types of being are native to the Outer
  Planes: powers (gods and other divines), petitioners (spirits of
  the dead), and outsiders (creatures native to the planes). Many
  creatures from the Prime Material planes make their homes
  here, as well.
  Each outer plane is based on a specific ideal, and each has
  a unique trait that affects all creatures and petitioners within
  it. This is the main feature that sets them apart. No matter
  where you go on an outer plane, its ideal pervades all things.
  Other Worlds
  Other Worlds
  A plane is like a dungeon: it shouldn't be a place where only
  one type of monster lives, sitting around and waiting to be
  murdered. Even the lower planes have ecosystems, climates,
  settlements, and factions of their own.
  That being said, if you're visiting a forest on an outer plane,
  it ought to feel different than visiting any ordinary forest. The
  outer planes have some differences from the material:
  Unfathomable. Things like "physics" and "making sense"
  are more like suggestions in the outer planes (so are the
  rules of D&D, for that matter). There are no maps of the
  outer planes, because geography changes on a whim, and
  traveling is more a matter of using the right magic,
  appeasing the right powers, and knowing the right secrets.
  Limitless. Incomprehensible magic, impossible twists of
  space and time, and living things that shouldn't be alive
  are but a sampling of the weirdness one can expect on a
  journey through the outer planes.
   
  Larger than Life. Things in the outer planes are bigger
  and grander than those in the mortal world. A tower in the
  outer planes might rise far above the clouds. A field might
  be full of supernaturally vibrant flowers.
  Mythic. These are places where the gods walk. Slaying a
  powerful demon might imbue your sword with holy might.
  Drinking from a certain stream might cause you to age ten
  years. If it can happen in a real-world myth, it can happen
  in the outer planes.
  Layers of the Outer Planes
  Layers of the Outer Planes
  Traditionally, the non-neutral planes have multiple layers. If
  you've ever read about them, you might wonder why- the
  layers seem like an unnecessary afterthought to most planes.
  Most of the planes have unremarkable layers that can easily
  be combined into a single layer without losing anything.
  That isn't to say you shouldn't use them in your campaign,
  just that making use of the layers is a matter of preference. In
  a campaign about a long journey through the planes, for
  instance, it makes sense to use layers.
  On the other hand, the layers tend to be single-climate
  worlds, like bad sci-fi planets. This never sat right with me.
  Worlds should have different parts. If you use the layers,
  consider creating homebrew layers.
  Changes
  Changes
  The Feywild and Shadowfell are traditionally "echo planes",
  but in a Planescape-esque campaign, DMs might want to
  change them to outer planes.
  The Feywild makes a good chaotic plane, and the
  Shadowfell, being a place souls pass through after death,
  already has a link to the outer planes.
  Also, Limbo is virtually identical to the Elemental Chaos.
  In my own cosmologies, I've merged them together. If you're
  using the Great Wheel, Limbo's spot can be replaced with the
  Feywild or a homebrew plane.
  Alignment
  Alignment
  Law vs. Chaos was always kind of a silly thing. Nobody can
  agree on what makes a being lawful or chaotic, and the
  struggle of law and chaos comes off as very forced in
  Planescape material. With more nuanced characters coming
  into focus in modern D&D, it seems silly to use the traditional
  alignment system as the foundation of the planes or anything
  else. Perhaps I'll get some flak for this, but I feel it's best to
  just throw the whole thing out.
  Infinity
  Infinity
  Common knowledge holds that the outer planes are infinite.
  This is true from the perspective of a person on them, who
  could walk forward for a million years and never reach the
  "edge" of a plane, because the morphic nature of the plane
  ensures there is no such edge.
  The planes are unfathomably large, but not infinite.
  Nobody ever taught D&D writers the difference between
  "infinite" and "very big".
  Is this just a pet peeve of mine that has no practical
  importance? Yes.
  3
  THE PLANES OF EXISTENCE
  
