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Eldritch Location

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"We're talking about a higher order of reality... The world they come from, the world I come from, has... more of everything. I don't think you understand yet; the light of Heaven would slash open your corneas. The music of Heaven would puncture your eardrums and drive you insane. The air of heaven would burst your lungs and boil your blood. Only spirit can bear Heaven's touch."

In fictionland, some places just don't agree with the laws of physics, geography, and the way we understand the world.

Eldritch Locations take many forms: Lost Worlds, Wonderlands ("Wonder" is not always a good thing), Strange Planets, Incomprehensible Voids (like the Primordial Chaos), Giant Skulls of Eldritch Abominations, the insides of Eldritch Abominations, Alternate Universes, ordinary-looking buildings... basically, wherever the author decides could use some weirdness.

These are usually depicted as bad places, but not always. The ones that aren't are usually sources of Surreal Humor.

If this place is a planet or country, then it will often feature an Alien Sky, as well as Mix-and-Match Critters or Starfish Aliens by the herd. Expect all geometries to be alien or sinister, and reality to be taking the day off. However, like any self-respecting Cosmic Horror Story, you can bet this is only a small part of its fundamental strangeness.


If it even exists in the same dimension as our Insignificant Little Blue Planet, chances are it's either outside the world entirely (and often accessible only by a Cool Gate), or located in a strange, unknown corner of the Earth. It may have never been seen by man before. If so, expect at least one character, upon seeing it, to widen his eyes and gasp: "What is this place?!"

The Big Bad may set up A Very Definitely Final Dungeon or an Amazing Technicolor Battlefield here. This kind of location ranks highly on the Sorting Algorithm of Threatening Geography, being a surreal land where things that should make sense don't and where the hero is definitely out of place. Conveniently for video games, this lets the developers set up gameplay challenges unconstrained by normal physics or geometries. A classic example is Super Mario 64, where the trope-naming Lethal Lava Land is only around halfway through and the final level is just an abstract set of platforms and structures hanging in the sky.


Compare World of Chaos, Lost World, Dark World, Dream Land.

See also Genius Loci, Garden of Evil, Ominous Floating Castle, World Tree, Hyperspace Is a Scary Place, Bigger on the Inside, Year Inside, Hour Outside, Journey to the Center of the Mind and Void Between the Worlds.

Some common settings, such as the Sugar Bowl, can fall right into this trope if you think about them enough. Reality Is Out to Lunch will generally be in full effect here.


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  • This BMW X4 advert has the car driving through several cities in a strange wobbly world where the earth itself undulates and waves like a rolling ocean.

    Anime and Manga 
  • Heaven and Hell in Ah! My Goddess both use and avert this concept. On the one hand, both are realms that exist in twelve-dimensions, far more than the normal humans of Earth can ever hope to perceive. However, due to their complete inability to perceive what they are not perceiving, the sheer alien quality of the two realms is completely lost on humans.
  • Whenever the God Hand show up in Berserk they either pull people into their world (which is either a creepy landscape or something from an Escher painting) or start distorting our world until it resembles theirs.
  • In Cells at Work!, for the characters, the "Outside World" is this. It is where all the viruses and bacteria are coming in from and it serves as a Death World for the cells as if they fall out into there, they can never return home.
  • Hell's Gate in Darker Than Black is full of Not of This Earth weirdness, the geography constantly shifts, Reality Is Out to Lunch, and, generally, there are very good reasons the scientists studying it have mostly abandoned manned missions in favor of sending in robots. As an added bonus, its appearance in the middle of Tokyo was accompanied by an Alien Sky covering the entire Earth and people suddenly becoming superpowered sociopaths. Said "sending in robots" consists of sending in a robot with a camera and having a full room of people watch the video stream and write down everything they see, because even through the video, everyone sees something different.
  • The titular dungeon of Delicious in Dungeon. Really, just dungeons in general. They drip with magic, swarm with monsters and death itself is forbidden there.
  • The Digimon World of Digimon V-Tamer 01 and the monsters in it are all computer code but automatically appear to humans in familiar forms, so that they will easily be able to tell what is rock, water, a living being, etc.
  • Digimon Adventure 02:
    • The Dark Ocean, a place populated by the Deep Ones. They serve and worship Dagomon, a Digimon whose designs are heavily influenced by the Cthulhu Mythos. It was stated that The Dark Ocean is a separate dimension from the other two established dimensions.
    • Wherever the Hell it is Etemon ends up after his first defeat in Digimon Adventure.
    • The world where the kids get sent to because Oikawa screwed up the card order
    • What happens to the Digital World after the Dark Masters are defeated
  • Digimon Tamers:
    • The inside of the D-Reaper's mass bubble when it invades Earth. It goes from a giant bunch of melted buildings and electronics and a few sidewalks to a liquid-like gooey landscape of pure pink and red evil all around. Not only that, but the digital world certainly qualifies when the D-Reaper has taken over and turned everything into a rather disturbing, apocalyptic-looking war zone.
    • And the world created by Mephistomon in Battle of Adventurers. It was ruined city with random vehicles suspended in the sky, everything was a shade of red, you could float around, and while it appeared submerged in liquid you breathe and talk normally.
  • Some dreamscapes in Dream Eater Merry.
    • The Border between the dream and waking worlds is even stranger. Looking like a mashup of all the different dreamscapes together in one place and a lingering sense of being watched despite there being no one around. It's also the place that gives all dreams their form and existence and the reason why dreams even exist in the first place.
  • The eponymous geographical feature fromThe Enigma of Amigara Fault by Junji Ito. There are holes shaped like people in the rock surface. The holes bewitch people into climbing in, then they change shape as the people go through, warping the people hideously.
  • Fullmetal Alchemist:
    • There's the inside of the Gate of Truth ("It's awful!"). Also, the inside of Gluttony's stomach, which is an infinite void created because Father tried and failed to make a pathway to the Gate of Truth.
    • The entire country of Amestris is a subtle version of this. The Xingese characters notice that alchemy in Amestris has something distinctly off about it, and a creepy vibe seems to ooze from the ground and tickle their chi-sense. This is because Amestrian alchemy, which draws tectonic energy from the earth, is being suppressed by a massive system of pipes and underground tunnels. Amestrian alchemy can be completely disabled by Father at will, making him theoretically invincible. The whole system is derailed by a countermeasure based on Xingese alkahestry devised by Scar's brother before the series even started. Once Scar puts the plan into effect, Amestrian alchemy becomes much more powerful than before.
  • The so called 'closed spaces' in Haruhi Suzumiya can be considered a form of this.
  • Hell and the Afterlife Antechamber leading up to it in Hell Girl are this, and they're deliberately designed for personalized Mind Rape.
  • Il Sole penetra le illusioni has the Astralux, where the magical girls fight the Daemonia. It's a twisted approximation of the real world, distorted by the Daemonia's negative emotions, and while Daemonia are Invisible to Normals, what happens to the Astralux can wreck havoc on the real world.
  • In JoJo's Bizarre Adventure: Steel Ball Run, the Devil's Palm is a moving supernatural landscape that appears at seemingly random in various parts of America which has a tendency to ensnare people that wander near it until they die. If they survive, they are changed forever, being granted the power of a Stand. Despite the name the phenomenon is actually linked to Jesus Christ, who, in this alternate universe, died in America and his corpse was broken up into nine pieces. The Devil's Palm stores its pieces and, rarely, grants them to people who survive it.
    • Morioh is hinted to be this by certain elements early in Jo Jolion, such as the Wall Eyes, but this plot point has been mostly set aside for the time being.
  • In Jujutsu Kaisen, when either jujutsu sorcerers or cursed spirits accumulate cursed power, it will be used to construct a domain, which is a location that can be used to boost their own powers. When a domain is expanded, a more polished sorcery will control the space itself. An example of a sorcerer's Domain Expansion is Gojo's Unlimited Void, which is nothing but an endless void.
  • M3: The Dark Metal has the Lightless Realm, areas consumed by the Necrometal.
  • The titular Abyss of Made in Abyss is a ridiculously deep vertically stratified cave that's Bigger on the Inside and populated by alien-looking plants and animals, many of which are extremely dangerous. Time seems to slow down as you delve deeper, and a mysterious power known as the "Curse of the Abyss" causes strain on ascent, ranging from dizziness and mild nausea in the upper levels to hallucinations, loss of senses, and even death in the deeper ones. Prolonged exposure to the cave's force field also has odd effects on people, even ones living near it on the surface.
  • In Naruto, Kakashi's and Obito's Mangekyou Sharingan powers can send people into one of these. Also, Kaguya can create as many as five different eldritch dimensions and teleport people into any of them.
  • The whole point of the Nausicaä of the Valley of the Wind movie is that the Sea of Decay / Toxic Jungle is not this, unlike most characters think, and that it actually functions as a natural "cleanup" facility that filters all toxins from the world and creates a pure, healthy environment underneath that even supports regular vegetation.
  • The End of Evangelion has the Sea of LCL, "a place with no AT-Field, where individual forms do not exist; an ambiguous world where you cannot tell where you end and others begin; a world where you exist everywhere and yet you exist nowhere, all at once". Its freaky nature is perfectly illustrated by the scene where Rei pulls out her hands out of Shinji's chest with absolutely no signs of injury on him. It's not a Dream World in that the place only exists in the shared reality between Rei, Kaworu, and Shinji. The Sea of LCL is actually Primordial Earth after Rei had returned every living being in existence back to its most basic form. All Souls are now one with Rei and/or Kaworu, the Mother and Father respectively of every living being on Earth. So in said Reality of Rei, Kaworu, and Shinji it was basically the Entire World at the moment. Or maybe it was all concepts of Reality, depending on your interpretation of what the bloody hell was going on.
  • The Manor in Noir: Said to be be "between France and Spain" (Protip: It's not Andorra), but Kirika gets there by walking from Paris. Its entirely normal (for rural areas in western European countries) landscape (it has fields of grapes and is covered with Roman ruins) manages to come across as profoundly unsettling even in bright sunlight. The main building seems to be bigger on the inside and is set over an active volcano.
  • Ojamajo Doremi:
    • The Witch World is this in addition to being a Magical Land. It has strange skies, floating islands, bizarre geography, and unique creatures, all of which would definitely be out of place on a standard world.
    • The Cursed Forest is a much darker take and is used as the Big Bad's lair.
  • In One Piece, the whole Grand Line might count, as the weather there does not conform to standard laws of meteorology; the only pirate known to have explored the entire place to the point of claiming claim expertise in the area was Gold Roger himself. It's not only violent and volatile, but can change in an instant, from a storm, to a blizzard, to a waterspout and calm for an hour before changing again. Islands are somewhat stable, but each is the same climate all year round (and are thus grouped into Winter, Spring, Summer, and Autumn to describe them) and each of those has four seasons of its own, giving the Grand Line 16 seasons. Cyclones appear randomly, and there are even stranger places, like Enies Lobby, which has Endless Daytime. Navigation in the Grand Line can't be done with a normal compass due to the bizarre nature of its magnetic fields; a special compass called a Log Pose can be "set" to up to seven roues if you first visit them, and is a reliable way to navigate to them for a limited amount of time depending on what islands are in each route; an Eternal Pose is a superior version, which can be set to a specific island permanently.
    • The New World is even more bizarre; there are islands with perpetual lightning storms, giant elephants with long legs touching the ocean floor as islands, massive man-eating planets with forests of cooked food to lure in victims, a place where you can inexplicably run on air, and apparently a black hole just sucking up stuff in the sky above the ocean. The weather is even worse as it's just as random but the raindrops and hailstones can be bigger than ships and the ocean can just open up under you into a chasm and swallow everything.
  • Overlord (2012) has the Great Tomb of Nazarick, headquarters of the series' Villain Protagonist and his minions. The whole place is guarded by legions of unholy creatures of which every single one could wipe anything from a city to a whole country off the surface of the map, a mess of portals and traps makes navigation incredibly confusing and prone to dumping intruders basically anywhere except where they want to go, trying your own teleportation spells gets you redirected into a sealed chamber where a Miko sics an army of monstrously powerful Yōkai on you, and past the very first floors, the "Tomb" completely and utterly stops even looking like a tomb. Nazarick was a habitat designed in a game that didn't have to make too many concessions to reality and it shows now that it's in reality. One floor is inexplicably a Slippy-Slidey Ice World, another is a Fire and Brimstone Hell, meanwhile the sixth floor looks like a totally convincing simulation of being outside, complete with a vast forest and an open sky. Arche from Foresight finds out the hard way that she's underground when she tries to fly away to safety only to encounter an invisible wall in the "sky".
  • The Abyss from PandoraHearts is a time-warping dimension that appears as a cross between a broken toy box and hell. Apparently, it used to be a paradise of golden light.
  • Pokémon:
    • The Distortion World in Pokémon Adventures is this to the core, due to not having the limitations that the video game version has. Most notable is the random gravity for different areas, and, of course, Giratina.
    • The Distortion World also appears in Pokémon Generations when Giratina pulls Cyrus into it. It looks quite a bit different from its appearances in the games and manga, taking the form of a series of largely barren landmasses tilted in random directions and connected by waterfalls under the effects of their respective Gravity Screws.
    • Pokémon: Giratina and the Sky Warrior presents the main anime's counterpart to the Distortion World, the Reverse World, as Giratina's home dimension. Instead of floating landmasses, the Reverse World's traversable areas are made of landmasses, buildings, and even particularly large trees that mirror themselves seemingly endlessly into twisted structures that extend out of view both above and below. The sky is replaced with what appears to be oceans above and below this bizarre landscape, so day/night cycles are represented by the angle and color of the ambient light. Gravity varies in direction and intensity depending on location, with zero-gravity areas giving off a Sickly Green Glow. Finally, the normal world and Reverse World affect each other in strange ways. Dialga and Palkia's fighting in the normal world creates distortions in the reverse World that spew horribly toxic gas. The Reverse World also has effects on the normal world. Namely, popping a bubble in the Reverse World causes an explosion at the counterpart location and damaging an object causes its counterpart to break violently. If the object is particularly large like, say, an entire glacier, this has the potential to cause a lot of destruction in the Pokémon world.
  • The titular Psyren is Earth in the future with a membrane that disables all electronics, filters out sunlight, and saturates the atmosphere with psychic energy, awakening latent powers in the inhabitants and Drifters. The membrane is a fragment of an Eldritch Abomination named Quat Nevas, who devours the life force and PSI from planets after cultivating it this way.
  • The Witch Barrier in Puella Magi Madoka Magica are chaotic dimensions isolated from reality where Witches manifest and reside. It's a crossover between this trope and Mental World, since the barrier itself represents the (near-mindless) psyche of Witches. Entering it is a death sentence for humans since the familiars of the Witch are usually running around. They are also full Rule of Symbolism, as it turns out that the Witch Barrier represents subversions and mockeries of the wishes of the Witch who created it.
  • Revolutionary Girl Utena: Ohtori Academy is totally just a normal, elite private school. Those gigantic school buildings with their odd window placement? Surely just Rule of Cool. That (invisible) sword fighting arena high above the Forbidden Forest? Don't worry about it. How about the animated pictures and the transforming statues? Or Literal Metaphors appearing out of nowhere in places they couldn't possibly be without notice or comment? Or the resident Living Memory? Or the implications that Miki and Kozue have lived at the school their entire lives? What about how almost no one leaves or graduates? Or how those who do are forgotten?
    • The film's version shows the full potential of a Big Budget Beef-Up—while the original Ohtori looked like a real building until you started paying attention, the film Ohtori looks like a surrealist painting of a building which people somehow live in. Individual structures are constantly shifting within it, staircases don't seem to go anywhere, and there is absolutely no sense of where this place even is; every shot where the background is visible shows nothing but endless blue sky.
  • Tokimi's realm in Tenchi Muyo!. It's a floating temple-like thing in the middle of nowhere in the universe. outside it's got a twisted planet thing with a Space Whale. Her presence fills the room, but she is not there. And that's only in the third dimension. Each dimension up is so much more complex that a being from a lower dimension cannot comprehend, and there is a lot of them.
  • Again Junji Ito, the town of Kurôzu-cho in Uzumaki becomes this over the course of the story as the curse of the spiral takes over. Roads leading out of town take travellers back in again, roads and houses begin to line up into a spiral shape, and beneath the lake lies a twisted underworld that's even stranger.
  • Yu Yu Hakusho has the Demon World and the inside of the creature Itsuki summoned up to eat Kuwabara, Kurama, and Hiei. Come to think of it, almost anywhere other than Earth or the Spirit World count as this.

