The Planes

The arrangement of the planes is best represented by a planetary arrangement. Each plane travels on its own path, and, depending on the nature of the plane, influences other planes based on cycles of time and proximity. There are times when a plane becomes particularly near or it is particularly distant. During these times, the plane exerts an element of influence on the world itself.

These planar movements more directly influence some parts of the world. Indeed, excepting when a plane is at its absolute closest to the Prime, a planar influence is only incarnated in a particular area of Cobrin'Seil. There are also some areas, known as Deep Zones, which, regardless of the plane's proximity, have some connection to that plane, which influences the area.

The Orrery Model

Cobrin'Seil's planes move; they exert influence on other planes by their presence, and they can even be visible from one another at times. This has led to many astroplanar students to compare the planes to the planets and moons of Cobrin'Seil, and has led to the widely-adopted Planar Orrery model for the Planes.


For lack of a better term, many planar scholars have taken to referring to a plane's mass as a relative to its influence. The influence of a plane, according to this theory, is a function of the plane's mass and the plane's proximity to the Prime. High-mass planes tend to exert more influence provided they are not extremely distant (such as the Inner Planes) while high-mass planes at a great distance (such as the Outer Planes) can only exert a small amount of influence that is either lost over time, or concentrated into a particular burst.

The mass of a plane has no direct impact. It merely is one of the ways of measuring the qualities of a plane, and most planar cosmologists determine mass by observing influence. This has led to much debate as to some Rogue planes, such as Xeth, which have a remarkable amount of influence, but who lack the other traits commonly seen as relating to high mass. Some cite that this merely means that Xeth passes extremely close to the Prime Material Plane.

One of the problems with this analogy is the idea of proximity. These terms have developed through planar experimentation over thousands of years; and in some cases, it can definitely feel like the gulf between planes is larger than normal. Crossing a planar boundary might take a scant second at one time of the year, and might take weeks in a kind of planar corridor at another time. Many planar cosmologists stress, however, that the idea of 'distance' might not be appropriate or applicable to these planes.


Whenever a plane draws near another plane in its orbit, it has an observable affect on the prime. Places with a planar attunement are increased in their intensity, and, when a plane is very close, whole ?????

Inner planes tend to exert a lot of influence over the Prime; Outer Planes exert almost none. Least planes exert no influence on other planes at all, but ?????? For the purpose of this treatment, the influence of all planes is considered as a direct relation to the Prime Material Plane.

The Inner Planes

Current planar theory posits that the inner planes are the fundamental stuff from which the other planes are constructed; that their central position in the planar cosmology (and the ease with which they influence the Prime Material) infers that they are held in place and in opposition.

Some rogue planar students suggest that the inverse is true; that the Prime Material is the central point of the multiverse, and that as it flows outwards, the planes start as very basic mirrors of its design, then move outward.

The Inner planes are so close and their orbit is so consistant that many druids and planar cosmologists regard them as a kind of fixed calendar. Some scholars have even gone so far as to attribute the movement and passage of seasons to the orbiting of the Inner Planes.

Note: Cobrin'Seil does not have a Positive Energy plane, nor does it have a Negative Energy plane. The Ethereal and the Plane of Shadow are also both missing from the common cosmology of D&D. This is intentional; in Cobrin'Seil, those energies are simply derived from the universe. Any denizens of those planes who do not fit anywhere else can instead be found in Rogue Planes.

The Outer Planes

More refined and prime-like, the Outer Planes seem to be like versions of the Prime that have instead, a purer focus on some aspect.While the predominant outer planes are noted as 'gateways' to other planes, they are not the only way to get where you are going. They are merely the easiest. A canny traveller in a Least Plane or a savvy plane-shifter can traverse to the sub-planes without ever seeing the gateways. The apt comparison is between a short-cut and a highway. One is easy and well-known, the other is often tricky and requires exclusive knowledge.

Least Planes

Least Planes do not exert any influence on the material world. They are, at best, the moons and satellites of other planes. However, their low influence and planar mass means they conflict little with other planes. This means they are often able to contact multiple planes or sub-planes at a time. They are often used by planar travellers, and most planar metropolises are Least Planes.

The Ring: One of the largest city planes in the cosmos, the Ring is a planar metropolis, filled with doors and portals and people willing to buy and sell anything. A gathering point and neutral territory, the Ring seems to be silently administered by the city itself.

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The Astral: The most common plane for many travellers to encounter for their first time, the Astral Plane gives the illusion of having enormous planar mass. Indeed, many planar models speak of the Astral as the sea in which all the other planes are but islands.

There is contest to that theory, mainly because the Astral appears to have almost no traits of its own and enacts almost no influence on the other planes, it cannot be considered anything but a Least Plane. The Astral is a fast, grey void in which nothing happens and distance and time feel stretched and weak. The Ring represents the fastest, and riskiest, way to get around the Planes. The Astral is its opposite; the Astral is the easiest and slowest way to get around. Most journeymen who ply the Astral tend to do it in vessels; not because the Astral represents a great deal of danger (there are almost no life forms native to the Astral), but because journeys take weeks at a time, and food and water are often in short supply.

The Astral has little within it to recommend it; given its almost-infinite vastness, encountering anything in particular while one is in the Astral can be a surprise. That said, there is a very clear cluster of matter near what is known as the 'centre' of the Astral, a network of port towns, built on giant, drifting figures. This area has a large number of open, obvious portals that front onto the Prime Material Plane.

There are a lot of portals out of the Astral. There are not nearly so many into it. Mostly, magic is used to broach and enter the Astral Plane.

The non-matter of the Astral Plane that gives it its greyish colouration has been employed by psions for years, drawing the matter out and giving it a shape in the prime material plane.

Rogue Planes

Compared best to asteroids and meteors, Rogue planes exert influence when they draw close to other planes, but do so so very rarely.

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