Astral SeaBest known and most used of the Great Paths, the so-called Astral Plane surrounds the Wyrld. Anyone with knowledge can open a portal (known as color pools) from a planar realm to the Astral Plane, and from there to another realm.
No deity has dominion over the Astral Plane, and its infinite expanse has allowed individuals, organizations, and even entire races to settle there. It is the most commonly used of the Great Paths because of its lack of divine affiliation, and accessing it is slightly easier for arcane casters than reaching the other four Paths.
City of Brass
Sometimes called the City of Doors, reaching planar realms from the City of Brass is a matter only as complicated as opening a door. With keys, codes and tokens, nearly any door, arch, or gate in the City can be made to reach a desired destination.
The City of Brass is in the hands of the efreeti, the fiery geniekind. Travel from realm to realm is faster here than on any of the other Great Paths, but travellers are also the favored prey of the efreeti slave-traders, and many planar adventurers never manage to exit the City. The efreeti are currently embroiled in a civil war between factions loyal to Umoth and those loyal to no divine power, but normally only druids and clerics of a fiery or metropolitan power use the City of Brass as one of the Great Paths.
Also known as the Path of the Dead, the Gray Road leads from the center of the Wyrld to the palace of the Lord of Souls in the Outer Realms, with smaller tracks leading to anywhere a creature has died in the entirety of time. It takes the appearance of a time-worn, cobblestone road atop a grassy bank. Because of the unusual nature of the road, anyone walking directly away from it soon (within a hundred paces) finds themselves approaching it from the other side, as though they had just walked around the outside of a cylinder. Smaller paths and trails lead off of the Gray Road at intervals; much like color pools in the Astral Plane, these allow travellers access to and from other planar realms.
The Gray Road is travelled by the souls of the dead, (escorted by minions of the Lord of Souls), druids, and clerics whose god possesses an affinity for earth, roads, or travel by walking or riding. Arcane spellcasters can access the Gray Road, as they can access any of the Great Paths, but most prefer the unaligned Astral Plane. Portions of the Gray Road are regularly patrolled by guardian spirits, but others are lawless and unsafe for the ordinary traveller.
The One Tree
The One Tree is rooted in the Well between Worlds, and the highest of its branches reachs the outermost of the Outer Realms. Travelling the One Tree is more taxing than walking the Gray Road or sailing the Wyrldflow, but most destinations can be reached in a day or two, instead of the week or longer common to the less trying Paths.
The One Tree is most frequently used by druids and clerics aligned with air, plants, or nature. Some sections are the domain of a self-appointed guardian, and the safety of those branches is entirely dependant on the guardian’s good wishes.
The Wyrldflow is a great river, flowing from a thousand thousand headwaters in the Outer Realms together into a vast torrent that plunges into the Well Between Worlds. Sailing the Wyrldflow is the calmest and most sedate way of travelling the Great Paths; many creatures have taken up lives as ferrymen and offer comfortable passage to anyone able to meet their price.
The Wyrldflow is used by druids, and clerics aligned with water or sailing. The Wyrldflow supports a vast ecology, and many races spend their existence sailing its waters. Most of these are friendly, but a few are tyrannical pirates more interested in plunder than trade.