    Comic Books 
  • Batman has a history of these:
    • Arkham Asylum. The place gets destroyed regularly, yet somehow always magically comes back and it has a tendency to drive people completely batshit insane just by being there. When you remember these facts one kind of has to wonder why the city of Gotham thinks sending already insane supervillains there will make them better.
    • Batman Eternal has established that Arkham is a fucking daycare center compared to the nightmares that lurk in the tunnel system beneath the facility. Deacon Blackfire and his cult have set up shop there, resulting in the tunnels being filled with stuff like moving corpses, glowing underwater lakes, monsters that may or may not be demons, and spinal fluid floating in the air. And than Blackfire begins his summoning ritual/attack on Gotham, a terrifying event that makes Arkham collapse in on itself and into the tunnels. It's so horrifying that the stoic and atheistic Batwing starts crying to God for help out of sheer, pants-shitting fear.
    • In Batman: The Black Mirror, Gordon is starting to think Gotham itself qualifies.
    • Robin Series: Stephen's woods may look like a normal forest if you squint but Tim notices quite quickly that there are species there that have no business co-existing and things aren't necessarily the right size. Then there's the fact that neither space nor time work properly there, allowing Stephen to use it to nearly teleport but anyone or thing that follows him in and loses track of him will be lost in the woods forever.
  • In Cardboard, the cardboard monsters dig up Marcus' house and create their own living cardboard world underground.
  • In The DCU, Heaven, of all places.
    • The city of Vanity from the short-lived Aztek series was implied to be one of these. It was a Wretched Hive that was worse than Gotham, full of a strange psychic malaise that turned two Captain Patriotic heroes into Nineties Anti-Heroes. It was implied that the town founders were all mad and used principles of sacred geometry to make the city utterly bent.
    • The 90s Doom Patrol had a benign one in the form of Danny the Street. Luckily, he was a good guy.
    • Shade, the Changing Man: The Area of Madness and the larger Area it is part of appears anywhere from vaguely surreal to incomprehensibly psychedelic, filled with creatures hostile to life, limb, and/or sensibilities, and more could be generated simply by entering the Area. Shade can create more localized versions around himself, but his apartment in the crack in the sidewalk of Times Square was the largest and most stable.
    • The Dreaming as it appears in The Sandman series qualifies since it explicitly disregards natural laws in favour of those crafted by Morpheus. In fact, each of the realms of the Endless (along with Hell) can be called an Eldritch Location by itself.
    • Wonder Woman: Olympus tends to be full of Bizarrchitecture made up of Alien Geometries with gravity behaving very oddly and the whole place reflecting the personality, mentality and will of the current ruler. If one manages to fall from Olympus they'll land in Hades, which will not only be a far enough fall to kill them but will ensure that their afterlife is sealed to Hades reguardless of what their soul would have done otherwise.
  • In the first Figment comic book series in Disney Kingdoms, the Nightmare Nation is this. It seems to be the anthropomorphic personification of despair, depression, and art block.
  • Immortal Iron Fist: The Eighth City was a brutally hellish realm that could only be reached through a dimensional gateway located in the remotest part of China. At first it was an empty place until the elders of K'un-L'un turned it into a prison for many demons and monsters that plagued the Seven Capital Cities of Heaven. It's an absolutely dreadful place populated by all evils in the world, where none of its inhabitants are able to age, and they are eventually driven mad by their prolonged stay.
  • Surprisingly, the Marvel/DC Crisis Crossover JLA/Avengers justifies the Conflict Ball by saying each team's universe is this to the other. Some fundamental characteristic of the neighboring reality makes the vistors increasingly discomforted, as everything feels subtly "wrong" (such as Marvel's sun producing sunlight that Superman finds "greasy"), which wears on their nerves until they start snapping at their counterparts.
  • Johnny the Homicidal Maniac:
  • Locke & Key: The caves beneath the Keyhouse are implied to be somehow otherworldly, as the Black Door (which opens to a dimension of Eldritch Abominations) is revealed via flashbacks to colonial times to have simply appeared there on its own, slowly forming out of a drawing on the wall the more that people paid attention to it.
  • Al Ewing's run on Mighty Avengers introduces the Neutral Zone, a chaotic place on the edge of all known existance, where the typical laws of physics don't exist, and so hostile no living thing can exist there for more than a few minutes, even with the best protection science can provide. The Ultimates (2015) expands on it a bit further, showing it's right on the edge of the omniverse, and home to Eldritch Abominations and "predatory concepts".
  • In the Marvel Universe, The Thanos Imperative introduced an entire freaking parallel universe as an Eldritch Location. It all began when somehow, somebody killed death and allowed Life to grow unrestrained. Now the entire universe is under the influence of Elder Gods and, using the Fault that has opened up in the MU, they are now intent on corrupting the rest of reality.
    Quasar: I'm Protector Of The Universe. But how am I supposed to protect it from another universe? Planets, stars, whole galaxies that want to crush us all. I asked what's the worst that could happen. This is my answer.
  • The Dead Universe that appears across stories in The Transformers (IDW) exists as an alternate reality that seeks to spread into the regular universe. Although its true nature is not clearly known, it has been confirmed to be sentient. Biomechanical beings that enter return as a regenerating zombie that can only survive in the normal universe for limited periods of time. Said zombies kill any living being they directly touch. It's later revealed that it's a universe where all life was extinguished during its moment of conception; basically a zombified universe.
  • Transformers: More than Meets the Eye features quite a few:
    • The crashed Decepticon warship the Scavengers encounter in issue 7. First of all, it's weirdly designed gravity engines cause the interior of the ship to always be right side up no matter what position the ship is in (if it was upside down and you stepped onto it's ceiling, you would fall upwards into the floor). And that's not getting into the menagerie of logic-defying horrors inside it; a room with brains hanging from the ceiling, vats of aborted and mutated Transformer fetuses, a wooden robot that displays signs of sentience, and a hallway made of bleeding skin. The only surviving passenger, Grimlock, was given irreparable brain damage and amnesia by either the ship itself or it's crew, leaving him unable to recall or describe his time on it. In general it gives off a sense of foreboding dread the whole time the Scavengers are near it and Misfire starts demanding to leave after only about an hour of exploring.
    • The world on the other side of Tyrest's Titan space bridge. When Skids enters it, he finds a massive and bizarrely built city lurking in the distance, four massive and multicolored moons floating above the city, and a floating rainbow-colored Eldritch Abomination that looks like a ball of energy and can only speak through sensations. Disturbingly, it's strongly implied that this location is Cyberutopia, which is basically the Transformer equivalent of heaven.
    • The quantum duplicate Lost Light. A destroyed ship created through a spatial paradox, its experimental quantum engines have been damaged, resulting in it constantly creating quantum foam that wears down space itself. The real Lost Light is nearly wiped from existence just by coincidentally floating by the thing.
    • The Lost Light. Nobody knows where the ship even came from (not even its original owners, who found it floating emptily in space), its quantum engines are noted to be unlike any ever seen, there was a Sparkeater locked up in its engine rooms, several people comment that it feels strange and oddly familiar, its old owners were devil-worshippers who seemingly performed strange rituals in it, and there's a secret basement, which warps your perception of time while you're in it and contains a murderous psychopath. And its crew always seems to be made up almost entirely of dysfunctional and mentally ill people. It's later revealed that the ship's very existence was brought about screwing around with space time.
  • Trese: The intersection of Balete Drive and 13th Street in Quezon City, the setting of the very first story in the collection (an encounter with a ghostly woman in an Ethereal White Dress), might actually be a (very mild) one: observant readers have pointed out that in reality the two streets do not cross. (On the other hand, it is also possible the creators simply used a fictionalised map of the city.)
  • In Zombies en la Moneda, the Chilean presidential palace, known as La Moneda, has become a heinous place where zombies and humanoid abominations roam, the walls are made of living flesh, there are living people merged with those walls, and The whole place works by feeding on the vital energy of celebrities and politicians.