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  Index of the Outer Planes
  Index of the Outer Planes
  Upper Planes
  Upper Planes
  Planes of good. These planes are paradises compared to
  anywhere else in the universe, but they're not without their
  dark spots. Adventurers usually end up in said dark spots-
  after all, that's where the problems are.
  Travel between the upper planes is relatively safe and easy,
  but even on the upper planes, the wilderness is not always
  kind. The River Oceanus flows from Elysium to Arborea, a
  useful passage across the enormous and unpredictable
  Beastlands. Any being (such as an angel) native to any of the
  upper planes can often be found traveling or living in any of
  the others.
  The people of the upper planes are wary of mistakenly
  aiding evil causes. These planes rarely use any kind of
  currency, instead, inhabitants only lend aid and resources
  (beyond food, water, and shelter) to those who can prove
  themselves to be good.
  Creatures born on these planes often gain the celestial
  type. Theoretically, you could summon normal beasts or
  common folk from the upper planes with spells like conjure
  celestial. Why you would want that is up to your imagination.
  Neutral Planes
  Neutral Planes
  Aside from beyond being neither good nor evil, the neutral
  planes have little in common with each other. In fact, the
  constructs of Mechanus and the slaadi of Limbo will attack
  each other on sight. Things that people of the Primes care
  little about can be matters of life and death on the neutral
  planes.
  There are very few paths between any two neutral planes,
  as they tend to be distant from each other- except for the
  Outlands, of course.
  I've included the Feywild and Shadowfell as neutral planes
  because that's how I use them. Feel free to ignore them.
  Lower Planes
  Lower Planes
  Planes of evil. The lower planes are miserable places that few
  would dare set foot on. Any place of respite here is likely to be
  a trap or illusion. The Blood War has been raging for so long
  that nearly everything on the lower planes has been affected
  by it.
  The River Styx connects all lower planes. Despite how it
  looks (disgusting and evil), it's by far the best method of
  navigating the lower planes, and a traveler would be wise to
  enlist the services of a merrenoloth to navigate it.
  Devils, demons, and yugoloths are the most common of
  fiends, but by no means the only types. Succubi/incubi,
  rakshasas, demodands, night hags, cambions, and others all
  pose a threat to anyone visiting the lower planes.
  In general, yugoloths and devils respect bargains and
  contracts, so a shrewd negotiator who has something they
  want might be able to make it through the lower planes
  relatively unscathed. Demons, on the other hand, can only be
  coerced with force.
  Creatures born on these planes often gain the fiend type,
  so don't come to the lower planes if you're expecting.
  Sigil
  Sigil
  Atop the spire in the very center of the Outlands is the torus-
  city of Sigil, a place supposedly at the center of the universe.
  There are untold thousands of portals to other planes in
  Sigil, all requiring gate keys to open, and a gate key can be a
  thought, an object, an action, or nearly anything else. Most of
  these gate keys are unknown to most citizens of Sigil- this
  city trades in gate keys, and to give away the secret of it is to
  devalue it.
  Sigil is kept safe by the Lady of Pain, an extremely
  powerful and enigmatic figure. Anyone who crosses her or
  starts trouble in her city is quickly sent to a nigh-inescapable
  labyrinthine demiplane. Unfortunately, that includes good
  creatures who try to fix the poor conditions in Sigil (such as
  its pollution and many slums). She also controls the dabus,
  strange psychic goat-like creatures who keep the city in order.
  Most of Sigil's denizens believe the Lady of Pain creates
  the portals, but there is no proof of this. If she does, it raises
  the questions of how and why.
  Sigil is what defines a Planescape campaign. You can use
  it in any campaign, but the city is so complex that it feels like
  a whole campaign is needed to do it justice.
  In previous editions, Sigil was located inside the torus,
  which was invincible and impenetrable and only accessible
  via portal. 5e seems to move it to the inner rim of the torus,
  making it accessible by flying upwards from the Outlands
  below. Which version you use is up to personal preference.
  Art Credits
  Art Credits
  The Astral Plane: Aleksi Briclot
  The Abyss: Daniel Zrom
  Acheron: ronamis
  Arborea: ReFiend
  Arcadia: Yo Shimizu
  The Beastlands: Roberto Nieto
  Bytopia: Gabriel Gomez
  Carceri: Noah Bradley
  Mount Celestia: Riot Games
  Elysium: Thomas Cole
  The Feywild: Nele Diel
  Gehenna: Concept Art House
  Hades: Tomas Honz
  Limbo: Noah Bradley
  Mechanus: Daniel Dociu
  The Nine Hells: Wayne Barlowe
  The Outlands: Raphael Lacoste
  Pandemonium: Paolo Giradi
  The Shadowfell: Daniel Pilla
  Ysgard: Jonathan Lam
  4
  INDEX OF THE OUTER PLANES
  
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  The Astral Plane
  The Astral Plane
  The plane of thought. Here, the stone corpses of forgotten
  gods float through the void. The Astral is home to Githyanki
  conquerors and monstrous Astral Dreadnoughts. Magical
  anomalies and wizardry mistakes tend to send all manner of
  strange things here, too.
  In the Astral, travelers can reach other planes through the
  color pools, one-way portals that can take a creature to any
  plane, except the inner planes. Color pools are almost always
  one-way, so be cautious before you enter one.
   
  Ideal: N/A
  Trait: While on the Astral Plane, a creature does not
  require food or drink and does not age. Its walking speed (in
  feet) is equal to 3 x its Intelligence score, and any other
  speeds it has cannot exceed this number.
  Astral Projection
  Astral Projection
  According to real world myths, the Astral Plane is a
  realm of thought and spirit, encompassing the
  space between Heaven and Earth. The living use
  Astral Projection to visit this place in dreams, their
  souls connected to their bodies with silver cords.
  In 5th edition D&D, the spell astral projection is,
  well, crap. With better means available for traveling
  the planes, it's unlikely that your PCs have much
  reason to visit. If your campaign makes use of the
  Astral or outer planes, consider changing the spell
  to a more reasonable level, or otherwise
  strengthening it (perhaps by making the cord
  extend into the outer planes?).
  5
  INDEX OF THE OUTER PLANES
  
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  Arborea
  Arborea
  A plane of enormous, awe-inspiring nature, where trees grow
  to the height of mountains, mountains peak above the clouds,
  and auroras are always visible in the night sky. Arborea is a
  beautiful plane, but also an intense one, where emotions run
  high and everything seems to be infused with magic of one
  kind or another.
  Arborea could be called a plane where civilization and
  nature co-exist, but it would be more accurate to say that
  nature is clearly in control. Settlements are built into the
  natural world, in the branches of great trees or in enormous
  natural caves. Most of Arborea is temperate forest and
  mountains, but rocks and dirt and trees come in different
  shapes and colors in each and every part of the plane.
  Narrow dirt paths are all that link one village to another.
  Arborea is a land of abundance, where streams of fresh
  water and trees bearing delicious fruit can be found nearly
  everywhere. So abundant are food, drink, and pleasures, that
  celebrations and festivals are an almost daily occurence for
  Arborea's inhabitants- but be careful, because non-natives
  often become so enraptured with the festivities that they pass
  out or even die of exhaustion.
  Virtually every square inch of the Arborean wilderness is
  claimed by some nature spirit or fey. Such beings are at best
  unpredictable, but generally reward those who appease them
  and punish those who do not.
  Arborea is the home plane of the elves. The plane is still
  home to celestial eladrin, and is thought to have hidden paths
  into the Feywild. Also, petitioners to Arborea often find
  themselves transformed into elves or half-elves. Travelers
  beware, the natives of Arborea are dangerous when provoked.
  Also on Arborea are the mysterious and elusive celestials
  known as asuras. They're said to know ancient magic, and
  might lend you their services... if you can find them.
   
