I have always been a big fan of the way PlaneScape had done the elemental planes in 2.0, and how AD&D 1st ed did the planes as well. I don't really like the newer 3.5 version, so here is the way I do things in my campains:
Think of the planes as a large sphere. ((This aids the terminology of SpellJammer, which reffered to each individual D&D setting, or universe, as a "Crystal Sphere."
((If you arent familiar with SpellJammer, it was a 2.0 AD&D setting for space-faring using magic. Illithids, Beholders, Githanki and Githzerai were some of the prime space-faring races, as well as a few interstellar trader races, hailing from some distant crystal spheres. Through the use of SpellJamming Helms, one could control huge spaceships, some biological in nature, and travel from Crystal Sphere to Crystal Sphere. It was a way to explain the spread of ideas and classes from one setting to another. . . like picking up a Wild Mage from Forgotten Realms and depositing him in Greyhawk, where Wild Mages didnt exist, and he started his own school there, spreading the idea.... etc, etc.))
Anyhow.
At the center of the Sphere lies the Prime Material Plane. Co-existant and separated with the Prime Material is the Negative Material Plane, from which the undead draw thier power, and from which the stuff of shadow spells is woven.
Surrounding the Prime Material is a layer composed of 2 hemispheres: The Postive Energy and Negative Energy Planes. These planes are also known as the Plane of Light and the Plane of Shadow.
The next layer is formed by the Prime Elemental Planes of Fire, Earth, Water, and Air. Each of these planes is arranged so that they take up 1/4 of the sphere, and they touch both the Negative and the Positive Energy Planes.
Where the Prime Elemental Planes meet, we find the Para-Elemental Planes. These are not so much full planes, but rather areas where the borders between the prime planes are weak, and allow material in from the other planes. Where Water and Air meet, we find Ice. Where air and Fire meet, we find Smoke. Where Earth and Water meet, we find Ooze, and where Earth and Fire meet, we find Magma.
Then come the Quasi-Elemental Planes. Like the Para-Elementals, these are where the Prime Elemental Planes meet other planes, but here it is where they contact the Positive and Negative Energy Planes.
The Positive Quasi-Elemental Planes are: Lightning (Air), Radiance (Fire), Mineral (Earth), Steam (Water).
The Negative Quasi-Elemental Planes are: Vacuum (Air), Salt (Water), Dust (Earth) and Ash (Fire).
As a note, another name for the Mineral Quasi-Elemental Plane is Crystal. (In my cosmology, anyway)
Surrounding the Shell of Elemental Planes is the vast Astral Plane, within which float the various demiplanes and extra-planar strongholds.
Last of all is the ring of 3.5e outer planes, which are basically the same planes D&D has always had. (I mean hey, unless they are on the outside, why call them outer?)
When Tylara is finished writing up 2.0 Variants of the Genasi races (which we will refer to as Genai) for all the Prime, Para, and Quasi Elemental Planes, I will post them here. (Or he can, if he wishes.)
Into the Dragon's Den (D&D Guild)
Just a little place where people can come and role play Dungeons and Dragons.
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