    Fan Works 
  • Top Hats And Tigers has the Mindspace, a place where the conscious minds go while the subconscious minds are swapping bodies. It resembles a White Void Room, except it is checker-patterned.
  • In the Jackie Chan Adventures and Teen Titans crossover fanfiction A Shadow of the Titans, Jade experiences two (the realm the Cackler resides in, and the TT world shadow realm).
    • The Buried Brick Homes and Gardens are a sunken apartment complex below Gotham that, due to a failed ritual attempt to summon an eldritch horror, were sunk trans-dimensionally and only quite exist if you approach them from certain directions.
  • Dungeon Keeper Ami features several levels of this. First, there are dungeons from the perspective of normal people, with both a population of monstrous horrors and corrupt magic that actively and visibly sculpts the landscape of the surface world. In extreme cases, this means into places not dissimilar from a nightmare. Then there are the temples dedicated to dark gods, which never seem to be perfectly silent, and which have even more horrific architecture. Then there is the gladiatorial arena of Azzaratha, which apparently supports a literal endless pit; if you fall in, you get to meet Azzaratha personally. He doesn't go easy on the defeated...
  • Child of the Storm has several examples owing to its mixture of canons:
    • As per The Dresden Files, the NeverNever, which as its entry below states, is approximately twenty times the size of Jupiter. It contains, among other things, the Faerie realms of Winter and Summer, which are quite bad enough to begin with.
    • Hogwarts is a milder example, owing to the fact that the stairs move and the building is actually sentient. And possibly dating JARVIS.
    • The Dark Levels of Strangeways prison, which is like a high tech Azkaban, minus the Dementors. It's humming with countermeasures both magical and mundane and the air within tastes rather strange, thanks to its processed nature. The whole impression is somewhat unnerving. And that's before one takes into account the inmates...
    • MI13 seem to have acquired one for their new base, suggested to be a disused part of London's underground system. It's dark, it's dank and it's full of portals to the Nevernever.
    • Asgard is, apparently, also sentient and likes Jane. It's also an Adventure-Friendly World in the most literal sense - it's a World of Badass because you've got Everything Trying to Kill You and not being a badass is a good way to end up as lunch.
    • Project Pegasus is one thanks to whatever the people working there, who were experimenting with magic to gain an edge in the Cold War and create a new Supersoldier, ended up doing. According to Ward, they got close to creating a new Supersoldier. According to Coulson, who was there when all hell broke loose, that was the problem. Whatever was down there, it was bad enough that Alan Scott, a Green Lantern at the very height of his powers, barely managed to subdue it and seal it off from the world.
    • The Dreaming is specifically stated to be even more bizarre than the Nevernever. In fact, the Nevernever is itself actually just a small part of the Dreaming.
    • The Rock of Eternity is in between dimensions, and serves as, basically, the ultimate prison. It's described as being the original Demonreach, and is powerful enough to contain top-tier Physical Gods.
  • Evangelion: The Rite of Spring makes the battles with the Angels even more disturbing, as it moves the fight settings to Eldritch Location pocket universes. Kaworu and Rei's secret room in the theater may or may not count, but it certainly seems to defy the laws of nature.
  • The Emiya Clan basement is the equivalent of an epic dungeon crawler. It's basically where they throw all the junk they accumulate that is too dangerous or unstable to use. It's also where they lock any Eldritch Abomination that is too hard to destroy. Put two and two together and you get something along the lines of Moria.
  • The Powers of Harmony has the Hollow Shades, a forest of massive trees, which was corrupted by Nightmare Moon a thousand years ago. The lingering magic doesn't affect ponies, but has mutated all the wildlife into massive Star Beasts (like the Ursa Major).
  • Queen of All Oni:
    • The vision Jade has of the lost city of the Shadowkhan implies this about it. For bonus points, the scene describing it has a very Lovecraftian feel to it.
    • It's commented on several times that the Vault of Endless Night cavern is far too large to naturally exist under Mexico City and go unnoticed; characters on both sides agree that it must be a result of the place's inherent magic warping reality.
  • Harry Potter and the Methods of Rationality implies that Hogwarts is one. Harry himself is warned that when he gets lost (not if, when), ask a painting for a direction, and if he thinks he's higher than the castle should be, don't move, search parties will be along shortly. If not, everyone will find him in six months, and he will somehow be two years older, and that's if he stays inside the castle.
  • Equestrylvania has the Heavenly Doorway, the place between worlds that Aeon has to traverse in order to travel between dimensions. It appears to be sentient, and actively torments travelers in attempts to feast on their minds.
  • In My Little Metro, a My Little Pony: Friendship Is Magic and the Metro 2033 series crossover, many places in the Metro (much like in the original Metro), have their own strange properties, such as a tunnel that extends much longer than the physical space between stations should allow.
  • The World of the Creatures takes place inside a human mind. Specifically the mind of someone obsessed with creatures from across the boundaries of time, space, and imagination.
  • In the Slender Man fic By the Fire's Light, the Slender Man hangs out with his victims in a dimension filled with fire, ash, and stunted, gnarled, and blackened trees.
  • The Zone of Desolation from T.R.O.T.T.E.R. Shadow of Cheernobyl is one of these, much like its original inspiration. The weather changes entirely on its own, unicorn magic is unreliable at best, and even time and space are not constants. It's also actively malevolent. And just to make it even worse, there are many more anomalies than the games.
  • The physical world is half of one, there being four in total in Goddess Reborn Chronicle. It's noted that the creation of the working teleporters and Demon Summoning Program healed the divide between Assiah-Gashmi (physical world) and the rest of Assiah, allowing things like mages, angels, demons and various strange things exist on Earth. Dr. Steven, understanding the trouble humanity was in, then distrobuted the DSP to as many servers as he could, which minimized casualties and changed humanity forever.
  • In Memories, Discord's homeland (later revealed in the sequel to be "off the Edge of the World") is described as this.
    Discord: "It was like a prison. Gray. No color. Just... a horrible grayness. And darkness. There was no sun. No sun," [...] "I felt confined. Trapped. And soooo boooored,"
  • The Seventh Magniverse in the fanfic Ultraman Moedari, where the Great Names are sealed by the power of the Pillars and The Keystone.
  • Harry Potter passes through one such location in The Master of Death; his companion explains that "Outside Existence" simply means that "Nothing exists out there... you'll find there's a great number of things that don't exist."
  • In the Danny Phantom/Beetlejuice crossover, Say It Thrice, there are a few alternate dimensions that were mentioned in canon that qualify in the fanfiction. The Ghost Zone, the Netherworld, and Saturn are all not quite the same as the human world, due to their unique compositions, physics, passages of time, and geometries.
  • Another Danny Phantom fanfic, Mortified, has the Digressed Tower, which is eldritch even by the standards of ghosts. Basically, every floor functions as a miniature alternate universe that changes the past of anyone who goes inside as long as they remain on the floor. The entire thing was the result of a failed psychological experiment. Interestingly, someone built a casino on the 80th floor.
  • The Last Great Time War has the Thanatos Anomaly, a vast region where time and space have been twisted and mutilated by the War.
  • The Black Moon in Thousand Shinji. During Third Impact, that was the place where the energies of an alternate dimension poured through a crack in the fabric of reality as several Eldritch Abominations came into being. Concepts such like space, time or laws of physics worked in erratic ways.
    Deep within the Black Moon, the Egg of Lilith, the Warp bled out into reality, creating the perfect gestation grounds for the beings within. In this seething cauldron of unreality, things had many layers, and viewing things from different angles could have a profound effect on what was seen.
  • Children of an Elder God: The city of R'lyeh was a kind of multi-dimensional dreamworld "forced into reality", forged by an Eldritch Abomination, where real world laws of physics were nothing but mere suggestions.
    R'yleh was nothing more than a dream forced into reality, a memory of a place long destroyed - reduced to dust by the dream's creator, in his arrogance and power. And now the dream was over and reality surged in, and the laws of Earth asserted themselves.
    Buildings which twisted through five dimensions suddenly were confined to three, and fell in chunks or crumbled to dust or toppled over because the supports in the fifth dimension were no more.
    The very ground below it evaporated or inverted or became one-dimensional threads which snapped under the weight.
  • An interesting example comes up in The Wonderland Subject. According to Nick Fury, it's been discovered that the multiverse is essentially a "stack" of universes. Going up the stack leads to more orderly universes and going down leads to more chaotic ones. Apparently, the Buffyverse is the -3175 from the Marvelverse and the most chaotic they can live in (with +3175 being the most orderly); people from the Marvelverse can't exist beyond those boundaries due to the universes being too chaotic/orderly..
  • Dominus Mundi The King Of Kings, a Harry Potter fanfic, has the Graveyard, a by-product of the creation of time and standing in opposition to the Future. The Mandarin described it as the place where "time goes to die", and contains all events that occurred before the main point of the timeline. It is stated that mortals cannot enter it, or they cease to exist due to the Graveyard's proximity to non-existence itself. It also seems to be impervious to the laws of physics.
  • The Terminators Army Of Legend, a supercrossover fanfiction, features the Inner Dimension, a realm that lies between the two Capstone Universes, the home of the mystical Beams—and where the Alpha Breaker is currently wreaking havoc.
  • Hogwarts in Itachi, Is That A Baby? not only has over three thousand secret passages, but several of them don't make any sense at all. One starts at the dungeons and goes up several floors, including outside a few times, and ends in the Entrance Hall despite going upwards the entire time. Another goes from the kitchens ceiling to the fifth floor but somehow bypasses the Great Hall directly between them. Not to mention all the passageways that don't always exist or can only be seen after you're already progressing through them.
  • Subverted in Asshai's Flames: Asshai only has the reputation we see in canon because it's comfortable for the residents (mostly sorcerers and Red Priests/Priestesses) this way. In fact the city is fairly average, if more soaked in magic than the outside world, and most of the rumors are false or just misinterpreted (for example there is no agriculture, but because the city can afford the import, not because the plants don't grow there).
  • In Pony POV Series:
    • Discord's palace in Dark World is this, being a constantly shifting, random, living place with an entrance that can drive people insane. The most reliable way to find where you're going is to not look for it. It remains alive after being purified and became New Canterlot Castle, but loses many of its eldritch traits.
    • The Spirit World is this, being a place beyond time where normal physics don't apply and full of Alien Geometries. While not sanity breaking, it can still not be properly comprehended by mortals.
    • The domains of Concepts, which are also them. They're so incomprehensible that even other Concepts can't fully understand a realm that isn't their own.
  • Miss Grimmwood's school in Scooby Doo and the House of Monsters is noted several times by Velma to not make any sense despite appearing to simply be a large two story house from the outside. The ceiling of the first floor is three stories up, doors right next to each other lead to the middle of different rooms, and Velma first reaches the room she's staying in by walking in a straight line for several minutes.
  • In the Eye of the Beholder:
    • The Mirror World, where Shadows lurk and whole areas made of quartz are created from a person entering, much like the TV World in Persona 4. For instance, Allie's takes the form of a rave warehouse, while Damien's takes the form of a massive quartz skyscraper.
    • The Velvet Room in this incarnation takes the form of a dressing room, which Victor calls the Velvet Dressing Room.
  • The Astral Plane from Equestria Divided serves as an afterlife, however as Pinkie Pie can tell you there are some parts that you'd rather keep away from.
  • Of Sheep and Battle Chicken: The entire planet of Khar'shan thanks to the Dark God cabal of Leviathans who slumber beneath the waters of the Black Lake. Batarians can and have killed themselves creating sculptures in the middle of nowhere for reasons they can't explain, and said sculptures are typically disturbing and-or horrifying to view.
  • A Prize for Three Empires has Marcus' palace, located in a dimension beyond physical space and time called Limbo. The walls are shifting and fluctuating, and different time periods flash around of the building.
  • Robb Returns has Hopemourne, the furthest North location in Westeros. When the Children of the Forest first emerged in Westeros, these ancient ruins were already there, inhabited by something (speculated to be the Great Other), which repelled the Children and later created the Others in a mockery of them. And ever since their defeat in the Long Night, the it has been where the Others have lived, gathering their power and preparing for Round 2.
  • Persona: The Sougawa Files: Every location taken over by Shadows, starting from Shadow Wilma and beyond, warps places into this. The worst example is Shadow Arata's, which somehow manages to fit an entire outdoors village inside an abandoned prison.
  • In Maybe The Last Archie Story, Mad Doctor Doom's Limbo fortress is a floating, spherical castle located beyond the space-time continuum. Walls, windows, arcs... appear, multiply, shift or vanish every second.
    They were in what probably passed for a courtyard in the Limbo castle. Beneath them was, recognizably, soil and the equivalent of grass, though it was of a light yellow color. A wall enclosed the courtyard on more than three sides, but in front of them was the castle proper, or at least a wing of it. There were several arches before them...Archie found it hard to count them, as if their number altered from moment to moment...and doors beyond them.[...]
    Jan boldly went forward to one of the doors under the arch. It looked to be made of wood, though Archie thought that just might have been what he perceived. The door opened to Jan’s touch, without her having to twist a handle. "Follow me," she said. The crew could see what looked like a hallway beyond.
    The Time Police woman stepped inside.
    After her heel went through the doorway, the walls closed in behind her. There was no door anymore. Only a brick wall in its place.

    Films — Animation 
  • Pooh's Grand Adventure:
    • The world outside the Hundred Acre Wood gradually starts to become this, albeit toned down, as the landscape becomes colorless and barren compared the usually vibrant environments the heroes tend to live. We see gray mountainous landscapes filled with dead trees and fog coated wastelands.
    • Skull, which looks like a contorted screaming face. The massive tunnels inside are filled with extensive roots, almost resembling dead oligodendrocytes and blood vessels. Face carvings appear throughout the interior with deep howling winds similiar to moaning cries.
  • The "Outside World" as seen by the Anthropomorphic Food of Sausage Party, which is a dark, cold place littered with the remains of half-eaten food and zombified corn coming out of turds. This dark, cold place is no more than the pavement of a central street in a busy city so human locales are just as amplified in the eyes of food as humans themselves.
  • Yellow Submarine: The Beatles' Liverpool abode is a grim little wharfside hovel on the outside. Inside, it's a cavernous palace with endless corridors that open into scenes from King Kong (1933), Magritte paintings, and the like, while various outsize objects, inanimate and otherwise, run in and out of doors when no one's looking. The places they visit on their journey are similarly extradimensional.

