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- 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.
- The Tygrine Cat On The Run has the three realms at the heart of Fiåney: the Harakar, which contains Primordial Chaos and represents the virtue of Instinct; Sienta, home of the first cat ever to exist, which represents the virtue of Judgment; and Ra'ha, the equivalent of Heaven, which represents the virtue of Spirit.
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- 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 considered elemental planes are Alfheim, home of the Light Elves; Svartalfheim, home of the Dark Elves; Muspellheim, the primordial realm of fire and light and home of the Fire Giants; Niflheim, the primordial realm of ice and darkness and sometimes conflated with the land of the dead; Vanaheim, home of the Vanir gods (typically seen as marshes or wetlands); and Jotunheim, home of the giants, trolls and ettins (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", "the Plane of Ice", 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.
- Pathfinder has the same elemental planes as Dungeons and Dragons, forming part of the Inner Sphere of outer planes immediately around the material world, with Air closest to it, followed by Water, then Earth, then Fire.
- 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 (Fire, Water, Earth, Air, Life and Death) 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 Order of the Stick (an Affectionate Parody of Dungeons & Dragons):
- At one point, Varsuvius was magically transported to "the Plane of Ranch Dressing", of all places.
- The more traditional elemental planes are also present. The Elemental Plane of Earth, at least, has its own cult worshipping the element itself, and is apparently home to the metallic elementals seen elsewhere in the comic. The planes of Air and Water are also mentioned.
- Irregular Webcomic!: The Infinite Featureless Plane of Death. Note that this is apparently a parody/shout out to Discworld, even though the author denies (in jest) ever reading that series.
- In Dominic Deegan we've seen the Plane of Destruction, and got a brief glimpse of the Plane of Air; the existence of the other elemental planes is referenced occasionally.
- Awful Hospital: The Zones, with "element" replaced by "concept".
- 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 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.