ELYSIUM --NEUTRAL GOOD
Gate-town: Ecstasy. This town is known as the City of Plinths for the tall stone and iron monuments that dot the burg and on which is easy to see petitioners sit contemplating the multiverse. The gate: it's a sheet of quicksilver on the top of an ivory monolith called the Bone Plinth.
The plane of Peaceful Rest. The Big Nothing. Various planewalkers have given Elysium these names, dependent on their outlook. Good bashers find this plane of harmony and peace a fitting rest to a life's work well done. Less altruistic berks find the place dreary and dull, with little excitement. The curious thing is, they're both a little right and a little wrong.
The great River Oceanus joins Elysium's four layers. Yggdrasil also connects with all four layers, making travel back and forth between layers easier than on the other planes. Getting around on the plane, however, can still be quite difficult. A magical effect called the traveler's way prevents folks of evil alignment from getting anywhere on Elysium. Good beings can get wherever they want very quickly - they don't even have to know how to get there. Just think about it and go.
In general, spells cast to promote goodness are enhanced, while evil magic is diminished, canceled and sometimes even reflected back upon the caster.
As the native beings of Elysium, the guardinals embody the essence of the plane. Like fiends, they serve no power but rather the greater force that governs their plane.
The petitioners of Elysium live their lives in peace an relaxation, more or less as they want. --though nowhere on the plane there is anarchy or disharmony. These bashers are pleasant and content, so much so that a nonnative might as well not even try to affect them. Magic like charm or hold spells and similar won't make a petitioner of Elysium do anything she doesn't want to.