    Films — Live-Action 
  • The room in 1408. As Samuel L. Jackson's character insists, there are no ghosts, it's just "an evil fucking room". Yes, the Eldritch Location is itself the Eldritch Abomination: it's effectively the aforementioned Overlook Hotel compressed into a single room.
  • The dark skies in Altitude. After hours of flying around and descending with no ground or any other landmark features in sight and no radio contact with anyone, it becomes clear that the characters have entered some alternate dimension filled with endless sky and housing giant alien terrors flying around looking for prey.
  • "Saturn" in Beetlejuice, which looks like Tim Burton's take on Arrakis with a little bit of Wackyland mixed in.
  • From The Blair Witch Project, the woods where the eponymous witch dwells. It's very subtle in the first film, with the only confirmation that the protagonists aren't just hopelessly lost coming when an attempt to follow the creek leads them in circles. It gets turned Up to Eleven in Blair Witch, with the woods suddenly extending endlessly (as seen from a bird's-eye view using a drone), endless night, and a strange sort of time distortion causing time to pass differently for characters split off from the group.
  • In Bram Stoker's Dracula, normal laws of physics don't quite seem to apply in Castle Dracula, most notably seen when Harker opens a perfume bottle that starts dripping upwards into the ceiling. For extra creep factor, the castle itself vaguely resembles a ghoulish figure crouched on a cracked throne.
  • The Hypercube in Cube 2: Hypercube is the theoretical construct of a tesseract made reality by constructing some sort of pocket dimension. The laws of physics are bent around in the place, making the entire thing an inescapable death trap.
  • Dave Made a Maze: At some point, the titular maze that Dave made literally came to life and started building new sections entirely on its own. It even starts to extend outside the entrance and converts Dave and Annie's apartment to cardboard.
  • Don't Blink: The resort where the story takes place. It is a visually normal place, but the weather behaves oddly, being both warmer and colder than what it should be and it could snow in a second. There's a bizarre phenomenon where, if no one is looking at you, you might disappear.
  • In Event Horizon, the dimension that the gravity drive took the titular ship into is summed up as "Hell", but from what's hinted, Hell is very warm and fuzzy compared to what actually lies beyond the portal; it's actively described as a dimension of "pure chaos, pure evil", and it spills out into the titular starship until it's alive, malevolent, and actively refusing to let anyone leave. There's enough similarities to Warhammer's Warp that some tend to treat the movie as an unintentional prequel.
  • The apartment building in Ghostbusters certainly applies, given what it was designed for. The dimension one of the refrigerators opens onto counts as well.
  • The hospital in Grave Encounters. The trapped ghost-hunting team manages to bust open the front door, only to reveal another hallway. Same for an emergency exit. Later, a staircase promising rooftop access instead leads to a blank wall, and underground tunnels that should have had turn-offs for traversing between buildings instead turns into a single, Endless Corridor. Until the end, anyway.
  • In Hell House LLC II: The Abaddon Hotel, the hotel has become one in the years since the accident in the first film with lights mysteriously powering themselves, doors refusing to open, time passing faster than it should and a portal to Hell in the basement. This isn't helped by that all of the decorations from the haunted house attraction set up during Hell House LLC are still in the hotel.
  • Similarly, in The Imaginarium of Doctor Parnassus, the Imaginarium functions as a Journey to the Center of the Mind, based around Parnassus's own imagination but also combining with visitors' imaginations. It's been even more eldritch ever since Mister Nick set up shop there.
  • Inception has the various dream lands that the characters visit when dream walking.
  • In Labyrinth, Sarah's final showdown with Jareth occurs in a place that was designed by M. C. Escher.
  • Marvel Cinematic Universe
    • The sub-atomic realm in Ant-Man. It's our normal everyday world, but from the point of view of somebody continuously shrinking for all eternity.
    • Doctor Strange (2016):
      • The Mirror Dimension is a parallel dimension that allows the user to practice their magical abilities and fight their enemies without the public's knowledge. The dimension is layered over the Earthly Plane, people and their actions in the Mirror Dimension are unable to affect the real world, but sorcerers (even more so those empowered by the Dark Dimension) are able to bend matter and gravity to their will akin to the dream-realm in Inception.
      • The Dark Dimension is a hostile universe under the complete control of its ruler Dormammu, assimilating other realities into it in an endless hunger. Sorcerers are able to draw power from it, gaining abilities regular sorcerers do not possess, including immortality and the power to bend matter in the Earth Dimension.
  • The Mayflower department store in Mirrors has become this thanks to Demonic Possession and being an otherworldly prison for the ghosts of those who have died there. While the store itself doesn't have any strange geometry (though being burned out it is quite creepy), The Maze of tunnels beneath it is rather unsettling and the Demonic Possession allows for many strange visions, images, and effects throughout it, including some very disturbing All Just a Dream/That Was Not a Dream sequences.
  • invoked Pacific Rim: The home dimension of the Precursors, where the Kaiju are sent from. It's spiral-y, mostly organic, with weird lights everywhere and gravity working weirdly, and it has a sun that looks like an eyeball (it's actually a sun being devoured by a black hole, according to Word of God).
  • Tiny in comparison to most examples, but the titular sauna in AJ Annila's Surreal Horror indie Sauna is a piece of Sinister Geometry that defies all definition, and has a habit of swallowing people whole, or sending them out...different. A common theory makes it the gate to Hell.
  • The Overlook Hotel in The Shining is... bizarre to say the least. Even if all the weird shit that can be observed is all just hallucinations, it'd still have a knack for driving normal people completely insane and into a bloodthirsty rampage. And the ending only makes things more confusing, adding an element of irregular timeflow into the fray.
  • In Star Wars, it's never made entirely clear what exactly the dark side caves (specifically the ones found on Dagobah and Ahch-to are. What we do know is that they call to Force-users, they are dangerous, they can induce hyper-realistic and trippy visions, they respond to the fears and doubts of those who enter them, and the consequences of screwing up while inside can be catastrophic. Supplemental materials make it clear that an essential part of training for young Jedi is to enter a dark side cave and face their darkest fear. Some masters have died waiting for their Padawans to get out of these caves.
  • Under the Bed: Under Neal's bed is a portal that leads to the realm of the monster that's been tormenting Neal for years. The monster's realm seems to resemble some sort of bog cloaked in perpetual dawn.
  • The Void:
    • The Void itself. It's simply a featureless dimension covered with alien architecture and strange creatures floating among the stars.
    • Apparently there is a whole sub-basement in the hospital, which doesn't really exist and is some sort of pocket dimension instead. It's also impossible to navigate inside of it and it almost looks like generating next rooms only when anyone enters it, leading where it wants to lead. Yes, a conscious place - it's that sort of story.
      Vincent: It's a rat maze.
  • Toon Town in Who Framed Roger Rabbit, being an ethnic enclave of Toons, naturally operates on Toon Physics. For example, the building you're in becomes higher than all the surrounding ones if you're in danger of falling from it and look down, simply because it's a trick used by animators to make it look more like the perspective is from really high up.

    Live-Action TV 
  • Ash vs. Evil Dead: The last episodes of the first season see Ash return to the cabin from the original film. It already has this vibe, due to the fact that the woods in the immediate area appear to have been rendered completely lifeless, but it definitely hits this in the season finale, due to the ritual Ruby performs in the basement — the cellar door bleeds when Kelly tries to force it open, an eye appears on the wall, a mouth (with functional tongue) appears on a doorknob, and innocent bystander Heather suffers a Cruel and Unusual Death as the cabin seems to specifically target her. Fortunately, Kelly setting the place on fire seems to kill it.
  • The House in Beyond the Walls is so incredibly vast it might be infinite. Under certain conditions, it definitely is. It even has its own forest that is locked in daytime and is implied to hide whole oceans in its bowels. It can also change its layout, depending on the actions of its inhabitants.
  • Channel Zero:
    • Candle Cove, the location of said Show Within a Show, is strongly implied to be one of these. Eddie's Realm is also one, being a nightmarish mockery of his family's home which he controls; whether or not it and Candle Cove are the same place is unclear.
    • The No-End House. It moves on its own, its first five rooms constantly change their contents to depict visitors' worst fears, and its last room is a neighborhood-sized Pocket Dimension inhabited by clones made from peoples' memories of their loved ones, which feed on their memories until they're left Empty Shells.
    • The "summer house" where the Peach family live. It's field without end, where it's always a summer day, the "plants" growing there are actually severed human body parts, and the house itself is always in the distance no matter how far you walk. The only way to reach it is to walk through one of the random doorways standing in the field (another one connects to the real world, while a third leads out into space). Also, the house appears moderately sized on the outside, but is massive on the inside. It also contains the home of the Pestilent God.
  • Doctor Who is FULL of these.
    • The TARDIS is one in living, alleged ship form, Bigger on the Inside to the point of possibly having infinite space within.
    • The Doctor has been to the extrauniversal E-Space, multiple parallel universes, and once simply PARKED OUTSIDE REALITY. Humanity found a way to build a space station that would continue to exist after the end of the universe. Not in the next universe, or the Void, in a by then non-existent universe. It worked.
    • "Planet of Evil": Zeta Minor, where strange beings lurk and try to prevent catastrophe caused by removing material from the place.
    • "The Impossible Planet"/"The Satan Pit": The titular planet is the prison of a being that claims to be the ultimate source of evil in the universe, and indeed older than the universe, and it's parked in an unnatural orbit around a black hole.
    • "Utopia" has the Doctor travel to near the end of the universe, finding desperate humans trying to flee from the vampire-like Futurekind.
    • "The Doctor's Wife": House is particularly eldritch, being a sentient asteroid living in a pocket dimension that feeds on TARDISes.
    • "It Takes You Away" introduces the concept of an "antizone", a between-space created at points in time and space where reality is under terrible threat. The one the Doctor and companions enter is a dark maze filled with flesh-eating moths, populated by a mysterious alien who somehow managed to enter such a place. In this instance it exists as a buffer zone to what's called the Solitract, a sentient plane of existence so eldritch that the universe couldn't form until they were separated and remain separated on all levels.
    • "Spyfall": The home dimension of the Kasaavin is a dark, misty realm filled with an endless forest of cables. The Doctor's encounter with Ada Gordon there indicates it's also a Place Beyond Time, since Ada is coming from 1834 while the Doctor was just teleported from 2020. And the only known way to get in or out is to somehow get the Kasaavin to do it...
  • In Fargo the stories are spread over a large Midwest area consisting of Minnesota and the Dakotas. They are shown in a perpetual state of winter, and the area attracts an unseemly amount of gang violence and brutal crime. It also attracts flying saucers and an assassin implied to be the Devil himself, and contains a bowling alley that may be a portal to the afterlife.
  • Einstein's Realm in Farscape. Reachable only by wormhole, it acts as a meeting ground between the representative of the True Ancients and anyone knowledgeable enough to be dangerous to them: it's basically an iceberg floating in an ocean of wormholes beneath a pitch-black sky. Due to Einstein's influence, physics tend to behave quite strangely here, and Crichton often ends up speaking to long-dead individuals from his past and tumbling into Unrealized Realities.
  • Game of Thrones: The Land of Always Winter, beyond the Wall. The stories told about it and the fact that it's the home of the White Walkers is bad enough, but when Jon and his team actually go there, they quickly find that it’s completely and utterly dead; there’s no plants, no animals, no people... just endless plains of ice and snow, dotted by the occasional frozen lake and aimless wight. The sun never shines through the clouds and the snowfall never stops, like a hellish version of Antarctica in the winter. Worse, it’s implied that the White Walkers are trying to make it spread; Dany and Bran both have visions of a Bad Future where the White Walkers win, and in both Westeros ends up looking just like the Land Of Always Winter. And when the Night King attacks Winterfell, he brings a massive snowstorm just like those beyond the Wall, which only dissipates once he’s killed.
  • The Haunting of Hill House: Hill House itself. Anyone who stays on the property after dark is likely to see or hear somethings, and for the psychically sensitive things are worse. Anyone who dies on the property stays there as a ghost, and the Red Room, the house's "stomach", lures people to their deaths so they can stay in it forever.
  • The League of Gentlemen: Welcome to Royston Vasey, you'll never leave. A very accurate claim given that a considerable part of the population are not just grotesque, half-insane freaks of nature, because they very much spit at the laws of nature and have something inexplicably supernatural about them. Now the place is not entirely beyond logic though and there is a more natural down-to-earth side to Vasey and there is no better way to describe it than Cloudcuckooland.
  • The eponymous hotel room of The Lost Room, more so the area around where it is supposed to be, including the room that (was?) next to it.
  • The Valley of the Fallen Kings in Merlin. The first time we see it, it's revealed that the Crystal Cave, the source of all magic, is hidden in the valley. And is also a very good example of Good Is Not Nice, as it's perfectly willing to subject Merlin to Mind Rape and a chain of Self-Fulfilling Prophecies to teach him a lesson. Arthur constantly says that the Valley is harmless unless you're superstitious, but even he and the Knights avoid it if they possibly can.
    • The Dark Tower, very much so. In addition to the stories young knights are apparently told to scare them away from it, it is surrounded by a forest that, in addition to being nigh impenetrable, reverses directions so you can only get out if you have help. It also looks rather terrifying and Queen Mab gives Merlin some rather disturbing advice:
      Queen Mab: You must beware, Emrys. The Tower is not a real place. It is the heart's rest, the mind's deepest fear, the stillness in the hummingbird's eye.
      • And this was before we knew what it did to the people that the High Priestesses brought inside: it tortured them until the screams could be heard from twenty leagues away and then bound their spirit, leaving their body an empty vessel for another's will to inhabit. The process is nightmare-inducing, and we get to see it all from Gwen, the victim's, perspective.
  • Star Trek:
    • The Q Continuum, home of the (supposedly) omnipotent and omniscient species known as the Q (and also sometimes used as a name for the species itself). When we saw it on-screen in two Voyager episodes, it appeared first as a gas station on a desert highway and then as a battlefield from the American Civil War (when the Q were fighting their own civil war). This was probably done due to the show's budget constraints, and was justified by explaining that the Continuum cannot be perceived by a humanoid as it truly exists, and thus it will appear as an analogue from the viewer's culture. In one TNG novel, the android Lt. Commander Data is taken to the Continuum and forced to perceive it in its true form. This causes him to shut down as the result of the sensory overload.
    • Another Star Trek example is the Next Generation episode "Remember Me," in which an experiment with warp bubbles goes wrong and sucks Dr. Crusher into some kind of parallel dimension shaped by the thoughts she was having at the moment she was trapped. It appears to be a replica of the Enterprise, except all the other crew members start vanishing one by one and no one except Crusher remembers they existed. Then it gets even worse. Dr. Crusher activates a view screen and sees a "warp energy field" encasing the ship. After establishing that there is no penetrating the field, she asks the computer to define the universe. It replies, "THE UNIVERSE IS A SPHEROID REGION 705 METERS IN DIAMETER". The computer says that there is nothing outside of the ship.
    • Just before asking that question, Dr. Crusher asked the computer the diameter of the energy field surrounding the ship was. The computer replied that it was 715 meters in diameter. That is not a typo; the field had shrunk 10 meters between questions, and continued to shrink throughout the episode.
    • Crusher spends most of the episode thinking she's going insane, and with everyone around her apparently certain she is (until they disappear, that is). The turning point occurs when, after exhaustive tests show nothing wrong with her brain, it finally occurs to her: "If there's nothing wrong with me, maybe there's something wrong with the universe."
    • A prior episode, "Where Silence Has Lease", does this with a Federation starship — or, more accurately, an illusion of the USS Yamato, a sister ship of the Enterprise. While on The Bridge, Riker and Worf open a door — that leads to the bridge, and they see themselves on the duplicate bridge. This, naturally, confuses the hell out of Worf.
      "There is one bridge! One Riker, one bridge!"
    • From Star Trek: Voyager, there's Fluidic Space. It's an extradimensional realm where there are no stars or planets or anything else of mass. Everything is just a organic soup there. The only life form that has ever been encountered there is the equally eldritch Species 8472, which the Borg consider the apex of biological life.
    • Another episode has Voyager trapped in a phenomenon called "chaotic space," which is inhabited by aliens that can't be seen directly and can only communicate with certain people via hallucinations.
    • And at one point, they become trapped in a stellar phenomena known only as "The Void", a weird fold in space without so much as a micron of matter inside. Ships drawn in survive by raiding other ships.
    • Season 3 of Star Trek: Enterprise takes place in the Delphic Expanse, a region infamous for inexplicable anomalies and even large areas that aren't entirely in this universe. This is revealed to be the work of aliens from another realm who are altering the galaxy to suit them; once they're defeated, the Expanse turns into normal space.
  • The Upside Down in Stranger Things. It is a Dark World version of Hawkins, a creepy, dark place covered by Meat Moss and home to monsters like the Demogorgon and the Mind Flayer.
  • Heaven in Supernatural. Every heaven is basically just the best moment of your life over and over again.
  • The Twilight Zone (1959): In "Little Girl Lost", the other dimension to which Tina Miller is sent is a bizarre, abstract realm which distorts perceptions. For instance, Tina's father Chris believed that he was standing upright in spite of the fact that his legs were still on the other side of the portal.
  • Twin Peaks has numerous examples:
    • The Red Room. A world where people speak backwards, time works... differently, and the resident Spirits feed on human pain and sorrow. The lodge itself is really just a series of identical rooms with red curtains and a zig-zag patterned floor. Or it could be that it is just the same room repeated over and over. It is either the Black Lodge itself or a place between the Black and White Lodges.
    • The Room Above the Convenience Store. The apparent meeting place of the Lodge Spirits, implied to be a time loop of the exact moment the Trinity Nuclear Explosion occurred.
    • The Black and White Lodges. The Black Lodge (beneath the floor of the Red Room) is an infinite sea of stars with a single floating "room" where time works... wrong. Meanwhile, the White Lodge is a massive fortress in the middle of a purple ocean that stretches beyond the eye can see.
    • The Return continues to add places like the inside of a nuclear explosion.
    • Several locations and objects create a connection to the supernatural world including The Palmer House, 2240 Sycamore, Glastonbury Circle, Jack Rabbit Palace, and The Dutchman. They all open portals to other dimensions or are frequented by Lodge Spirits, warping them in some way or another.
  • Played for laughs in The Young Ones. The students' house looks like a normal council house, but it is in fact filled with sentient furniture, a teapot with a genie in it, a TV that spits out characters, and a wardrobe that leads to Narnia. The four complain that nothing ever happens.