  Ideal: Freedom, self-determination for oneself and others.
  Trait: Once per day, a creature can make a DC 15
  Charisma (Performance) check to appease the spirits of
  Arborea. On a success, it can add 1d4 to all ability checks
  and saving throws it makes within the next 8 hours. If it fails
  the check by 5 or more, it instead subtracts 1d4 from all
  ability checks and saving throws it makes within the next 8
  hours, as the spirits take offense.
  6
  INDEX OF THE OUTER PLANES
  
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  Arcadia
  Arcadia
  As the plane of common good, the petitioners of Arcadia are
  individuals who lived for the sake of their communities. The
  plane runs like a well-oiled machine. Everyone on Arcadia
  has a job to do that keeps the towns and cities in tip-top
  shape, and they're efficient enough at it that they quickly run
  out of things to improve and spend most of their time
  pursuing other interests.
  Nature in Arcadia is subdued. The plane is made of mostly
  hilly terrain, flatlands, and ocean. Much of Arcadia's "natural"
  world is in fact imported from other planes- such as forests of
  enormous Arborean trees, meticulously organized. The river
  Alfeios flows through the entire plane, dividing the land into
  countless millions of hexagonal regions, each on average 5-6
  square miles in size.
  Arcadia's many towns are unions of function and strange
  form, most excessively ornamented or constructed with
  strange architecture by inhabitants with all too much time on
  their hands. The Arcadian winds and the flow of the river
  Alfeios provide enough power to automate anything that can
  be automated.
  While towns and villages tend to spring up naturally, the
  enormous cities of Arcadia are painstakingly planned out.
  Arcadian city-states are among the most impressive man-
  made wonders of the universe.
  The plane has a bit of a dark side: Arcadia has a much
  higher tolerance for those with incompatible ideals than any
  other upper plane. The task of removing problem characters
  falls squarely on the shoulders of the Arcadians, who are
  often overzealous in their policing.
  Arcadia is the native plane of the Formians, a race of ant-
  centaur people who live in enormous underground colonies.
  Formians have a strict caste system, and unlike Arcadian
  petitioners, they aren't strictly good-aligned.
   
  Ideal: Common Good, community working together for the
  sake of each other.
  Trait: On Arcadia, any creature that can already speak at
  least one language is fluent in Arcadian, a spoken and written
  language.
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  The Beastlands
  The Beastlands
  The Beastlands is the plane of endless wilderness, where one
  can walk for a thousand years and never encounter another
  living person. Any settlements here are temporary places
  built by beings from other planes, and the Beastlands does
  not take kindly to such places.
  Every species of non-magical beast or plant that has ever
  existed on any Prime Material- including the giant ones- can
  be found somewhere in the Beastlands, along with the
  biomes they live in. What's more, they're all about twice the
  size of their non-celestial counterparts, and far tougher.
  Petitioners to the Beastlands lose their humanoid forms,
  but retain their intelligence and ability to speak, and gain the
  ability to polymorph into any beast at will. The Beastlands are
  also home to the rare celestial beasts: giant, intelligent, good-
  aligned beasts (sometimes called guardinals), identifiable by
  their bright white and gold coloration. The most powerful of
  the celestial beasts are half-animal, half-humanoid beings
  called the animal lords.
  Petitioners and celestial beasts know their way through the
  Beastlands by instinct. To anyone who ends up lost in the
  Beastlands, the guidance of these beings may be the only way
  out- and finding one of them could take months.
   
  Ideal: Nature, reverence for the natural world.
  Trait: Hunter's Paradise and Beast Transformation, as
  described on page 60 of the Dungeon Master's Guide.
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  Bytopia
  Bytopia
  Bytopia is a world in two parts: Dothion and Shurrock. These
  two lands are opposite each other: one can see the surface of
  Shurrock by looking up while on Dothion and vice versa.
  Gravity reverses at the exact midpoint between the two lands
  of Bytopia, which is about three miles above ground level on
  either side. Both lands are connected by massive spires of
  rock, which can be climbed to get from one side to the other.
  Dothion is the "lower" part of the plane. It is an idyllic land,
  where the weather is mild and the wilderness is kind.
  Inhabitants of Dothion live rural lives/afterlives, simple and
  pleasant. Many are farmers, and the harvest is always
  bountiful. Most of the rest live in cities.
  The "upper" part of the plane, Shurrock, stands in stark
  contrast to Dothion. The wilds of Shurrock are hostile, and
  the climate harsh. Taking a trip to Shurrock unprepared is a
  good way to die. Petitioners who die on Shurrock will reform
  on Dothion, but others who die there will not.
  Not only that, but Shurrock is regularly battered by intense
  storms. These great storms cover all of Shurrock in storm
  clouds, tearing the land apart with winds and hail and
  earthquakes and all manner of destructive weather. To
  survive during these storms is nearly impossible.
  Shurrock's great storms last for 80 days without fail, and a
  new storm begins 80 days after the end of the previous one.
  When the storm clears, Shurrock reappears almost
  completely untarnished.
  Shurrock is, however, brimming with treasures of all kinds.
  Game, wood, ores, gemstones, useful plants, and even rare
  monsters can all be found in large quantities. Every time the
  storm clears, excursions of hardy Bytopians make their way
  to Shurrock in search of its many bounties. So lucrative are
  these excursions that Bytopia is known to produce more
  magic items than any other plane.
  Dothion is unaffected by the dangers of Shurrock, which
  most Bytopians rarely if ever visit. Those who would venture
  to Shurrock spend the storms using the materials their
  previous excursion to prepare for the next.
  Bytopia is the home plane of the gnomes, and petitioners
  to Bytopia often find themselves transformed into gnomes.
   
