A setting that represents or is made of a concept/thing. It may be sentient
, in which case it may also have an avatar running around. Elemental Embodiments
are likely to have come from this place.
Compare Elemental Nation
, which may be an example. Compare and contrast Anthropomorphic Personification
, for when it's a person rather than a place.
- The Five Forbidden Regions in the Xanth series: the void, the region of water, the region of fire, the region of earth, and the region of air. Each region is filled with terrain and weather that represent it: the region of water, for example, contains a lot of lakes and it rains often.
- Death's Domain and the Palace of Time in Discworld. Both symbolizing their concepts as much as the Anthropomorphic Personifications who inhabit them do.
- In Robert Silverberg's 1970s-era novel Son Of Man, the entire world is like this, billions of years in the future.
- There's the "land of the trolls," "land of perpetual Wednesday," "crazy melty land," "world without shrimp," and "world with nothing but shrimp" mentioned as a gag on Buffy/Angel.
- In Norse Mythology, most of the Nine Realms can be seen as one of these, though their elemental connotations are believed to be metaphors for the human psyche.
- The realms that can be attributed to be elemental planes are Alfheim, home of the Light Alfs; Svartalfheim, home of the Dark Alfs; Muspellheim, home of the Fire Giants; Niflheim, home of the Ice Giants; Vanaheim, home of the Vana Gods (typically seen as marshes or wetlands); and Jotunheim, home of etins (very mountainous).
- In Dungeons & Dragons, there are many of these. The "inner planes" include planes of Air, Earth, Fire, and Water, as well as the planes of "Positive Energy" and "Negative Energy".
- In the Planescape setting, the "outer planes" include a plane representing each of the Character Alignments, and the "inner planes" also include "quasielemental" (an element interacting with either positive or negative energy) or "paraelemental" (two elements interacting) planes such as "the Plane of Dust", "the Plane of Lightning", etc.
- Module WG7 Castle Greyhawk. The Queen of the Honeybee Hive on level 7 opened a gate to the Demi-Plane of Flowers, a gigantic plain covered with every imaginable type of flower and plant.
- 4th Edition takes the elemental planes and mixes them into one plane, the Elemental Chaos.
- All of the Titans seen in Scion, as of yet. Of those that haven't been, it's safe to assume that the vast majority also are.
- In World of Warcraft the elemental lords who served the Old Gods would be constantly reborn so the Titans chose to seal them into the Elemental Plane, which in turn was split into four regions. They played a major role in Cataclysm.
- Deepholm, the plane of Earth, made of mostly shiny rocks and crystals.
- Firelands, the plane of Fire, with lots of magma, ash, lava and hot air.
- Skywall, the plane of Air, consisting of mostly clouds and wind.
- The Abyssal Maw, the plane of Water, typical underwater flair everywhere.
- The Emerald Dream is a plane representing Azeroth as if sentient life had never evolved. It is a lush wilderness populated by green dragons and their druidic allies.
- The Realm of Twilight is a shadowy realm harmful to creatures not of the Twilight Dragonflight, often used by them as a defense or weapon.
- EverQuest has a bunch of these. Indeed, an entire expansion is called "The Planes of Power", and contains something like 15 different planes. And there are more planes from other expansions.
- The old Might and Magic universe had (at least) four Elemental Planes (the classic Fire, Water, Air and Earth). While an important background element right from the start of the franchise (as the Ancients' method of world/ Nacelle-creation involves manipulating both elemental energies and the four Elemental Lords), the planes themselves only play an important role in VIII (portals to them have opened, and they're preparing an invasion for reasons at first unknown) and Heroes Chronicles: Masters of the Elements, where the main character has to sojourn to the planes in an attempt to stop an invasion (motivated by entirely different things than the one in VIII).
- Rift: The planes, where each one of the six elements rules unrestrained. Closing portals that their inhabitants can get through is a core part of the game.
- NetHack: The late game.
- Ultima VIII: The world of Pagan is divided roughly into four regions, each dominated by a Titan (an elemental demi-god). Unsurprisingly, each region is heavily characterized by the relevant element. Additionally, an actual Elemental Plane of Aether exists outside of Pagan.
- The Family Guy episode "Road to the Multiverse" featured quite a few of these.
- One episode of The Fairly OddParents had several. When Timmy wishes to become a fairy and attempts to get to "Fairy World", he first ends up in "Scary World" and "Hairy World". A cow then shows up in Hairy World asking if she's in "Dairy World".
- One of several D&D references in The Grim Adventures of Billy & Mandy involved Grim trying to take Billy and Mandy to the elemental plane of fire.
- The Western Animation/Invader Zim episode "Room With A Moose" has two consecutive examples of this trope, with Zim showing Dib other places he could have used the wormhole to send him. The first is "a dimension of pure itching" which is only shown as a green mist, Zim assuring Dib "that stuff's really itchy", while the second is "a dimension of pure dooky" which isn't shown at all, only Dib's horrified reaction visible.