    Mythology and Religion 
  • Name a location originating in myths and if it isn't human homelands, chances are it is this trope.
    • The universe during the primordial times counts in any mythology.
    • From Christianity, Abaddon, an abyss that will open on Earth during the end of the world.
    • Celtic Mythology had a place called the Otherworld, the really weird home to the faeries and all sorts of mythical creatures.
    • From Norse Mythology, the entirety of Ygg-drasill (well, perhaps excepting Miðgarðr (Midgard).). Think about it. The universe is shaped like a tree. We live in one end of a branch. Where the tree grows isn't clear.
  • Almost any concept of the Afterlife.
    • The Bible actually has a lot. What they have in common is that they're not physical places, and no living being can see them. Sheol, the realm of the dead may or may not be this. Gehenna (what most people refer to as Hell these days) is the Lake of Fire which will exist literally everywhere that isn't the New Jerusalem (what most people call Heaven) after the end of the world.
    • The kingdom of Hades of Greek Mythology, which was thought to be accessible by the Real Life River Acheron in Greece.
    • The Duat in Egyptian Mythology, which was believed to be simultaneously below the earth, behind both the west and east horizons, and above/inside the sky.
    • Inuit Mythology has the Adlivun, said to lie under the sea and the earth, but only accessible through the Moon.
  • The "hollow" inside of the Earth.

  • Welcome to Night Vale, where everything paranormal is true.
  • In Alice Isn't Dead, a long haul trucker Narrator keeps encountering paranormal places in the course of her work, from an Evil Tower of Ominousness looming in the distance to Charlatan, a traveling Vanishing Village trapped in a "Groundhog Day" Loop that repeatedly violates the laws of physics in increasingly disturbing ways every time she passes through.
  • In The Magnus Archives, the titular archives rise above labyrinthine catacombs that organize and contain manifestations of primal fear. The building itself is a place of power for the acolytes of one of those forces, the Ceaseless Watcher.
    • Places touched by the other Powers tend to end up like this. One of the early stories catalogued by Jonathan Sims involves a chapel that, in complete darkness, seems to be infinitely long, with silence echoing for miles. When the lights come on... it's just another church.
  • In Midst, the universe is not as we know it. The Fold is an endless sea of microorganisms, or something like them, and it apparently reacts violently to light. Far more people live in the Unfold, which is filled with mica dust but otherwise is far more habitable. Midst is remarkable for floating right between the two.

  • Sometimes, the Gift Shop of the The Museum of Everything will only allow you to leave if you can convince someone else to mind the shop. The museum itself might count, considering that the designer says that when he was commissioned to create a museum that would contain everything, and he realised that necessarily it must contain itself, he got a nosebleed.

  • The Torn World from Dino Attack RPG, a mysterious, empty void where bricks go after they've been torn out of the Constructopedia. The dimension vaguely resembles space, but despite this, one can breathe reasonably well and there is gravity present (anyone who can't get a hold of a brick is likely to fall forever into nothingness). Also for some reason, no matter what kind of bricks are taken, they always break up into 1x1 pieces.
    • To a lesser extent, the Maelstrom Temple, which has a tendency to change its inner structure whenever your back is turned (making it very hard for one to find their way out), and it can create illusions to mess with your head.
  • Kakariko after it was destroyed by Bongo Bongo, covered with a thick miasma, and had almost everyone that lived there turned into an undead monster in Realms of Hyrule.
  • Ruby Quest: Cold Storage. Much of the whole facility, really. Especially the brig, with that growing dark pit and half of its gravity reversed.

    Tabletop Games 
  • Arkham Horror allows the players to visit the locations from H.P. Lovecraft's mythos, like the Plateau Of Leng, Yuggoth, and R'lyeh.
  • Ars Magica has "regios", Places of Power spread out across two or more layers of reality, each layer more suffused and distorted by the supernatural forces that created it. This can create potent Holy or Unholy Ground, crossings to the Land of Faerie, or regions with a Background Magic Field powerful enough to warp creatures who enter. Fortunately, crossing into "higher" levels of a regio requires magic or special conditions; unfortunately, so does trying to get back into the regular world...
  • Beast: The Primordial has the Lairs, individual to each Beast, an otherspace that is reflective of their own power (the higher their Power Stat goes, the more chambers it gains) that can be entered through any doorway.
  • The titular setting of Betrayal at House on the Hill always has a random layout, and can have things such as walls that devour you and spit you out elsewhere. It is possible to have a non-euclidean house where the rooms loop around the front door the players 'entered' through and connect to the foyer (the starting room) on the opposite side. And also to have a second story of the house that is twice as large as the ground floor.
  • In Bleak World this is what the Death Beyond Death is, if a ghost dies they go to a place where they are in constant pain, but can never gain the release of going insane. The whole area is guarded by The Caretaker which is liquid field of darkness filled with constantly disappearing eyes and mouths
  • Changeling: The Lost gives up a couple of examples.
    • First is the Hedge, the mysterious otherspace between Earth and Faerie. Not only does it seem to map roughly to Earth in size, but it could technically be considered four-dimensional, as there's always going to be a direction that's just "towards Faerie."
    • Faerie (Arcadia, Alfheim, et al.) itself is another example. A place formed purely of the magic of dreamstuff, where reality only exists because everything in it has agreed to exist and interact. This is completely disregarding the fact that many of the Realms in Arcadia are The True Fae themselves.
  • Chuubo's Marvelous Wish-Granting Engine is set in a potential future of Nobilis where most everything is drowned in Primordial Chaos save for one surviving cosmos called Town, which has multiple regions, each with their own set of rules that support particular types of stories. For example, Fortitude lends itself to quiet Slice of Life stories, Horizon lends itself to obsessive, Gothic types of stories, the Walking Fields lend themselves to Ghibli-esque stories, and so on.
  • Critical Role: Tal'Dorei Campaign Setting: The mountain of Gatshadow seems unusually tall and thin because it's dimensions were distorted when a priest of the Chained Oblivion summoned his master into the mortal world. The very presence of this mad god created seemingly-endless labyrinths around the mountain and stretched the rock itself "like puddy." It serves as the location of a few adventures in the book that deal with fighting Eldritch Abominations and old Curses.
  • In Dragonstar there is a large region of space outside Imperial space known as the Dark Zone. Few who venture into it ever return, but the few who do speak of darkness and terror. It's also the setting's counterpart to the Far Realm in that it's the home of mind flayers (their original home, it is speculated) and other aberrations.
  • Dungeons & Dragons has a cosmology that gets weirder the further you venture from the Prime Material Plane. The transitive planes, the Astral and Ethereal Planes, are familiar enough to those who have heard of out-of-body experiences, and the Plane of Shadow is a morose Dark World based on the Material Plane. The Inner Planes are each dominated by one of the four classical elements, while the Outer Planes are impossibly beautiful in the case of the Upper Planes and utterly horrifying in the case of the Lower Planes. In any case, each plane in the Great Wheel has its own internal logic to it, even if in the case of Limbo that logic is "chaos." And then outside of this cosmology, perhaps on the very edge of reality, is the Far Realm. The only identifiable trait of the Far Realm is that none of it is identifiable, or even quantifiable in any way, shape or form. Simply entering it threatens a visitor's sanity — characters may sprout eyes on their palms (but not really), relive a hundred lifetimes in which their parents were Far Realm wights, or backwards speaking begin... Unsurprisingly, the Far Realm is based on the works and mythos of H.P. Lovecraft.
    • Sigil, City of Doors and the City of Adventure for the Planescape setting that introduced many of the above planes, is a downplayed example of the trope. It is a city located on the inside of a torus that circles the top of an infinitely tall spire in the exact dead centre of an infinitely wide plane known as the Outlands, itself the Portal Crossroad World between all the Outer Planes. In Sigil, portals are everywhere and can reach to practically anywhere in The Multiverse, and more to the point remain invisible and undetectable unless the correct key (which can be practically anything from a deity-made artifact to having a particular melody stuck in your mind at the time) is brought to it, at which point it opens and either brings some poor Clueless into Sigil or causes an unwitting citizen to get a free trip to somewhere. The day-night cycle happens without a moon or a sun, looking into the sky you see the rest of the city curve in on itself above you, and it is literally possible to fall off the edge of the city if you walk far enough in one direction. Natives of Sigil tend to be a jaded lot.
  • Exalted:
    • The Wyld. Divided into the Bordermarches, the closest regions to normal reality, which are only mildly weird, the Middlemarches, where the laws of physics cease to be reliable and movement and distance are based more around narrative conventions than concrete measurements, the Deep Wyld, where reality is officially Out To Lunch, and the Pure Chaos, which isn't so much a location as it is the unshaped, incoherent chaos outside of the universe.
    • And then there are the Shadowlands, sites of past atrocities and mass murder where the border between Creation and the Underworld is just a bit thinner. Regaining Essence is hampered (unless you're a creature of the Underworld, in which case it picks up by comparison), ghosts can get around more easily, and improperly buried bodies tend to rise as zombies.
    • Several of the Primordials/Yozis are this as well. Things like the local geography, physical laws, and even time flow are often at the whims of the Titan that is the world. The most notable are Malfeas (the Demon King/City whose body acts as the prison of his fellows, and consists of multiple layers that constantly change shape and correspondence, and all inexplicably have the green sun of Hell right above them), Cecylene (the Endless Desert who is accessible from every layer of Malfeas and always takes exactly five days to cross) and Autochthon (who needed to deliberately modify his world body to make it habitable; the deeper parts of it show the reason for this).
    • There are even a few places in Creation that work like this. One is the Well of Udr, overseen by the Dowager of the Irreverent Vulgate in Unrent Veils. It's a nexus of all possible dimensions where the strata of potential worlds collide and crash against one another, occasionally disgorging impossibilities. It's very tricky to get anywhere within its vicinity and hold onto your marbles, let alone stare into it. It's from here that the Dowager retrieved the Great Contagion.
    • The Elemental Poles, too, each of which is an unending font of elemental power. The trees at the Elemental Pole of Wood are infinitely tall.
  • Bardos in Genius: The Transgression are places that were once thought or believed to exist, then proved not to, or were hoped to exist but never came to pass. You can still travel to them if you know where to go (or stumble into them). They range from the Martian Empire and Tsoska to the Hollow Earth (recently taken over by Nazi mad scientists) and The Grid.
  • Most of the JAGS Wonderland setting has this in spades. There are eight layers of reality, referred to as "Chessboards." You live on Chessboard Zero. Chessboard One is more or less identical, except everyone's kind of nuts. Chessboard Two is a run-down, dilapidated Dark World. Chessboards Three through Six are a sliding scale of Cloud Cuckoo Land and this trope. And Chessboard Seven can barely be called reality by any stretch.
  • Everywhere outside of Illusion in Kult. Weird geoscapes are the least of your worries. Gaia is the primal world where even the earth can get hungry and swallow people, Metropolis is a city filled with lunatics and Inferno is a classic hell.
  • Magic: The Gathering:
    • The locations associated with its resident Eldritch Abominations, the Eldrazi; in particular, a combination of solitude and proximity to the Eye of Ugin, which sealed the Eldrazi within the plane Zendikar, cost the planeswalker Sarkhan Vol his sanity for a time, and it wasn't until several months after leaving that he had fully recovered.
    • Innistrad isn't as bad as Zendikar until Nahiri summons Emrakul to it but there's clearly something off with its moon. The moon of Innistrad is a powerful source of mana of multiple types and is responsible for the existence of Innistrad's various supernatural beings: angels, werewolves, and the vampires since Edgar Markov became the first vampire by drinking angel blood. The Helvault, a nigh indestructible prison for demons, was created from a fragment of the moon. The moon itself eventually becomes Emrakul's prison.
  • In the game Magical Burst, Youma, the creatures Magical Girls fight, frequently surround themselves with a distortion in the tapestry of the world called a Nightmare. For most people, this manifests as a vague feeling of dread, owing to how Muggles cannot even perceive Youma or their influence, much less hurt them. For Magical Girls and those attuned to magic, the Nightmare appears as an increasingly surreal region of distorted reality, getting weirder and weirder as one nears the Youma.
  • In Nephilim, Selenim are capable of creating Realms, pocket universes that exist according to their will, which turn out like this trope.
  • The Shadow Realm of the New World of Darkness is more a Dark World. But if you go deep enough, you get to the parts of the Shadow Realm taken over by lords among the Spirits, and then the rules disappear.
    • Mage: The Awakening introduces a few of its own. While they're more layers of reality, we have the Abyss, which is an anti-reality made of everything that reality isn't; the Supernal Realms, which are realms of pure concepts and ideas, which will obliterate anything concrete that would try to enter them except during a mage's Awakening; and the Astral Realms, which is a mental world that comprises multiple layers, with the 'surface' layer being the individual mindscapes of all living humans, the next layer being humanity's collective mindscape, and the layer after that being the entire planet's collective mindscape.
  • The various cosmoi of Nobilis run on their own set of rules - including mundane Earth, which is a fantasy the Earth created for itself after the trauma that destroyed the dinosaurs, a way for it to deny the existence of karma and thus the belief that it deserved that trauma. It's self-maintaining, self-rationalising... and overstretched, as it's getting far too complex to sustain.
  • The Umbra from the Old World of Darkness folds in itself any sort of alternative reality and other states of being. And one has to step sideways to reach it. Sideways to reality as a whole. Furthermore, different places in the Umbra have their own laws, and the further one gets from Earth, the weirder and more hostile the worlds become, until the Deep Umbra is reached. Things are just plain wrong there. And very, very inhospitable for almost any type of earth-like life.
    • And then there's the Black Spiral, located in Malfeas (the Shenti of the Wyrm). Depending on which game in the cobbled together setting you happen to be operating in, the Black Spiral is either in the Deep Umbra, the Dark Dreaming, the center of the Maelstrom, or is either a convergence or a place that has doorways to all three. Put simply, it's Hell, but of course it's not that simple and entire books have been dedicated to describing, expanding, contradicting and redefining what the Black Spiral actually is. Werewolf: The Apocalypse describes it as the tormented mind of the Wyrm itself. There are even allusions that it is the dessicated husk of ancient Malfeas from Exalted. It breaks, reshapes and fundamentally corrupts anyone unlucky enough to find themselves there, and we're talking mentally, physically and spiritually, all at once. It is the home, seat of power, dying body and prison of the Wyrm, the primordial force of entropy in the setting's universe. One tribe of werewolves are called the Black Spiral Dancers. Guess what they do for an initiation rite?
  • Pathfinder has a multitude of planes like its predecessor. One that's particularly interesting is the First World, commonly described as the gods' first draft of reality. Like most first drafts, it bears only a passing resemblance to the final product. It's also the home of the Fey and other magical creatures.
  • Terra Incognitae in Scion are all the mysterious islands and lost worlds described in mythology. You can't get to them unless you yourself are mythological (i.e., have a Legend score).
    • In addition, there are the Underworlds and Overworlds of the various pantheons, which operate by the rules the Gods set; the Greater Titans, living embodiments of a particular element such as Light, Water, Sky, Chaos, Time, etc;, and in first edition, Touchstones, the archetypal locations humanity has given meaning to (the Great Henge, the Colossus, the Dark Woods, etc.), which can be accessed through their mundane analogues. Again, you need to be mythological to get to these places, and in some cases you need to be of a certain Legend score or above to enter.
  • Warhammer 40,000.
    • Aside from the mentions in the literature section above, everything in the Eye of Terror ends up this way, as well as the Maelstrom (basically a mini Eye of Terror that doesn't even have the decency of an explanation of how it started). Any place a Warp Rift is opened starts to slowly turn into one of these, and if the rift is left unchecked it can end up turning the entire planet into a Daemon World. And that's just what happens when a tiny fraction of the Warp leaks into the real world...
    • The Dark City of Commorragh, home of the Dark Eldar, is also an example, being an enormous collection of realms located inside the Webway (a network of warded tunnels in the Warp), linked together with portals. It's basically Escher on crack and populated entirely by sadistic murder-elves. To make matters worse, in some parts the wards that separate the Webway from the Warp have become weakened, leading to things like districts where shadows come to life and things from outside reality lurk.
    • Necron tomb worlds are examples of non-Warp related eldritch locations. The Necrons' mastery over science allows them to create spaces that follow a higher order of geometry than we're used to, resulting in things like buildings that are bigger on the inside.
    • Even Eldar Craftworlds are such. They are not planet sized spaceships, but rather entire fleets that gathered together for mutual protection, linked by gates and warps that are tangental to the Webway as a whole. Any given door doesn't open onto whatever's on the other side, but rather to wherever you are wanting to go in the Craftworld itself. On top of this, the physical linkages joining the Craftworld is made from, effectively, psychic powers turned into a solid, called Wraithbone — and acting as a conduit for the souls of every Eldar whose Soulstone was recovered. And at the core of each Craftworld is an area called the Dome of the Crystal Seers. The apparent statues in here aren't — they're the solidified bodies of the greatest farseers of the craftworld, converted into solid wraithbone.