  Ideal: Diligence, in pursuit of good.
  Trait: On Bytopia, creatures have advantage on saving
  throws against exhaustion, unless caused by magical means.
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  Mount Celestia
  Mount Celestia
  When most people think of the upper planes, they think of
  Celestia. While Elysium is the plane of ultimate good,
  Celestia is the plane of all that is holy. There is no greater
  monument to goodness in the universe than the glory of
  Mount Celestia.
  Celestia is often envisioned as having seven plateaus. In
  fact, it has only one plateau, wide as a continent at the base of
  the mountain, rising upwards ever so slightly and spiraling
  around the mountain seven times before reaching the top.
  Pilgrims to Celestia spend many years walking up the
  mountain, everyone else flies or uses portals.
  At the bottom of the mountain lies the Silver Sea, an ocean
  of holy water that holds more life than the actual mountain.
  It's an effective deterrent against unholy fiends and undead,
  who find themselves waist-deep in deadly holy water the
  instant they step onto the plane.
  At nearly every place in Celestia, enormous monuments of
  one kind or another can be seen in the distance. Structures of
  all kinds are adorned with sculpture and art, built of the
  white marble-like rock that the mountain is comprised of.
  Celestia is home of the Angels, the universe's champions of
  good. Devas, planetars, and solars are the most well-known of
  the angels, but there are many other types, most of them
  bizarre and terrifying. The angels are immensely powerful
  but few in number. They prefer to act in secret, nudging
  events into motion in order to destroy evil wherever it rears
  its ugly head. Many adventuring parties never discover that
  they've been guided by an angel in secret.
  The 7 layers of Celestia, from bottom to top, are: Lunia (the
  Silver Heaven), Mercuria (the Golden Heaven), Venya (the
  Pearly Heaven), Solania (the Crystal Heaven), Mertion (the
  Platinum Heaven), Jovar (the Glittering Heaven), and
  Chronias (the Illuminated Heaven). Lunia contains the Silver
  Sea and the base of the mountain.
  Chronias, at the very top, is a beacon of light for the rest of
  the plane. Nobody knows what Chronias is like, because only
  the worthiest are permitted entry, and they never return.
  Anyone else who enters is forever destroyed, body and soul,
  which occasionally proves to be a useful way of permanently
  destroying fiends.
  Celestia is the home plane of dwarves and halflings. It's
  uncommon for petitioners to be transformed into dwarves or
  halflings, but it does happen.
   
  Ideal: Virtue, righteousness, adherence to a code of
  morals.
  Trait: Illusion magic does not work on Celestia. If a
  creature attempts to tell a lie, it must succeed on a DC 20
  Charisma saving throw or suffer mental anguish and become
  unable to speak for the next hour.
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  Elysium
  Elysium
  The ultimate plane of joy and goodness. Merely being on this
  tranquil plane is enough to make a person happy.
  Elysium is an idyllic landscape of flowery fields and gentle,
  rolling hills. Except for some oceans, there aren't other
  biomes like there are in other planes. Creatures in this plane
  simply find themselves comfortable in the environment of
  Elysium. Also, all creatures on the plane can breathe both air
  and water.
  Petitioners to Elysium tend to be good-hearted individuals
  who had a poor lot in life. Those who ascend to Elysium
  when they die include the unfortunate who remained selfless
  in the face of their own suffering, and those who gave
  everything they had for the cause of good.
  The whole plane feels like a massive garden, or perhaps a
  painting of an idealized world. Petitioners have no homes,
  and few if any material possessions. Instead, they simply go
  where they please, and the land provides for them. Elysium is
  like a vision of a world where all evil and selfishness has been
  wiped out, and only goodness remains.
  Oddly enough, this plane can be dangerous for
  adventurers. Elysium uses its morphic nature to put fiends
  and other intruders in the same place as the heroes and
  celestials capable of destroying them. The more powerful a
  visitor is, the more Elysium seems like it's become infested
  with evil- but it's actually just using them to take out its trash.
  Celestial beasts from the Beastlands are more often found
  in Elysium, a welcome refuge from the loneliness of their
  home plane. They return to the Beastlands every so often to
  breed and raise their young.
   
