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Manual of the Planes

Manual of the Planes

Manual of the Planes

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BelierinBelierin is a land <strong>of</strong> misty swamps and fog-boundmarshes, quite <strong>the</strong> opposite <strong>of</strong> what one might expect ina plane <strong>of</strong> ultimate goodness. Here <strong>the</strong> river is no morethan a tangled braid <strong>of</strong> slow-moving water throughuncountable channels, with low, flooded sandbars andtangles <strong>of</strong> mangrove rising from it.Still, <strong>the</strong> positive nature <strong>of</strong> Elysium shines throughthis desolate place. The fog itself seems to spread lightwith each wispy tendril, surrounding every torch andlantern with a luminous nimbus.The few communities that exist on Belierin rise fromrocky spurs that jut from <strong>the</strong> swamp. These small townsare usually built around a ca<strong>the</strong>drallike lighthouse whosebeacon pierces <strong>the</strong> mildly luminous fog, bringing travelersto dock safely.Belierin is <strong>the</strong> prison <strong>of</strong> some deadly creature or creatures.Some tales say <strong>the</strong> prisoner <strong>of</strong> Belierin is a powerfulmonster along <strong>the</strong> lines <strong>of</strong> <strong>the</strong> tarrasque or monster <strong>of</strong>legend. O<strong>the</strong>rs say that it is a deadly archduke <strong>of</strong> <strong>the</strong> lowerplanes, a deposed elemental prince, or even a woundeddeity. The indisputable fact is that evil creatures are sometimescaught lurking here, and <strong>the</strong> native guardinals areconstantly fighting back attacks against this layer.The true nature <strong>of</strong> <strong>the</strong> prisoner <strong>of</strong> Belierin depends onyour cosmology and your campaign. The layer does makea dangerous prison and is a perilous region to cross.ThalasiaThis layer is <strong>the</strong> headwaters <strong>of</strong> <strong>the</strong> River Oceanus, <strong>the</strong>start <strong>of</strong> <strong>the</strong> great river that flows through <strong>the</strong> layers <strong>of</strong>Elysium, dodges <strong>the</strong> sun-dappled trees <strong>of</strong> <strong>the</strong> Beastlands,and plunges into Arborea. Thalasia is dotted with islandsand sprinkled with small communities.These islands are variously known as <strong>the</strong> Isles <strong>of</strong> <strong>the</strong>Holy Dead, <strong>the</strong> Isles <strong>of</strong> <strong>the</strong> Blessed, <strong>the</strong> Hills <strong>of</strong> Avalon, <strong>the</strong>Islands beyond <strong>the</strong> World, and <strong>the</strong> Heroic Isles. Here <strong>the</strong>best <strong>of</strong> <strong>the</strong> good-aligned petitioners make <strong>the</strong>ir homes,retaining some knowledge and perhaps some power from<strong>the</strong>ir previous lives. Here hero-kings wait for <strong>the</strong> daywhen <strong>the</strong>ir nations need <strong>the</strong>m again, and religious scholarsresearch great mysteries in huge libraries.Often <strong>the</strong>se great petitioners made <strong>the</strong> journey to Thalasiawhile still alive but approaching death, whe<strong>the</strong>r fromage or from wounds taken in noble battle. Elysium <strong>the</strong>nslowly converted <strong>the</strong>m to powerful petitioners, and <strong>the</strong>yscarcely felt <strong>the</strong> pang <strong>of</strong> death. In Thalasia <strong>the</strong>y retain <strong>the</strong>irpowers and memories but are at peace with <strong>the</strong>mselvesand with o<strong>the</strong>rs, <strong>the</strong> ultimate reward for good.The purpose <strong>of</strong> Thalasia may be to provide a good andjust reward. It may also be to produce recruits to becomeguardinals, to create wardens for whatever is locked up inBelierin, or to muster an army <strong>of</strong> goodness for an eventuallast battle against <strong>the</strong> forces <strong>of</strong> evil.The Fortress <strong>of</strong> <strong>the</strong> Sun: Once known as Light’sBlessing, this stronghold is <strong>the</strong> domain <strong>of</strong> <strong>the</strong> deity Pelor,also known as <strong>the</strong> Sun Fa<strong>the</strong>r and <strong>the</strong> Shining One. Thisgreater deity is <strong>the</strong> master <strong>of</strong> sun, light, strength, andhealing. Pelor’s realm, once a vast manor surrounded byorchards, vineyards, and farmland for miles, is now agold-plated citadel that forms a beacon atop Krigala, <strong>the</strong>largest island in Thalasia.The Fortress <strong>of</strong> <strong>the</strong> Sun dominates <strong>the</strong> land for a hundredmiles around and is clearly visible from <strong>the</strong> shores<strong>of</strong> <strong>the</strong> Oceanus. It glows like a beacon day and night, providingcontinual daylight for a hundred miles in everydirection. Creatures are affected as if in full daylightwithin Pelor’s realm, regardless <strong>of</strong> where <strong>the</strong>y hide.Pelor sits in a great audience chamber at <strong>the</strong> highestspire, where he confers with guardinals, planetars, andsolars, dispatching <strong>the</strong>m to deal with <strong>the</strong> forces <strong>of</strong> evil.Because Pelor is one <strong>of</strong> <strong>the</strong> most powerful deities on<strong>the</strong> Great Wheel, he has correspondingly more controlover Elysium’s morphic nature. Everywhere his goldenlight reaches has <strong>the</strong> light gravity trait. Within <strong>the</strong> samerange, <strong>the</strong> enhanced magic trait maximizes (as <strong>the</strong> MaximizeSpell feat) all spells <strong>of</strong> <strong>the</strong> Sun domain and thosewith <strong>the</strong> light descriptor. The impeded magic trait affectsall illusions <strong>of</strong> <strong>the</strong> figment, pattern, or glamer subschools.Pelor has <strong>the</strong> power to make additional changes in <strong>the</strong>magic trait if he wishes.Elysium EncountersUse Table 7–8: Heavenly Encounters and Table 7–9:Beatific Encounters (alternate between <strong>the</strong>m) forrandom encounters on Elysium.WILDERNESS OF THEBEASTLANDSIt is a domain <strong>of</strong> natural savagery and plenty.It is <strong>the</strong> forest eternal.It is where <strong>the</strong> most loyal animal companions go when<strong>the</strong>y die.The Wilderness <strong>of</strong> <strong>the</strong> Beastlands is a plane <strong>of</strong> natureunbound. It is a plane <strong>of</strong> forests ranging from mangroveshung heavy with moss to snowfall-laden pines to acres <strong>of</strong>sequoias so thick that no light penetrates <strong>the</strong>ir canopy. Oak,birches, spruces, firs, and maples are common here, andexplorers into <strong>the</strong> plane’s distant corners find great forests <strong>of</strong>giant fungi and mushrooms. There are vast deserts as well,though <strong>the</strong>y are hardly barren wastelands. Cactus, aloe, ando<strong>the</strong>r desert plants thrive in <strong>the</strong> arid parts <strong>of</strong> <strong>the</strong> Beastlands.The air <strong>of</strong> <strong>the</strong> Beastlands is ideal for anything thatgrows. It is humid and warm in <strong>the</strong> swampy regions, calmand cool beneath <strong>the</strong> sequoias, breezy and clear among<strong>the</strong> beeches, and arid and hot in <strong>the</strong> more open lands.The Beastlands consists <strong>of</strong> three layers, each layerfrozen at part <strong>of</strong> <strong>the</strong> day. The top layer is a place <strong>of</strong> eternaldaylight, its second layer a domain <strong>of</strong> perpetual twilight,and its third layer a land <strong>of</strong> night illuminated only by apale moon.The most important aspect <strong>of</strong> <strong>the</strong> Beastlands is how itfavors animals <strong>of</strong> all kinds. Like Arcadia, it is a planeheavily populated by animals, beasts, and magicalbeasts. Traditional towns, cities, and strongholds are fewCHAPTER 7:THE OUTERPLANES141

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