    Visual Novels 
  • Demonbane:
    • The first game's final battle took place in a succession of these taken from the Cthulhu Mythos itself, as the sheer power being exchanged between Demonbane and Liber Legis causes "dimensional quakes" that randomly throw them all over time and space. They visit, in order: the chaotic darkness of the Void Beyond, the Great Library of Celeano, a ruined Yaddith of the far future, a living asteroid field, Prehistoric Earth, the Darkness of N'Kai, and in a couple of routes finally end up on the dead world of Yith.
    • The Shining Trapezohedron is itself an Eldritch Location, and sealed within it are all of the evil gods that Demonbane could not kill, trapped within one universe and screaming to get out. Slashing something with the Trapezohedron sends it to that universe... where that thing will be at the mercy of all those extremely angry, immortal, evil beings.
    • The sequel's villain turns Arkham City into an Eldritch Location, as it becomes a patchwork of different time periods, urban city and wilderness melting into each other, buildings that are upside-down and right-side up and everything in between, and time moves faster, slower, backwards, or not at all in various places.
  • The Red Night in 11eyes.
  • Nasuverse:
    • The Forest of Einnashe, first mentioned in Tsukihime. It's a forest that acts like a vampire, in that it eats every person and animal that comes upon it. And yes, it can move and hunt cities on its own. Good thing it's only shown itself every 50 years.
    • It also gives us Reality Marbles. It is a high-level magical barrier that forced reality around oneself to obey your vision of the world. As a result, it turns reality within one's proximity into one's own mental landscape, allowing them to use their ultimate techniques. These are traditionally possessed by Ultimate Ones and high-level spirits.

    Web Animation 
  • Homestar Runner:
    • Sweet Puttin' Cakes, a miniature golf course "every bit as messed up as the cartoon on which it's based." Residents of Free Country, USA find themselves inexplicably teleported there simply by desiring to play miniature golf. The first hole is the "worm"hole, the 18th hole has par infinity, and the only way to leave is to will yourself back to reality. When Strong Bad returns, he remarks that his mouth "tastes like backwards."
    • We could go ahead and classify the Sweet Cuppin' Cakes world (which is apparently a real location) as an Eldritch Location. Just think of the inhabitants! A Strong Bad with a keyboard head, a black-and-white-talking wheelchair, a talking worm in a hole that appears to be able to warp from place to place. There's also the fact that characters can come from nowhere and that everything appears to be able to utilize hammerspace.
  • The city of Kirlian, in The Kirlian Frequency.
  • The second chapter of Dr. Wolf's Origin Episode takes place in such a place that takes the form of a library in the middle of a vast desert. Time doesn't move in the library, as Wolf doesn't age or require food, water, or rest the entire time he's there. The structure goes on forever in any direction, smells do not grow stronger or weaker anywhere or at any time, and Wolf always sensed a feeling of intrusion, as if the library sensed he and his master didn't belong and desired to expel or assimilate them.
  • Mictlan Wood, an eerie purple tinged forest where the antagonists of No Evil have set up shop, in a complex of pueblo dwellings near the wood's center. The whole place is filled with surreal undead creatures, living dolls, and flying, insect-winged skulls. It also appears to shift location, with entrances and exits to the wood appearing and disappearing throughout the series.

  • The Corpse in Coga Nito is a blue-tinted forest studded with random chunks of orange machinery, so named because neither the trees are alive nor the machinery functioning.
  • In Demon Thesis, the four main characters attend a small liberal arts college in Canada, when a manipulative entity from another dimension begins altering reality. Only afterward do the main characters learn that their school was originally founded by an occultist who knew that the location was a place where our dimension was unusually close to and could interact with other dimensions. Said occultist intended the university to inform about the dangers of this and form a line of defense against threats, but over time the school transformed into a fairly normal university and most occult/supernatural elements have been discarded.
  • Homestuck:
    • The Furthest Ring, a Place Beyond Time which is the home of the Horrorterrors, the Green Sun (a star with the mass of two universes, which breaks several laws of physics), and the afterlife (which exists as a series of Dream Bubbles). It is said that if one were to draw an accurate map of the place, the result would be a page completely and uniformly covered in black. Time and space behave in incomprehensible ways in the Furthest Ring, and both become less reliable the longer you stay (or the further you go). For example, when Dave and Rose try to fly out to the Green Sun, they end up arriving in the distant past.
    • Dream Bubbles themselves may count, as within them the conventional laws of time and space don't apply, as one can warp from memory to memory, effectively traveling forward and back in time and anywhere in space. Locations can even converge in such a way that they're a mis-match of memories of the various dreamers/dead people. For example, in one there was a mixture between Jade's island, Kanaya's home, a ruin Aradia was exploring, and some other elements.
  • In The Inexplicable Adventures of Bob!, Jean briefly visits the hypderdimensional interior of an alien ship, explicitly described as having different physical laws, and Voluptua is skeptical that Jean will even survive the experience. She does, thankfully.note 
  • Kill Six Billion Demons is set in Throne, a flying city in the center of the multiverse that's inhabited by bizarre, nightmarish angels and demons. It floats above and through the Void, an endless plain of ash between universes covered in disintegrating reflections of buildings and the fading souls of the dead.
  • The forest in Lucid Spring transforms into this whenever Viktor and Pacem's hallucinations are seen. The world takes on a red tint, Viktor and Pacem have wounds they don't really have, and trees bleed.
  • In Metroid: Third Derivative, Planet Nemesis as named by Samus. She identified it at the source of all Phazon with the core of the planet being pure Phazon while the atmosphere and various landmasses that float above it having heavy concentrations of Phazon. A ring of Phazon meteors circle the planet destined to be thrown into space and affect other planets. Lifeforms not resistant to Phazon will die quickly on Nemesis.
  • Often Played for Laughs in Nedroid, including the Magma Zone and in this strip.
    Reginald: Autumn is especially beautiful here in the Nightmare Zone.
    Beartato: My heart is screaming with joy.
  • Ravenfell in Overlord of Ravenfell is a sentient fortress made of black crystal, created through mysterious means. Beneath it is a magically shifting maze full of traps and monsters.
  • Sluggy Freelance has plenty. The alternative dimensions vary from almost identical to the "normal" one to as bizarre as you like. One example: The Never is a hellish world where spirits become solid and living creatures become even more so than usual. Other Eldritch Locations can be found without even travelling between dimensions. Each dimension is surrounded by Timeless Space, where time is only carried by objects and creatures and will eventually run out for each of them, freezing it in place. The two Tomes of Eldritch Lore Book of E-Ville and Wayang Kulit each contain or give access into a different kind of symbolic nightmarish world that builds itself around the thoughts of an entering character.
  • The Palm Tree Ghost's realm is turning out to be more and more this way in Our Little Adventure.
  • Tales of the Questor has the Unseleighe castle of Princeling Dolan in Tir Na Nogh. Simply navigating the halls can make you arf your cookies.
  • Unsounded: Juste, the headquarters of the Black Tongue Ancient Conspiracy, is an Invoked one — it's built in an Anti-Magic shell, isolated from the Background Magic Field that regulates the setting's reality, so the local mages can tinker with the basic parameters of reality at their whim.
  • Zebra Girl: Sandra's house. It began to change when Sandra transformed into a demon, with shadows becoming darker and bigger, and decided to have a growth spurt on its own while Sandra was away.