  Ideal: Goodness, in its purest form, and the desire to
  spread joy to others.
  Trait: On Elysium, any creature can expend up to half its
  hit dice as an action, and is automatically stabilized when
  knocked unconscious.
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  Ysgard
  Ysgard
  Ysgard, the plane of courage and glory. Despite its title of "the
  Heroic Domains", Ysgard is among the least good of the
  upper planes. Still, it's ultimately a plane of good, so one can
  expect the inhabitants to be reasonable.
  Well, kind of. On Ysgard, all sapient creatures slain on the
  plane the previous day return to life in a safe place at dawn
  (except for constructs, fiends, undead, and creatures who
  died of natural causes). The only way to prevent this is by
  banishing their souls from the plane, and doing this to a non-
  evil creature is a good way to get the same thing done to you.
  Ysgardians know this, and they love nothing more than a
  challenge. Ordinary, nonthreatening folk are usually safe, but
  when a Ysgardian sees a target that looks like a challenge,
  expect a fight to the death unless you can convince them to
  back off. At least they usually leave you with your things.
  Settlements are considered no-kill zones, where
  inhabitants feast and drink and celebrate. Anyone who tries
  to start trouble in these places is swiftly dealt with.
  The plane itself is a land of enormous islands floating
  through the sky. Ysgard contains the crown of Yggdrasil,
  where all the branches of the World Tree converge. Also on
  Ysgard is the Gates of the Moon, a large and watery island
  that contains the base of the infinite staircase in its center.
  Some of the floating islands of Ysgard are uninhabitable
  places teeming with monstrosities, providing a challenge for
  those warriors who would rather test their mettle against
  great beasts and mindless hordes. These islands repopulate
  themselves every night through unknown means- some say
  that the islands of Ysgard have minds of their own.
  There is solid land below the clouds, but it is a dark, rocky,
  and sparsely populated place with dark caves and rivers of
  molten lava. Still, there's valuable minerals to be found there,
  and races that live underground find it nice.
  Ysgard is home to many flying creatures useful for getting
  around, including pegasi. Airships are also common.
  Bariaurs, a race of goat-centaurs (though they resent the
  comparison) live on the plane, and have little patience for
  Ysgardians looking for kills.
   
  Ideal: Courage, bravery, glory.
  Trait: Immortal Wrath, as described on page 61 of the
  Dungeon Master's Guide.
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  The Feywild
  The Feywild
  More than any other plane, the Feywild is a place of
  extremes. Every inch of the plane teems with life of all kinds,
  nearly all of it magical in nature. Anyone who casts a detect
  magic spell on the Feywild will most likely sense around two
  hundred different sources of magic just by standing still.
  There's no such thing as "mild" in the Feywild.
  Powerful fey will toy with others however they see fit, and
  how they see fit is completely arbitrary and changes all the
  time. Travelers can be rewarded with a great feast for
  flattering them, turned into frogs for looking at them funny, or
  really have anything done to them for any reason.
  Many have theorized that the Feywild is the source of all
  magic. There's no proof of this, so as far as anyone can tell,
  the plane just has an impossible amount of magic in it.
  As its name implies, the Feywild is the home plane of the
  fey. The elves lived here for many thousands of years after
  their exile from Arborea, and eladrin can still be found in the
  Feywild.
   
  Ideal: No limits. Freedom from all constraints, whether
  good or ill.
  Trait: In the Feywild, spells are treated as if cast two levels
  higher than the spell slot expended to cast them. Optionally,
  Memory Loss, as described on page 50 of the Dungeon
  Master's Guide.
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  Limbo
  Limbo
  Limbo is certainly the strangest of the planes. It's nothing
  more than a chaotic jumble of elements and proto-matter.
  Anything that exists here was created out of chaos by
  someone or something, and will one day return to chaos.
  Scholars debate if Limbo is a true outer plane. It has its
  share of strange creatures, but if any of them are petitioners,
  nobody's been able to prove it. Some go as far as to say that
  Limbo was the first plane, from which the multiverse was
  created. Most scholars don't put much stock in that theory,
  though.
  Modrons and other creatures from Mechanus often
  experiment in Limbo in an attempt to introduce order to it,
  attempts which usually fail. The slaadi are a strange
  byproduct one such attempt by Primus, lord of all Modrons,
  to introduce order to the plane. Most say it was a failure, but
  the slaadi are certainly more organized than the pure chaos
  they were made of.
  Githzerai are much more successful at creating order from
  the chaos of Limbo. There's settlements from other creatures
  in Limbo, but they lack the abilities of the githzerai. These
  places often require at least one person keeping them stable
  at all times, and are often drastically rearranged when that
  person forgets where things go, or simply gets bored.
   
  Ideal: Disorder, lawlessness, chaos in its purest form. 
  Trait: Power of the Mind, as described on pages 61-62 of
  the Dungeon Master's Guide. 
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  Mechanus
  Mechanus
  Each and every gear of Mechanus has two surfaces, and each
  surface has its own gravity, climate, and native life. Gears
  reach a minimum size of about 100 feet, and a maximum of
  about 500 miles. Anyone traveling from one surface to the
  other has to be careful to avoid being crushed.
  It's gears as far as the eye can see in Mechanus. Light
  comes from seemingly nowhere and touches all things on the
  plane from all directions. This can be quite disorienting to
  visitors, but not as disorienting as looking up and seeing
  thousands of moving parts instead of a sky. Each day, the
  plane experiences 6 hours of dawn, 6 of daylight, 6 of dusk,
  and 6 of dark, despite the absence of a sun.
  Traveling across moving gears is a dangerous and difficult
  task. Most travel is done either by flight or through a
  labyrinthine maze of portals connecting the major gears.
  The modrons are native to Mechanus, where their job is to
  keep all things running. Above the pentadrones in rank are
  the modron hierarchs, powerful and super-intelligent beings
  who control the Modron race and much of Mechanus, each
  rank more powerful and more humanoid than the last. They
  possess free will but rarely turn against their nature.
  Mechanus is the origin plane of construct magic. If one
  takes apart any of the clockwork wonders of the plane, they'll
  find construct magic keeping it running, rather than any feat
  of engineering. That isn't to say construct magic doesn't
  require some complex math on its own, because it very much
  does.
  In fact, sects of monks and scholars on Mechanus study
  the mathematics that keep the plane running in order to
  achieve an enlightened state of being.
  On Mechanus, a visitor can find mechanical weapons,
  tools, and even replacement limbs. Modron hierarchs have
  been known to, on occasion, award small squads of Modrons
  to those who aid their cause of order.
  Just make sure you understand the many, many laws of the
  plane, or you'll be quickly arrested for some reason or
  another. Mechanus may be the only plane in the universe
  where lawyers double as tour guides.
   
