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Cosmology
The Seven Planes
Seven worlds crystallized from a single shattered note. Each is a living expression of a Fundamental Frequency — and the war between them has never ended.

Frequency of Equilibrium
Aurelith
The Balanced Realm
Aurelith is not the most powerful plane. It is the most stable — and stability is a form of strength that the other planes have always envied and often attacked. The Frequency of Equilibrium produced a world of golden-lit plains, temperate forests, rolling hills, and clear rivers beneath skies that burn amber at dawn.
Ancient civilizations have stood here for millennia because the land preserves what is built upon it. Aurelith is the strategic and cosmological center — all Frequencies are present in fractional traces. The first spells were not invented on the most powerful plane. They were inscribed here, where the land does not let things be forgotten.
The dark secret of Aurelith is that its stability is not passive. The Equilibrium Frequency is not neutral — it is resistant. Aurelith has been invaded six times and healed itself each time. The land fights back. Slowly. Quietly. Without mercy.
Magic School
Radiance
Native Races
High Men, High Elves, Halflings, Nomads, Gnomes, Dwarves
Key Factions
High Magic · Political Intrigue · Scholar Races

Frequency of Diminishment
Noctharion
The Diminished Realm
Noctharion was not always what it is. In the First Age, it was called the Twilight Realm — crystalline deserts that sang in planar winds, obsidian mountains whose interior walls held perfect preserved memories of the dead, shadow forests where trees were made of compressed time.
Then the Great Diminishment came. Something inverted the Equilibrium Frequency in Noctharion's ley lines, flooding them with fused Death-Chaos energy. The upper atmosphere fractured. What remained was a plane of permanent twilight, hostile to life, beautiful in the way that ruins are beautiful — because what was lost can still be felt in the shape of what remains.
The Dark Elves who stayed through the Diminishment did not merely survive — they adapted. Prolonged exposure to the Death Frequency gave their magic an edge it never had in sunlight. They do not consider themselves diminished. They consider themselves accurate.
Magic School
Shadow
Native Races
Dark Elves, Draconians, Trolls, Vampires, Nightwalkers
Key Factions
Death Magic · Shadow Paths · Ancient Ruins

Frequency of Proliferation
Verdantis
The Proliferating Realm
Verdantis does not have cities in the conventional sense. It has organisms. The Chithari colony-cities are living infrastructure — mycelium networks that function as roads, communication, and collective memory simultaneously. A Myconid elder who wants to speak to scouts on the outer perimeter does not send a messenger; they think in a direction.
The Proliferation Frequency does not favor complexity over simplicity — it favors *more*. Every ecological niche in Verdantis is occupied, contested, and re-occupied. The amber pools of the lowlands preserve every organism that has ever died in them, crystallized memory layered over crystallized memory. Scholars of the Arcane Collegium have been debating whether those memories are real for two centuries.
Verdantis does not hold grudges. It expands. When a war ends on Verdantis terms, the territory it has taken remains. Always.
Magic School
Nature
Native Races
Lizardmen, Treants, Chithari, Myconids, Gnolls
Key Factions
Nature Magic · Swarm Tactics · Living Infrastructure

Frequency of Disruption
Infernyx
The Disrupting Realm
Infernyx is two planes compressed into one. What was once separate realms of demon chaos and devil order was forged together by a cataclysmic convergence — the Primordial Dissonance, a fissure where the Disruption Frequency runs raw and immediate. The result is a plane of volcanic badlands, iron citadels, and Chaos Ore deposits that sing with barely contained power.
The Disruption Frequency does not distinguish between creation and destruction. Both are simply transformation, and Infernyx is a plane in constant transformation — calderas rising and collapsing, armies of demons and devils that do not cooperate but somehow never fully destroy each other, magic that carries a 20% chance to supercharge and a 10% chance to misfire in ways that are always interesting.
Infernyx has no failure mode. It has two success modes, one of which is catastrophic. The wizards who survive here have made peace with that.
Magic School
Chaos & Death
Native Races
Demons, Demonkin, Efreeti, Ashen, Salamanders, Devils, Pact-Bound
Key Factions
Chaos Magic · Pact Magic · Volcanic Terrain

Frequency of Reverberation
Aethermist
The Reverberating Realm
Aethermist's floating islands are not geological. They are memories of landmasses that existed on other planes and resonated into Aethermist's echo-space when the original landmasses were destroyed. The plane is a graveyard of other worlds, their echoes crystallized into something stranger and more specific than what they once were.
The Reverberation Frequency preserves pattern. On Aethermist, will is already reality — the boundary between thought and material existence is not a wall but a membrane, and the mages who live here have learned to step sideways through it. Buildings exist in two layers simultaneously: the material layer and the echo-realm layer. Destroying one does not destroy the other.
What the Reverberation Frequency does to non-Sorcery mages is not a flaw in the plane. It is the Frequency operating as intended. Patterns that dissolve were not strong enough to sustain themselves in an environment where reality is already listening.
Magic School
Sorcery
Native Races
Crystal Elves, Dream Weavers, Phantoms, Echomancers, Void Walkers
Key Factions
Sorcery · Echo-Realm · Pattern Magic

Frequency of Void Chaos
Abyssal
The Shattered Deep
The Abyssal is not a plane in the conventional sense. It is what remains after a plane's Fundamental Frequency has been consumed — a hollow where the structure of reality has been eaten away, leaving only the hunger that did the eating. The geography is endless chasm, flesh-architecture ruins of things that were once cities, and an ambient chaos magic so raw it reshapes terrain between visits.
Nothing in the Abyssal is built. Everything is grown, extruded, or erupted. The Void Spawn that inhabit it do not have civilizations — they have territories, and the territories shift as the entities that claim them grow stronger or are consumed. The older entities do not remember being anything other than what they are. The younger ones are still learning.
Abyssal magic is not studied. It is survived. Wizards who venture here and return changed are valued for what they brought back and watched carefully for what it cost them.
Magic School
Void
Native Races
Void Spawn, Chaos Fiends, Abyssal Terrors, Flesh Shapers, Rift Walkers
Key Factions
Void Magic · Chaos Terrain · Apex Predators

Frequency of Reverberation — Pure
Ethereal
The Spirit Realm
The Ethereal is where the echoes go when Aethermist can no longer hold them. It is the oldest layer of the Reverberation Frequency, the stratum closest to the Ur-Resonance itself, where the distinction between memory and presence has never been enforced. The Spirit Folk who inhabit it are not alive in the conventional sense and do not consider the question relevant.
Ethereal terrain is translucent, layered, and non-Euclidean in ways that make navigation by conventional means impossible. The Memory Shores — beaches where the accumulated impressions of dead civilizations wash up like tide — are the only landmarks that remain stable, and stable is a relative term. A Memory Shore that holds the echo of a great battle will reconfigure itself every seven hundred years to re-enact it.
Spirit magic is the oldest form of arcane practice in any plane. The Ethereal mages do not cast spells so much as they remind reality of what it agreed to be.
Magic School
Spirit
Native Races
Spirit Folk, Shade Walkers, Ether Weavers, Memory Keepers, Pale Ones
Key Factions
Spirit Magic · Memory Shore · Non-Euclidean Terrain