    Web Original 
  • The Backrooms, A place of mono yellow, smelly moist carpets, the loud buzzing sound of fluorescent lights, and about six hundred million square miles of randomly segmented empty rooms. People who aren't careful and noclip out of reality in the wrong places can end up in The Backrooms, where they can spend hours to years trying to find the way out, as time there is absolutely distorted. Oh, and it can happen to anyone, at anytime. And to top it all off? Watch out for Eldritch Abominations!
  • In The Dionaea House, the titular "dionaea house".
  • Green Antarctica: The glacier at the center of the continent is seen as one by the Tsalal, one so evil that they refuse to give it a name. While their entire culture fears the color white, it goes beyond just that. The glacier is the size of a country and half a mile thick. The dry, chilled air above it is unnaturally lit by the sun and carries sounds differently, giving it the feeling that reality is warped by its very presence. The entire thing moans and creaks as fissures open up and water erupts outward. Its edges expand and retreat like the pseudopods of a vast amoeba. There are times when the winds will trigger a sudden torrent of frigid air that splashes outward and kills everything in its path. The Tsalal cultures alternatively view it as the source of all death and suffering, hell, the abode of the gods, or even a sleeping god itself. What they can all agree on is that, when it awakens, it will bring about the end of all worlds.
  • The Noisy Tenant Creepypasta mythos is very much set in this this, given that in the core premise is that people suddenly wake up, out of nowhere, in the titular building, an endless place where space and time, if the ending to Dr. Phage's Hospital is any indication doesn't work the same as in our reality and where there's been no exit shown in-setting.
    • The place itself can be described as what would happen if Silent Hill were designed by Sid & Marty Krofft Productions , with whimsical inhabitants (An anthropomorphic hamburger chef made of rotting meat and a man-sized bacteriopage doctor with glasses and a bow-tie being the most prominent) who do horrible; horrible things to the people stuck in their realms...
    • And, as a bonus, the creator has said that it's not anything as banal as another planet or another dimension, but rather something humankind has no context whatsoever for. He compared trying to explain the reason why it exists to explaining to a Pilgrim the concept of a YouTube Poop without explaining computers, videos or electricity.
  • Protectors of the Plot Continuum has Headquarters, an unimaginably huge building located in the space between worlds that the PPC calls home. It's constructed from metafictional materials like Plot Holes and "concrit" (concrete made from constructive criticism) and a portal to it exists in one specific location in each world of The Multiverse, usually an extremely innocuous one nobody would check if they weren't specifically looking for it. Its most famous feature is that, as a defense against Mary Sue attacks, it's impossible to intentionally find your destination within it; PPC agents are well trained to "switch off" their minds whilst trying to get from one part of the building to another, something the simple brains of Sues are incapable of. A Running Gag in the stories is that it supposedly has a pool, but nobody, whether intentionally or not, has ever been able to find it.
  • SCP Foundation:
    • Many SCPs are Eldritch Locations. Some of them also qualify as Eldritch Abominations since they are alive. There's also the "Red Sea Object", which takes people into an alternate universe where "a god-like being of unknown origin" instigated a massive holy war hundreds of years ago, with apocalyptic results, and now giant, immortal Uncanny Valley monsters roam the land, absorbing anyone who catches their attention.
    • According to this tale, SCP-354 leads to a world like this. Days last 43 1/2 hours, the sun is bright red, and the laws of physics don't seem to be consistent. Compasses shift daily and liquid water exists alongside liquid carbon dioxide. And there's also the heavy implication that the world can erase people from existence.
    • SCP-1372 is an anomalous stretch of ocean. For anyone moving across it going from west to east, it seems normal. Moving from east to west, though, it'll seem like they've come to the edge of the world. The closer they get, the more of a compulsion they'll have to continue on over the edge, at which point they'll disappear from sight and all tracking software. Occasionally, ships and even planes that have vanished in the area have returned, able to move despite being so damaged that it should be impossible, and try to convince others to go over the edge. One of whom is heavily implied to be Ferdinand Magellan.
    • SCP-1730, or Site-13, is a Foundation site from an alternate universe where anomalies were experimented on and executed via incineration. This... didn't turn out well, and the site ended up in the main Foundation universe in a heavily damaged state. The spatial topography of the place is unstable, so you might suddenly find a wall where there used to be a corridor. The physical structure of the place is also unstable, so you might suddenly have the floor collapse underneath your feet. Then there's the creatures wandering around, like an entity that draws cognitohazards on the walls, and the leeches that forcibly enter people's bodies to take control of them. The last we see of the place, it's shifted into another reality during a brawl between a god, the archangel Uriel and a giant leech-thing, all of which were imprisoned there.
    • SCP-1936 is Daleport, a small town in the northeast United States. Atleast until an Apocalypse Cult decided to host a Divine Conflict for several demons to free-for-all against each other. Now the air is thick with fog and the buildings bleed ashes.
    • Alagadda is a city located in some sort of pocket dimension or world between worlds. It can only be accessed via various alchemical methods, and appears to be a Portal Crossroad World, though not to the same extend as the Library. Time spent there feels like a dream, randomly sped up and slowed down, and it's ruled over by the Hanged King, with the implication that he's nothing more than a puppet to the Ambassador of Alagadda.
    • Averted with SCP-3008. It's just a perfectly normal, old IKEA with over 10,000 km of aisles, faceless zombie-like employees made out of countless layers of skin, numerous factions of people from across the multiverse MacGyvering for their survival... y'know, an average IKEA store.
    • SCP-3930 is a region of pure nonexistence. Somehow, it does not have any size or border, but it is at a fixed location on Earth and people and beings can "enter" it, which makes them cease to exist as well. You Cannot Grasp the True Form is in full effect, people and even electronic recordings just see it as more if its surroundings as part of the mind's attempt to see patterns where there are none going in to overdrive. The same "attempt to see patterns" also causes hostile beings called Pattern Screamers to form, which are nonexistent as well but self-aware at the same time and hate their borderline extant/nonextant state of being. The void itself does not make them, peoples' minds do. The only known way to stop that from happening is to have the total existing number of those aware of SCP-3930 not exceed ten.
  • The Sick Land revolves around such a location. The titular Sick Land is a massive patch of land where strange plant life grows; people and animals that stay there for too long suffered bizarre, incurable, and fatal mutations and sickness. Later it's revealed to be spreading at a slow rate, corrupting the land around it.

  • TV Tropes:
    • The Sugar Bowl is a strange form of this. It may be depicted as a genuinely nice place, or as it was in the article. However, there's no denying that a place with licorice trees and structurally sound buildings of candy would belong here.
    • The Clown Car Base also fits this trope in a way, especially when the trope is lampshaded, revealing it to be not just a perspective oddity, but a genuine physically disproportionate building.
    • A Level Ate is a place where terrain is Giant Food, often a humorous version of this sort of thing.
    • Many Lost Worlds are this in a nutshell.
    • A Dark World can function as an Eldritch Location when it's explicitly evil or "wrong", but a few morality neutral Dark Places are natural "night side" reality counterparts to our own.
    • A Place Beyond Time is this by its very nature.
    • An Eldritch Starship can easily be an Eldritch Location with a hyperdrive.
  • Prominently featured in The Tomb War from The Wanderer's Library.
  • Sarah Waite's (yes, the last name is meaningful) dorm room at Whateley Academy in the Whateley Universe. It's even called the Lovecraft Room.
  • The Fineum Cuniculum from The Worldbuild Project probably qualifies. No one knows how it got there? Check. Mysterious engraving all down the walls of a three kilometer tunnel? Check. People randomly disappearing? Check.

    Web Videos 
  • The Abyss in Best Pal Brigade ’s Kasvar campaign setting.
  • Carmilla the Series has the library. While more or less the entire campus is weird, the library is above and beyond anything there, described as a sentient Escher painting with shelves and a force to be reckoned with against even the most powerful beings of the series. It stuck someone into a computer system before computers were even invented, has portals literally everywhere, and a personality that ranges from comedically annoying to outright terrifying when enraged.
  • College Saga has the Cursed Structure (i.e. Babson College's Fountain of Flags). As long as it exists, mankind will continue eating vegetables.
  • The Fear Mythos has the Empty City: a possibly living city located in an alternate dimension. The city is huge, changes every time you turn a corner, and is completely devoid of all souls.
  • Parodied in Chip Cheezum's Let's Play of 50 Cent: Blood on the Sand with the "Fiddy Zone", a glitch where background textures fail to load during a Counter Kill, leaving Fiddy and his opponent in a void covered by film grain.
  • Brian's house in Marble Hornets became this, thanks to a certain someone. It doesn't fully follow the laws of reality and is connected to a burnt-out, industrial-looking building that is laden with even more horror.
  • Nyx Crossing, a mysterious area that centers around a section of railroad track. According to the natives, "There is no distance," and there is a mysterious monster that stalks the characters.