  Ideal: Order, rules and logic above all.
  Trait: Once per short rest, a creature can use its action to
  make a DC 18 Intelligence check to discern the elaborate
  mathematical patterns of the plane. On a success, it
  (assuming a PC) can ask the DM a question about something
  nearby on Mechanus it wouldn't otherwise know (ex. "is the
  key to this door nearby?"). The DM should not be deliberately
  misleading, but they may give an incomplete answer or no
  answer at all if the scope of the question is too broad. Non-
  PCs just know things when they succeed on the check.
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  The Outlands
  The Outlands
  Petitioners to the Outlands are unremarkable common folk
  who didn't believe strongly in anything. The plane looks like
  your average Prime Material, with only a few significant
  differences (aside from the usual traits of outer planes).
  Firstly, the plane still has a morphic nature, making maps
  impossible and travel a crapshoot if you don't know what
  you're doing. That said, you'll usually run into a town or
  village within a week or so of travel, and they can point you in
  the right direction.
  Secondly, because it represents no ideal, portals to other
  planes (outside of Sigil) warp their immediate area in the
  Outlands to reflect the plane that they lead to. Anyone can
  identify a portal and the plane it goes to from miles away.
  Thirdly, the Outlands rejects no creature. Angels, devils,
  elementals, fey, modrons, slaadi, and even yugoloths can be
  found here, albeit in small numbers. That isn't to say that the
  people of the Outlands feel the same as their plane. Violence
  is always looked upon poorly, and Outlanders will kill or
  imprison anything that gets violent for unjustifiable reasons.
  Demons are generally kill-on-sight, because their destructive
  natures are uncontrollable.
  And lastly, Sigil sits in the center of the plane. Sigil may be
  part of the Outlands, but it's a whole different beast, and it
  plays by its own rules.
   
  Ideal: Lack of an ideal altogether.
  Trait: Excessive time spent on the outlands does not warp
  a creature's mind or body in the way other outer planes do.
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  The Shadowfell
  The Shadowfell
  The Shadowfell is an anomaly among the planes, because all
  mortal souls pass through it in some way upon death. Those
  who stay are those who resist or refuse to accept death, or
  cling to some unfinished business in life.
  If these trapped souls learn to accept their fate, they leave
  the Shadowfell to become petitioners on their proper planes.
  Those who continue to reject death are warped, body and
  soul, into terrible monsters.
  Well, that or the Raven Queen takes them, and nobody
  really knows why. Souls she takes still make their way to
  their proper planes eventually. Her servants, the Shadar-Kai,
  are cold and emotionless, but not evil, which makes them the
  nicest of the races that live here.
  The Shadowfell is technically a neutral plane- not evil in
  nature, but it certainly attracts evil. Regardless, it's a
  miserable place to be, and anyone who would here live either
  has a very good reason, or is completely mad.
   
  Ideal: Death.
  Trait: In the Shadowfell, creatures have disadvantage on
  death saving throws. Anything that dies here rises as an
  undead (usually a zombie) within 1 minute, unless it was
  already undead or otherwise incapable of becoming undead.
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  The Abyss
  The Abyss
  Nobody knows how many layers the Abyss really has, but at
  least 663 have been discovered. The demons of the Abyss
  outnumber all other fiends combined, and only their constant
  infighting and the devils of the Nine Hells prevent them from
  overrunning and destroying the universe.
  In the Abyss, everything is warped, rotted, decayed, or
  corroded. Even the palaces of demon lords look like ancient
  ruins. A visitor would be lucky to end up on a layer infested
  with demons, because any layer that even demons avoid is
  likely to kill a person the instant they set foot on it.
  Without a demon lord to keep them in line, demons
  slaughter each other. The plane has developed its own
  horrifying ecosystem, complete with evil beasts, demons who
  hunt other demons, and even fiendish flora.
  Petitioners to the Abyss always arrive as lesser demons,
  but the Abyss cranks out demons even without mortal souls.
  One must imagine that becoming a demon is a merciful
  afterlife for a sinner, as they are most often quickly destroyed,
  sparing their souls the torments of the lower planes. Perhaps
  the whole plane is a cosmic trash heap, for souls better
  disposed of than punished.
  According to the devils, the Abyss was once a simpler
  plane, like Hades or Carceri. By some cosmic mistake (some
  say an incursion from another universe by beings known as
  Obyriths), reality was torn asunder in that plane, and the
  Abyss came to be. Of course, that's if you believe the devils,
  and they aren't exactly known for telling the truth.
   
