Wyrlde is located in a space called the Prime Material Plane by some, but normally referred to as the Primae.
The Primae rests at the nexus of several other planes, created by the overlapping, competing, and commingling of those forces that the planes represent.
Those planes are Bright, Dread, Shadowlands, Feywilde, Nether, Air, Earth, Fire, Water, Spirit, Abyss, Hell, Heaven, and Eden. Throughout all of them is the Pale, acting as a kind of permeable border that both brings them together and keeps them separate. Crossing this is going Beyond The Pale.
The Pale is usually breached physically by following some aspect of the Voes, which resembles a stream of bright, sparkling, prismatic sand-like made of tiny gemstones in a glowing cold plasma. One crosses to the Pale psychically by projecting your mind, attached by a silver cord, into it. One traverses the Pale by shifting one’s fabric of self , going Ethereal, for brief moments.
The Pale, then, is where one goes when one Astral Projects or where one shunts part of one’s self when one is ethereal; for Wyrlde, both are the same plane, it is the manner of access that differs. The Pale is filled with swirling maelstroms that are different colors, and within it are storms of many colors, whirlwinds that glitter in a thousand colors. The rules for Psychic Winds and Ether Cyclones both apply in the Pale. Mortals are not meant to go Beyond the Pale, and The Pale will work at it, for The Pale is sentient.
The Voes always flows through a series of caverns or rooms. It appears at about waist height — three to four feet — coming out of nothing, and running through the chambers and passing through what appears to be shining curtains of light. The Voes always has three feet of side to either side of it, and is always about four feet wide, rushing and tumbling along as if disturbed by invisible, unseen rocks beneath its sparking surface.
The Voes appears randomly everywhere. It is attracted to people who have a strong chance of surviving it, for not everyone does. To cross the curtains, one must stand within the Voes. Failing to do so — walking along the sides, for example, results in death, horribly. Within the Voes, one hears whispering in voices from the past, the future, and the present speaking to you, cursing, lying, telling truths, blessing, thanking, condemning, and similar sentiments.
The curtains always number three. They each have the functions of essentially tearing apart anything crossing through them, but how they do it varies. Passing through them is like trying to walk through a foot thick wall of tree sap. It is sticky, and tough, and the more you push the harder it gets — they have their own speed.
The first one is always The Veil. It tears apart the personality, memories, emotions, and spirit of the person, forcing them to look at themselves and their history and their actions towards others. It reveals every lie, no matter how inconsequential, every regret, every moment of doubt, every glimpse of forgotten faith, and allows one to remember everything they have ever experienced in gruesome detail.
The second one is always The Void. It tears apart the physicality of the person. Every single moment of pain or pleasure that a person has felt physically is revisited in the crossing. It also turns you inside out and reassembles you, so long as you are not still hung up on your passage through the Veil.
The third one is always The Vault. It weighs and judges you on the terms you have set for yourself — every value and every sin you have ever held, discarded, admired, disavowed, all of them are tested against you, and the failure is unimaginably painful.
Beyond the Vault is the Pale itself, a swirling, nebulous, cloudy expanse from which one travels to the other planes.
The Gates in The Pale are the storms. An individual storm may be of a given color, which corresponds to the Plane that it takes one to.
The Planes Beyond the Pale
This plane is a land of pastoral wonder, beautiful and magnificent, primal and untamed. It is lit throughout with a soft light that is strong and joyful, with a light breeze throughout — always warm, never day nor night.
It mirrors the contours of Wyrlde, but as if it was long before the God’s War, and with every step a new delight and wonder to behold. A sense of Awe permeates the entirety of the Feywilde.
The Feywilde is populated by the Fae — Dryads, satyrs, pixies, sprites, as well as things such as faerie dragons, blink dogs, displacer beasts, unicorns, and treants. The Fae come in two sorts: The Fey and the Fell. Feywilde is ruled over by the Fey, under their Queen, whose name no mortal can speak. The Fey are aesthetically pleasing to look on, and gifted with wondrous powers that allow them to carry a piece of the Feywilde wherever they go.
The Fell Fae have the same Power, but they are not aesthetically pleasing, often grotesque and misshapen. Trolls are Fell Fae, as are displacer beasts, and the twisted giants.
The Fae do not like people. Especially humans. Except as pets and curios, as zoo occupants and sideshow freaks — often with some aspect of them twisted. The Fae are subject to man of the traditional things we think of in our ancient mythologies.
Feywild magic, Memory Loss, and Time Warp are all effects possible here. The Feywilde can be reached through crossing fashioned by the Fae themselves, often as traps to lure new toys to play with. The Fae are not malevolent, even the Fell Fae; they are instead quite alien to our ways of thinking, our value systems, and our brief, brief lifespans.
This plane is a mirror of the Primae and the Feywilde, though here the colors are muted, duller, as if in shadow. Even the sky seems to be dimmed somehow. It is warm, and there is a gentle breeze, and there is peace and fun to be had, and the occupants range from those who fashion delightful playgrounds for themselves to the Giants who fashion cities of fancy. It is not a glum place, but rather it is infused with a soft mirth that has an edge to it, like a cutting joke that has lost its bite.
The Shadowlands are the home of the Shadow Gods. THey would not tolerate much in the way of annoying things.
This plane is suffused with despair, anger, and sadness. It matches the description of Shadowfell in the DMG, including the rules for Despair. It is the home to much darkness and evil, as well as the place to which the Dread Gods are tied, though their prison itself crosses other planes to seal them.
The Planes of Air, Earth, Fire, and Water
These planes resemble the planes as described in the DMG, though their occupants are of a different sort. Elementals have five forms they can take, each one variable according to how they align with some other element. When they align with their own, they assume the form of living embodiments of their respective elements.
Humanoid forms, such as Djinn and Efreet and Genii and Salamander, are less common.
They have servants as well, minor elementals who are pressed into service by sheer power, that are called Myrmidons.
Plane of Spirit
The plane of spirit is almost an amalgam of the others, resembling a ghostly version of Primae but lifeless save where the Spirit elementals tread — they cause life to bloom there.
The risk here is losing one’s spirit — not their soul, but the very force that animates and gives them life, free of the burden of experience and memory.
This plane is featureless save for what has been built upon it. It is surrounded by a pale blue sky, but there is no warmth to it, though one can see. There is no wind, no waves, no motion here save what the denizens and occupants bring with them.
The Planes of Ends
Heaven, Eden, Limbo, Hell, and the Abyss are all seven layered planes where each layer is ruled by something, and each layer has a role within the overarching conceptualization.
Angels from Heaven, Devas from Eden, Furae from Limbo, Devils from Hell, Demons from the Abyss. All of them feed on worship, emotion, memory, spirit, and soul. All of them serve one or more of the Gods, as well, in all their myriad forms. cross all of them the optional rule of Psychic Dissonance applies, though it is based on Good, Evil, Chaos, Order, and Imbalance, with the last being a measure of how much they are not in balance between the two parts of their alignment. Planar Vitality is also applicable to all planes.
In Heaven and Eden, the optional rules of Blessed Benefice, Pervasive Goodwill, Overwhelming Joy, and Intense Yearning all apply.
In Limbo, the optional rules of Beast Transformation, Hunter’s Paradise, Power of the Mind, Prison Plane, and Law of averages all apply.
In Hell and the Abyss, the optional rules of Abyssal Corruption, Mad Winds, Vile Transformation, Cruel Hindrance, Pervasive Evil, and Bloodlust all apply.
Demiplanes can and do exist within the cosmology, forged by powerful magics that unite various aspects to create them. This is due to the presence and will of The Pale, which is ultimately the source of all magic.