    Western Animation 
  • Adventure Time:
    • The Nightosphere, home loads of creepy demons and is essentially Hell.
    • The rest of the land of Ooo is pretty weird too. There's a kingdom made of candy that is populated by candy.
  • The Amazing World of Gumball:
    • Elmore definitely counts, considering the entire plot of an episode involves a black void where the town dumps all its mistakes. In fact, the aforementioned black void counts, what with its alien geometry, and how the current Big Bad was permanently scarred upon exit.
    • The Awesome Store is a red van managed by a Living Shadow that sells a plethora of items, most of which are some variety of Artifact of Doom, such as a game console that turns the city into a JRPG, a reality-warping remote control, Darwin, a fish that can grow legs and lungs, among others. The van is also much larger on the inside, and the owner said that it has a map on the fifth floor.
  • The Spirit World in Avatar: The Last Airbender. Shown in more detail in The Legend of Korra, as we see such thing as the terrain and inhabitants being affected by the emotions of humans inside of it, gravity not going in any particular direction, and conventional concepts of location and distance being violated.
  • Courage the Cowardly Dog: Nowhere, Kansas. It's a sleepy Kansas town that, for unexplained reasons, doesn't regularly comply with the laws of physics or reality itself. Strange monsters and phenomena better suited for a Cosmic Horror Story are a common sight. And the main cast lives in the middle of it.
  • The Ghost Zone in Danny Phantom which serves as an "opposite" dimension to Earth. Home to ghosts, it's a massive world where its sky is a swirl of eerie green and black. Surrounding the majority of the GZ are (usually small) floating lands—it's rare to find giant land masses since ghosts don't really need to walk—and multiple floating doors that lead to various ghostly realms, all unique, surreal, and different based on how it fits the ghostly inhabitants.
    • Those large landmasses include a giant prison, an island that's the home base of an Egomaniac Hunter, and the temple of Pandora.
  • A Family Guy skit shows Peter going into the 'beyond' section of 'Bed, Bath, and Beyond' which is a black void filled with various floating formulas and the like...and the coffee mugs he was looking for.
  • Gravity Falls is a magnet for all sorts of bizarre people, creatures and entities, including a clan of macho minotaurs, a bear with more than a dozen heads, and a walking mass of rejected Halloween candy. There's also a Lost World in the caves beneath the town, complete with still-living dinosaurs encased in tree-sap.
    • There's also the Nightmare Realm. A decaying dimension that is the home of several interdimensional criminals and nightmares, all of which are leaked into the titular town in Weirdmagedon by Bill Cipher.
  • Infinity Train has the titular vehicle, which is an apparently endless train in the middle of a bizarre desert. The train has seemingly infinite cars, is inhabited by creatures which defy logic, and the cars themselves have properties which don't fit their external design. It has an engine and conductor, but the engine doesn’t resemble any kind on Earth and the conductor is a small, spherical Starfish Robot that plugs itself into the engine to control the train. While we learn a bit of how it works over the course of several seasons, we never learn its origin or where this wasteland actually is: it just exists and apparently has for centuries. Its function is to be a sort of Stealth Mentor, accepting passengers in order to physically force them to face and move on from personal trauma.
  • Invader Zim has The Room With A Moose. It's an entire dimension consisting entirely of a room with a moose eating walnuts in it. There's also a dimension of pure dookie.
  • Jackie Chan Adventures has the Netherworld, a dimension that the Demon Sorcerers were banished to by the Eight Immortals. The Netherworld is a seemingly infinite void filled with floating rocks, which condemns the Demons to an eternity of boredom.
  • My Little Pony: Friendship Is Magic:
    • It plays with this via the Everfree Forest. While home to an assortment of beastly critters — like manticores, sea serpents and cockatrices — the main reason ponies regard it as horrific and unnatural is because everything there takes care of itself. The plants grow on their own, the animals don't need to be looked after, the weather runs without help... it's surreal! (From their point of view, anyway.)
    • Played straight in the Season 2 premiere with Discord's hedge maze, which could be best described as Escherian shrubbery. Not really a surprise when the architect is a Reality Warping spirit of chaos. In the second episode he turns all of Ponyville into this, and drives its inhabitants insane for good measure.
    • We get to follow Discord home in Season 5. It's a Pocket Dimension that does not disappoint in terms of World Gone Mad. As such... the mail is sometimes delivered *slightly* late.
    • There's also the Changeling Hive. Just like its occupants can change their form at will, the hive constantly changes its layout, and as a result is impossible to navigate without a changeling's assistance.
  • In an episode of The New Mr. Peabody & Sherman Show the show gets consumed by a black hole. Mr. Peabody keeps hosting from inside, a bizarre space where the rules of physics do not apply and anyone can become anything.
  • The Real Ghostbusters/Extreme Ghostbusters made regular use of these. From the Bogeyman's home dimension to a sneak peek at the end of the world to a ghostly pirate TV station, the series enjoyed dropping the Ghostbusters in places where physics didn't work right and the architect expected the residents to be capable of phasing through walls. Some examples:
    • New York in general seems to be this in their universe, as it is constantly attacked by all sorts of spirits, monsters, demons, Legions of Hell and interdimensional creatures.
    • The Containment Unity evolved into this after a while. How exactly it became Bigger on the Inside is never explained, but it seems to be its own immense Pocket Dimension, very similar in look to the Netherworld.
    • The Netherworld, which is basically Another Dimension from where ghosts originate. Winston describes it as a place full of spirits, demons and souls of people that couldn’t reach other realms. The look of it varies from episode to episode (justified as it’s said by Ray that it is the size of our universe), but it’s mostly shown as a huge wasteland with floating boulders and mist.
    • The cabinet dimension: a dimension connected to our world from a magician's cabinet is a hell dimension with boiling lava and snakes raining from the sky.
  • The Web in ReBoot. Dark and organic looking in comparison to The Net's bright technological look.
  • Regular Show: The park is constantly swarming with weird people, bizarre creatures, and Eldritch Abominations that appear by ripping of the very fabric of reality.
  • She-Ra and the Princesses of Power: Beast Island is an island the First Ones used as a dumping ground for their tech. It mutated the biological life there into monstrous, violent creatures, and the people that are there are slowly overwhelmed by a loud signal that makes tehm give up on life and be absorbed into the plant life of the island.
  • The Simpsons:
    • Springfield could very well count at this point. One look at the Separate Simpsons Geography Thing page should tell you all you need to know.
    • Even locations within Springfield have signs of oddness. The neighborhood around Moe's Tavern, for instance, never seems to have the same buildings.
    • The occasionally mentioned "Springfield Mystery Spot". It's unclear if Ozzy Smith was ever seen again.
  • South Park:
  • SpongeBob SquarePants gives us "The Fly of Despair" from "Shangheid", a dimension that only the Flying Dutchman and Squidward know about which is nothing but a dark tunnel of surreal, demonic imagery.
  • Star Wars: The Clone Wars:
    • Mortis is a weird Force dimension constantly alternating between World-Healing and World-Wrecking Waves, inhabited by a trio of physical gods. Obi-Wan speculates that it's actually in a completely different galaxy or universe than the rest of the setting. It's reached via a giant octahedron that appears in the middle of space that only Anakin, Obi-Wan, and Ahsoka can see, and when they're sent back, they've only been gone for a second at most with none of the crew of the Jedi Cruiser they're rendezvousing with aware of what happened.
    • The Wellspring of Life that Yoda visits in the last episodes of Season 6 is said to be where the midi-chlorians that serve as a conduit between the Living and Cosmic Force originate. It's heavily implied that, like Mortis, only Force-users can go there. Inside, it's full of floating islands and inhabited only by the Five Priestesses, indicated to be incredibly ancient Force ghosts. On one of the islands, Yoda is forced to face a manifestation of his own dark side in order to pass a test.
    • The planet known in the modern day as Moraband is not nearly so eldritch as either of the two above, but it makes up for that by being absolutely steeped in the Dark Side of the Force. Fans of the franchise will know it better as Korriban, homeworld of the Sith, and the ancient chamber where Jedi used to be sacrificed is the worst of all. There, Darth Sidious long-distance ensnares Yoda in a Force illusion in an attempt to break his will, but fails.
  • Star Wars Rebels introduces the world between worlds, which is even weirder than any of The Clone Wars' examples. How? It's a Place Beyond Time, only reachable by a few people in rare portals scattered across the galaxy on planets like Lothal and Malachor, that allows for actual Time Travel. It looks like white-bordered paths hanging in the middle of space. It was introduced by stealth in Season 1 episode "Path of the Jedi", but it isn't until late in Season 4 that we actually find out what it is.
  • The Dimension of Magic, in Star vs. the Forces of Evil, a splendid, very luminous place made of pure magic, with waterfalls that run upwards beyond the sky, it is also inhabited only by unicorns. But this place is the nexus between multiple dimensions, and if you stay a few minutes you will lose all your memories.
  • Invoked in the Star Trek: The Animated Series episode "The Counter-Clock Incident". Both the TV episode and the novelization produced from it mention several incongruities:
    • The character of the week "Karla Five" comes from a universe where time naturally flows backwards. To us in our universe, she speaks and acts in reverse.
    • The vastness of space in the reverse universe is also inverted in color: black stars shine against a white nothingness. (Karla Five even mentions in the novelization that she finds our universe's inverted space maddening to look at.)
    • Stars coalesce from nebulae in a violent accumulation of hot matter (a reverse supernova), and die in a dispersal of that matter (the reversal of a star's birth by gravity that collects dust and gas)
    • Individuals are born from old age (which begs the question as to where a body comes from) and die in infancy. (Karla Five's father is mentioned in the novel as entering "senile infancy".) Your descendants (future children) die before you, and your ancestors (grandfather, grandmother, great-grandparents, etc.) are born after you.
    • The Enterprise and its functions, including propulsion, run backwards. (At least, relative to how the crew perceives it; for all probable intents and purposes, their brains are working in reverse, and the ship is actually working how it should.)
    • In the reverse universe, even the name of the planet (implied to be Earth/Terra in this universe) that the Enterprise travels to, Arret, is reversed.
    • In the novel, when the away team attempts to beam down to Arret, the transporter does not work. Spock realizes the conundrum and asks Scotty to beam them "up" to the planet.
      • To explain: The sequence of events are happening in reverse, so if one inverts the sequence, then starting from the end of their visit, the away team beamed down, "lost" (instead of received) their information for returning home (as proverbially, Karla Five pulled all of the information back by speaking backwards), started to form a plan, met Karla Five's father, beamed back up, and reversed out of orbit. (Again, if one starts from here and reverses the order and direction of events, it makes more sense.)
    • In the novel, though, it's explained that this was an alien fabrication.
  • Many locations in Steven Universe are peculiar or exceptional (such as the pyramid from "Serious Steven" or the Lunar Sea Spire in "Cheeseburger Backpack"), but the inside of the Gem Temple easily takes the cake as one of the weirder and more frequently seen locations. The main door opens up to different locations depending on who operates it, it has multiple organs including a colossal pulsating heart, and there are corridors that twist on themselves while still maintaining a nebulous sense of gravity... to say nothing of the personalized rooms each of the Gems have:
    • Pearl's room is a series of freestanding waterfalls which she stands atop and keeps objects inside the water. It also features what looks to be a starry sky overhead, completely ignoring the fact that this is supposed to be indoors. Further down, the waterfalls flow sideways and even upwards.
    • Amethyst's room is a section of shallow purple coastline below Pearl's, littered with an assortment of objects including a palm tree and piles of gold coins. Huge crystals grow out of the walls and floor. Said coast is littered with puddles where, if you submerge yourself on one side, you emerge from the ceiling or floor of a different room.
    • Garnet's room is a low, circular area floored in stone. Unlike the others it actually seems like it could feasibly be inside, but the veins of the temple feed into the walls on all sides and the ceiling is filled with bubbled gems. There's also a pit of exposed lava in the center which sees occasional use.
    • Rose's room is a huge expanse of sparkling pink clouds that has this little thing of recreating anything its occupants ask for out of said clouds. It also operates like a computer simulation and crashes if asked to create anything too grandiose.
      • There's also the inside of Lion's mane, a Pocket Dimension that could be best described as an airless, Pink version of The Moon from Majora's Mask. It contains several things that were important to Rose, such as one of Greg's t-shirts, her sword, a video for Steven, and, formerly, a bubble containing Bismuth's gem.
    • Sardonyx's room, a black expanse that looks similar to a talk show room complete with an unseen audience, which Sardonyx can manipulate however she wants. It also only exists when Pearl and Garnet are fused as Sardonyx.
  • Superjail! is full of these, especially within Superjail itself, but the Time Court and Time Jail in "Time Police" take the cake. Considering it's a place where all living beings from all corners of the universe and time work or are tried and imprisoned, this is to be expected.
  • Although it's much more light-hearted than most, Wackyland in Tiny Toon Adventures probably qualifies. The original Wackyland, however, featured in the Porky Pig short "Porky in Wackyland" and its color remake "Dough for the Do-Do", varies from merely inexplicable to subtly menacing in its bizarreness.
  • Possibly the emperor's palace in Xiaolin Showdown as it is one of the only places where, if a Showdown is declared, the participant's clothing does not change. While this could be written off as for sake of plot (Kimiko's formal but awkward kimono made it more of a challenge for her to overcome) it makes sense if you consider the societal rules of etiquette of such a place; the palace emits a spiritual counter spell to prevent other sources of magic to break such taboos.

    Real Life 
  • The page quote from Zauriel, above, well describes the surface of the Sun. The innards of a star, the depths of a gas giant and the vacuum of deep space all feature mechanical properties that are incomprehensibly alien in comparison to the natural laws as we know them. Small and frail is the magical bubble in which we live and thrive.
  • Black holes. Also, Calabi-Yau space, the universe before the Big Bang, and anything beyond the universe. And the inside of an atom. Actually, the modern understanding of physics requires a lot of drugs to understand. The quantum physics as we know it doesn't allow an absolute singularity to form, even though General Relativity does, which may mean that no "true" black holes exist, whereas other theories challenge the idea of the Big Bang as the start of the Universe - it has already been all but disproved in the form it's being taught in schoolbooks, but the event's exact nature still eludes the scientists, and there are multiple conflicting theories without enough evidence to pick one over the others.
  • Neutron stars are so far removed from ordinary physics that they are incomprehensible to the human mind. Their surface is so smooth that a mirror is a mountain range in comparison, and so dense and hard that a diamond is like the vacuum of outer space in comparison. The surface gravity is so strong that it very visibly bends light, and any matter will get crushed into it so hard that even its constituent particles will break and fuse into neutrons. The whole star has a mass of 1.4 to 2.2 solar masses compressed into a ball of radius around ten kilometers, and can rotate even at over a thousand revolutions per second. Because of this incomprehensibly rapid rotation speed, the star is actually a spheroid instead of a pure sphere, regardless of its density: That's how fast it rotates. And when the rotation slows down over time due to loss of energy, an unstoppable force (gravity) will acting on an immovable object (the surface of the star)... When the rotation speed has slowed down enough, the surface will give way and the entire star will restructure as a slightly less elongated spheroid... an event that's so immensely powerful that it emits an incredible amount of energy to outer space as a big flash.
  • Singularities in general are this in whatever system they might manifest in. Simply, a "singularity" is an instance in a system where the normal rules of the system are inapplicable.
  • Planets with high gravity or atmospheric pressure can make for some extremely odd locations. There is one exoplanet for example that the scientists believe to be covered in boiling hot ice due to such conditions.
  • Our planet itself has one in the form of the ocean, especially deep down in the trenches.
    • Creatures born without what we would see as vital to living, pillars of sulfur belch toxic superheated smoke, the pressure so intense even thick steel can be crushed easily; and that's just scraping the surface of what's down there. Supposedly, there's more undiscovered species down there than there are extinct species.
    • Brine lakes. They are, for all intents and purposes, lakes under the ocean, complete with a shoreline. Even more mind screw-y, the density of the brine lake's surface means that any submarine that visits it can "float" on top of the denser brine lake surface. While already underwater. That's right, there is water at the bottom of the ocean; scientists found Goo Lagoon!
    • There is also the phenomenon of deep-sea gigantism, as well. For unknown reasons, with theories ranging from greater energy conservation, to protection against the pressure and cold of the deep sea, several animal species grow several times larger than relative species in other parts of the ocean. Such creatures include giant isopods, Alicella, the Japanese spider crab and various forms of giant mollusk, such as the seven-arm octopus and the giant squid. While many of these creatures are more or less larger versions of animals found elsewhere, it only adds to the strangeness of the abyssal ocean.
  • Conceptualizing how the world appears to animals with radically-different Bizarre Alien Senses — echolocation, electroreception, vibratory sense, etc — can reveal how different even an ordinary room must seem to them.
  • Antarctica. So many things make this place this. From four month summers and four month winters, places that look similar to Mars, hurricane winds that constantly happen with category 5 winds happening once every winter, green lights constantly appearing, it is one weird place.
  • The Darvaza gas crater. Geologists broke through to a huge gas cavern, decided it was too dangerous, set it on fire, and left it burning for over 40 years. It's literally called the gate to hell.
    • Similarly, there's the Eternal Fire of Baba Gurgur. The fire itself isn't as spectacular as the crater at Darvaza, but it's been burning there for 2,500 years.
  • The Brocken, a mountain in northeastern Germany, has been the setting of all sorts of supernatural stories, including numerous tales of witchcraft and Johann Wolfgang von Goethe's Faust. It is a genuinely weird place, with the most precipitation, fog, and persistent snow cover in all of Northern Europe (only the Alps has more snow), extreme winds (highest recorded is 163 mph), spooky optical illusions, animals that aren't found anywhere else outside of the Alps, and plants that would be more at home in Iceland or Scandanavia. It's also a very popular tourist destination, complete with a steam railway up to the top.
  • To a newborn baby, the outside world must seem like this. They go from spending their entire existence in basically a dark, wet, warm, cave to a (usually) well-lit and often uncomfortable world filled with huge creatures they aren't sure they can trust.


The Quantum Realm

A dimension beyond the human comprehension of space and time that can be accessed by shrinking down to subatomic levels.

How well does it match the trope?

5 (10 votes)

Example of:

Main / EldritchLocation

Media sources:

Main / EldritchLocation