It is a matter of fact amongst scholars, philosophers and researchers of Lakesht that the material plane’s existence is innately entwined with many of it’s neighbours. Overlaid atop one another exists the material and the various parallel worlds influenced by elemental imbalances, such as Neysar, the Shadowed Sea and the Huntlands, which can be stepped into under specific circumstances, whilst places like the Heavens and Hells stand above them.
The planet of Artiya is second from it's star and hosts the continents of Lakesht, Aelerion, Mortaria and the Dying Lands. The innermost planet is Celia, a small, hot world inhabited by small, tasty animals, though plagued by dust/sandstorms that purposefully follow any humanoid creatures that reach the surface. The third planet is a huge, terrestrial planet with a toxic atmosphere called Seyton. Electric sandstorms scour the surface making it even more inhospitable. The interior is riddled with extensive cave systems and quarries. The final planet is the gas giant known as Banshee. Mostly blue but marked by infrequent moon-sized bubbles of pink that rise to the surface before popping. The planet has the unusual trait of pulling spelljammers back to regular speed in a wider radius than it should.
Neysar, the Shadowed Sea, is a decayed reflection of the material world under an eternal night, with a sea of tangible, dark fog forever undulating across the earth. Above to the south, the Castle of Memory, home to the Fateweaver, hovers. No matter where you are or where you go it is always directly to your south, with its front gate pointed toward you.
Strange creatures lurk beneath the dangerous fog, and the sentient denizens make do in rafts and gondolas, drifting silently atop the fog amongst the upper levels of disintegrating structures and treetops. Rarely, flotillas of makeshift vessels are lashed together into temporary towns and villages.
Separation is the name given by the Forgers for the unique magical energy that separates the realms of the living from the dead. It sits atop the sea of souls, unimaginably thin compared to the vastness of the lives of those who came before, it can be briefly parted but like water it rushes to close the gap. This is why resurrection magic must be stronger the longer the subject has lain dead.
The Forgers developed some method to make a permanent bore in it, allowing free-flowing access to souls, willing or not, though the consequences post-Conflict are self-evident. Some doors cannot be closed once opened.
The Huntlands is disc-shaped, at the centre there is the Moot and the dawn, as you move away from the Moot it transitions slowly from day to night before space seems to loop back on itself. Here, the fae houses separate themselves into houses named for totemic animals. Wolf, Serpent, Raven, Elk, Hawk and Hyena are the current head Houses, claiming the innermost palaces under the sun.
Lesser houses such as Frog, Badger, Spider etc are always vying to take their place through a dizzyingly complex network of schemes and machinations. Hierarchy is strictly enforced, the greater Houses face little consequence for actions taken against the lesser Houses and in certain cases are fully within the rules to delegate tasks or even punishments to lesser Houses considered Vassals.
The Huntlands are often referred to as "nature with the volume turned up", denoting the flora and fauna as being similar to those of the material plane but often with more extreme features or capabilities.