  Ideal: Depravity, debauchery, rage, giving in to one's worst
  impulses and temptations.
  Trait: Any non-undead corpse or severed body part in the
  Abyss rapidly decomposes, turning to ash after one round.
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  Acheron
  Acheron
  A plane of great cubes and other massive solids, floating
  through the void and crashing into each other again and
  again. Acheron is a plane forever at war, where petitioners die
  and return only to die again. The sounds of battle and the
  loud clang of cubes crashing into each other can be heard
  everywhere on the plane.
  This plane is what awaits most orcs and goblinoids after
  death. The two races are locked in perpetual conflict, like a
  microcosm of the Blood War. Petitioners may be turned into
  orcs or goblinoids on arrival- depending on which side has
  fewer troops at the moment. Duergar are also common.
  The cubes aren't hell-worlds like one would expect from a
  lower plane. Their surfaces look like normal worlds, albeit
  devastated by war. Some of the cubes are secretly hollow.
  Travel between the cubes is difficult and often requires
  portals. Said portals are of extreme strategic value, and
  usually have fortresses built around them by the orcs,
  goblinoids, or any kind of third party looking to profiteer.
  The frozen Ocanthus is thought to be the final destination
  of the River Styx and the memories of the dead that it holds.
  Atop this unfathomably large ice block is the city of Zoronor,
  home to the bladelings- a dangerous race of assassins and
  mercenaries. Many yugoloths sell their services on Acheron,
  and devils sometimes use it as a training ground.
   
  Ideal: War, nationalism, asserting superiority through
  battle.
  Trait: Bloodlust, as described on page 66 of the Dungeon
  Master's Guide.
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  Carceri
  Carceri
  Carceri, the prison plane. It is not full of prisons, but rather it
  is a prison. While it's actually the least dangerous of the
  lower planes to live in (except maybe Acheron), travelers fear
  it above any other plane, and for good reason- Carceri blocks
  all attempts to escape it, except for a few very specific portals
  (all secret and heavily guarded), or the River Styx, either of
  which is very likely to kill anyone who tries to use them. A
  wish spell also works.
  The plane itself is enormous, being made of long strings of
  planets, each as big as a Prime Material planet, and each
  with its own deadly biome, be it a swamp, jungle, desert,
  tundra, or wasteland. Planets are close enough for a flying
  creature to fly from one to the next, but there's few if any
  portals between them. Anyone who can't fly is out of luck- and
  petitioners are stripped of any such abilities.
  Fiendish beasts are common on some of the planets of
  Carceri, but sapient beings are not. The souls trapped here
  are ceaselessly tormented by the horrible environments. They
  rarely encounter other inhabitants, and when they do, they
  tend to stab them in the back. It is the plane of treachery,
  after all.
  Carceri is home to the demodands (also known as
  gehreleths), disgusting and misshapen fiends. The
  demodands act like prison guards- working to stop any
  escape attempts, and sometimes violently beating prisoners
  just for kicks. Apart from that, demodands don't really care
  about Carceri's inhabitants. They can be reasoned with, but
  it's their nature to betray you after making a promise even if
  they have nothing to gain from doing so. They're also a
  cowardly lot who are easily intimidated.
  Also on Carceri are the stone titans, enormous beings of
  rock, each of which stands at least 1000 feet tall and comes
  in a bizarre form unique to itself. They don't seem to be
  intelligent, spending their days causing random destruction
  out of what looks to be little more than boredom. They also
  predate recorded history, and nobody knows where they
  come from.
  Fortunately for travelers, stone titans are very rare, and
  usually attack each other on sight. Some titan corpses have
  been hollowed out by various creatures and used as
  settlements or fortresses.
   
  Ideal: Treachery, betrayal, manipulation, and abuse of the
  trust of others.
  Trait: Prison Plane, as described on page 63 of the
  Dungeon Master's Guide.
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  Gehenna
  Gehenna
  Gehenna is a rocky land of unfathomably large volcanoes,
  some active and constantly erupting, and some frigid and
  dead. Gehenna periodically rains acid (or snows acid in
  colder areas). There's few places on the plane that won't kill a
  person within a matter of minutes.
  There's also no flat surfaces on the entire plane, save for
  artificially created ones. For that matter, slopes gentler than
  45 degrees are very rare. The "flat" land at the base of the
  volcanoes is always either molten lava, lakes of acid, or
  covered in deadly obsidian spikes, any of which a traveler
  could end up in if they can't stop themselves after they slip
  and fall.
  Yugoloths are native to Gehenna, but they prefer to work
  out of Hades, in part because that's where the action is and in
  part because a yugoloth slain on Gehenna dies permanently.
  Still, because getting from any given location in Gehenna to
  Hades is no easy task, they have settlements built and
  waypoints set up all over the plane, pointing the way to the
  river Styx. Of course, they don't work out of Hades
  exclusively- yugoloths will sell their services to anyone who
  pays them enough.
  Wandering the plane is the Crawling City, a massive city
  with thousands of legs grafted to it. The city is home to the
  General of Gehenna, the most powerful of the yugoloth race,
  and it sells the most powerful weapons and mercenary
  services money can buy.
  Were the Blood War to ever end, the yugoloths would be
  enslaved and slaughtered, either for double-dealing or just for
  existing. As long as the Blood War continues, however, the
  yugoloths prosper. It's not difficult to imagine that they've
  been balancing the scales the whole time.
   
  Ideal: Want, insatiable desire to the detriment of all else.
  Trait: When a creature other than a fiend regains hit points
  via a spell on Gehenna, a willing creature within 60 feet must
  take damage equal to the amount healed. Resurrected
  creatures return to life at 0 hit points and unstable.
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  Hades
  Hades
  The plane of ultimate evil. Hades is a place of misery and
  ruin, with very little color. Most of the plane is covered in gray
  ash which, when inhaled, causes many different diseases, all
  of them excruciatingly painful and deadly. To say nothing of
  the mental stress- even being on the plane causes severe
  depression.
  If that weren't bad enough, Hades is also the main stage of
  the Blood War. Nearly any combatant involved in it will
  attempt to kill a traveler on sight, and they don't fear death,
  knowing that they'll simply regenerate on their home plane if
  slain. The only way to reason with them is promising them
  something valuable they can't simply take off your corpse,
  and they will make absolutely sure you hold up your end of
  the bargain.
  Hades is the polar opposite of Elysium, and like Elysium, it
  uses its morphic nature to its advantage. Anything good or
  even neutral on the plane quickly finds itself face to face with
  fiends and dangers capable of destroying it.
  The Blood War can't do any damage to the plane itself,
  because being a horrible wasteland is its natural state. The
  entire plane feels like a world after the apocalypse, after all
  light and life has been forever extinguished. Hades is not a
  plane ruled by evil, but a plane that represents the natural
  and final conclusion of all evil.
  On Hades can be found the remains of forests that never
  lived, and the ruins of cities that were never built. The only
  living things on this plane other than unfortunate travelers
  are fiends, including the helpless larvae that its petitioners
  are often transformed into.
  Hades is home to the night hags, the cruelest of all the
  hags. Yugoloths live in Gehenna, but are more common on
  Hades.
   
  Ideal: Evil, in its purest form, and the desire to spread
  misery to others.
  Trait: Vile Transformation, as described on page 63 of the
  Dungeon Master's Guide. Fiends and undead are immune to
  this trait.
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  The Nine Hells
  The Nine Hells
  The Nine Hells, plane of tyranny. The devils' existence is one
  part Blood War, one part internal affairs as they navigate their
  own politics and bureaucracy.
  Asmodeous runs the hells in a bizarrely randian fashion.
  Competition is encouraged, rather than strict obedience to
  one's superiors. Said competition usually involves
  backstabbing and sabotage rather than any kind of efficiency,
  but for whatever reason, Asmodeous doesn't seem bothered
  by this. Perhaps the possibility of promotion keeps the rank
  and file from revolting.
  Of course, it's still mostly fascism. Dissent is suppressed,
  punishments are severe, and every populated part of the
  plane is riddled with monuments to the devils' power.
  Unlike the Abyss, many petitioners arrive in the Nine Hells
  without becoming fiends, and are subsequently enslaved
  alongside any living creatures the devils can get their hands
  on. These petitioners are usually transformed into tieflings.
  Devils see the Abyss as unnatural blight on reality. From
  their point of view, they are the true fiends, and the lower
  planes rightfully belong to them just as the upper planes
  "belong" to the angels. The Abyss, they reason, is an
  unnatural blight on the perfect order of the universe, and it's
  their duty to correct that error. And then take over the
  universe after they've done that.
  The war effort is what keeps the plane running. If the
  demons were destroyed, the war machine of the Hells would
  turn on the celestials, and so on until they controlled all
  things and then turned on themselves in a bloody civil war.
  The Nine Hells needs war.
  Fortunately for everyone else, the devils are no closer to
  defeating the Abyss than they were 10,000 years ago. If
  anything, they're on the defensive side more often than not-
  but who knows what tricks Asmodeous has up his sleeve.
   
  Ideal: Wickedness, premeditated cruelty and corruption.
  Trait: At the end of each long rest on this plane, a visitor
  must make a DC 10 Wisdom save or sprout horns and a tail.
  While in this cursed state, any other creature can use its
  action to force the victim to make a Wisdom (Insight) check
  contested by its own Charisma (Intimidation) check. If it
  wins, the victim must follow its orders to the letter until the
  end of its next turn, unless such orders are obviously harmful
  to itself. A dispel evil and good spell removes this effect.
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  Pandemonium
  Pandemonium
  The plane of madness and obsession. Serial killers,
  demented grudge-holders, and mad wizards are the types of
  people who end up in Pandemonium when they die.
  Pandemonium is am impossibly large labyrinth of
  cavernous tunnels. Exits exist, but serve only to give the souls
  trapped here the false hope they need to continue wandering
  the maddening caverns. The maze even changes behind a
  person's back. Finding a way out is a matter of extreme luck.
  Gravity in Pandemonium always points to the nearest
  cavern wall, allowing people to walk on any surface and
  ensuring that nobody knows which way "up" is. If that doesn't
  drive an unfortunate visitor mad, the intense winds that
  batter every part of the plane probably will. Wandering
  around the maze, a person has very little chance of
  encountering another living being, except for the native
  howlers, who will tear them apart on sight.
  The river Styx forms here out of many tributaries, all
  localized to a small part of the plane which is impossible to
  find without a guide. The small amount of civilization that
  exists on Pandemonium is found in this part of the plane.
  Pandemonium is used as a prison for unspeakable horrors
  that can't be contained anywhere else.
   
  Ideal: Madness, brought about by obsession.
  Trait: Mad Winds, as described on page 62 of the Dungeon
  Master's Guide.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/The Planes of Existence.pdf