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Manual of the Planes

Manual of the Planes

Manual of the Planes

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ARBOREA LINKSArborea borders <strong>the</strong> Beastlands and Ysgard. Natural portalsbetween <strong>the</strong>se locations are common, as are shiftingborders that automatically switch travelers from oneplane to its neighbor.ARBOREA INHABITANTSCelestials are common in Arborea, especially <strong>the</strong> eladrin,powerful elflike protectors <strong>of</strong> <strong>the</strong> plane. The best knownand most common <strong>of</strong> this breed is <strong>the</strong> ghaele, which are<strong>of</strong>ten found hunting in <strong>the</strong> wilderness <strong>of</strong> this plane. Inaddition to ghaele eladrin, <strong>the</strong> firre eladrin, guardians <strong>of</strong>beauty and art, are common here. Both appear elven, but<strong>the</strong>y have a more noble demeanor than elves <strong>of</strong> <strong>the</strong> MaterialPlane. Though regal-looking, <strong>the</strong> eladrin are fierce incombat. Evil creatures lurking in Arborea quake in <strong>the</strong>irboots at <strong>the</strong> thought <strong>of</strong> an eladrin hunting party.Many lillends make <strong>the</strong>ir homes in Arborea, thrivingon <strong>the</strong> emotions that ripple through <strong>the</strong> plane.Arborea is also <strong>the</strong> home <strong>of</strong> many celestial or anarchicversions <strong>of</strong> creatures found on <strong>the</strong> Material Plane. Celestialcreatures tend to leave travelers alone unless crossed,at which point <strong>the</strong>y fight with relish. Anarchic creatures,on <strong>the</strong> o<strong>the</strong>r hand, are as unreliable and unpredictable asyou’d expect.Arborea PetitionersArborea has two common types <strong>of</strong> petitioners. The firstare <strong>the</strong> spirits <strong>of</strong> <strong>the</strong> elven dead, whose souls havemigrated to Arborea and <strong>the</strong>ir final reward. Some infuse<strong>the</strong> plane itself, o<strong>the</strong>rs are reformed into celestial or anarchiccreatures, and still o<strong>the</strong>rs serve as petitioners in <strong>the</strong>elven realm <strong>of</strong> Arvandor, <strong>the</strong> first layer <strong>of</strong> Arborea.These last act as scouts and wardens for <strong>the</strong> communitieson <strong>the</strong> plane, serving <strong>the</strong> Elven Court in <strong>the</strong>ir magic gladesand great castles. The deity <strong>of</strong> <strong>the</strong> elves, Corellon Larethian,rewards worthy souls in <strong>the</strong> afterlife with elven form andservice in his oak-lined halls. Here <strong>the</strong>y enjoy an afterlife <strong>of</strong>hunts, trysts, and celebrations in <strong>the</strong> elven fashion.These petitioners, known as <strong>the</strong> Chosen <strong>of</strong> Arvandor,have <strong>the</strong> following special petitioner qualities:Additional Immunities: Electricity, poison.Resistances: Cold 20, fire 20.O<strong>the</strong>r Special Qualities: Damage reduction 10/+1.O<strong>the</strong>r petitioners may be found in Arborea besides <strong>the</strong>elven souls on <strong>the</strong> plane. Called bacchae, <strong>the</strong>se petitionersare wild mobs <strong>of</strong> drunken revelers found reclining inglades or running through <strong>the</strong> forest in raving, winesottedcelebrations.The bacchae are satyrlike, caught in mid-transformationbetween man and beast. Bacchae are spirits <strong>of</strong> equalmeasures good and chaos, living for <strong>the</strong> moment andmaking it <strong>the</strong> best moment possible. The greatest danger<strong>the</strong>y pose to travelers is enticing newcomers to join in<strong>the</strong>ir celebrations.Bacchae have <strong>the</strong> following special petitioner qualities:Additional Immunities: Electricity, polymorph.Resistances: Acid 20.O<strong>the</strong>r Special Qualities: Entice.Entice (Su): A traveler within 100 feet <strong>of</strong> a mob <strong>of</strong> bacchaemust make a Will saving throw (DC 10 + <strong>the</strong>number <strong>of</strong> bacchae within range; maximum DC 25) orelse join <strong>the</strong> party. While partying among <strong>the</strong> bacchae,those who failed <strong>the</strong>ir saves drink, eat, and engage in allmanner <strong>of</strong> pranks and foolery. But <strong>the</strong>y take no sustenance,and suffer <strong>the</strong> effects <strong>of</strong> being without food andwater. The bacchae entice ability lasts ei<strong>the</strong>r for 101 daysor until <strong>the</strong> enticed character collapses from lack <strong>of</strong> sustenance.Moving <strong>the</strong> character more than 100 feet from<strong>the</strong> bacchae ends <strong>the</strong> entice effect, but those under itssway do not leave <strong>the</strong> bacchae revelers willingly.Bacchae petitioners are generally nonviolent, fleeing ifattacked—or more likely <strong>of</strong>fering bread and mead to<strong>the</strong>ir assailants. In previous lives, bacchae were <strong>the</strong> spirits<strong>of</strong> gourmands, gluttons, well-meaning drunkards, ando<strong>the</strong>rs who relished <strong>the</strong> act <strong>of</strong> living.MOVEMENT AND COMBATArborea does not present any penalty to movementbeyond what travelers from <strong>the</strong> Material Plane expect.On Arvandor, paths snake through <strong>the</strong> undergrowth andclear glades are as common as patches <strong>of</strong> briar and tangles.Creatures that can climb or brachiate (swing frombranch to branch) move through <strong>the</strong> forested sections <strong>of</strong>Arborea without touching <strong>the</strong> ground.Aquallor, <strong>the</strong> second layer, is entirely aquatic, so charactershave to swim from place to place.Arborea Combat: The plane does not present anyinherent benefit or penalty to combat. Cover and concealmentare plentiful in <strong>the</strong> forests <strong>of</strong> Arvandor, whilecombats in Aquallor use <strong>the</strong> same water combat rules ason <strong>the</strong> Elemental Plane <strong>of</strong> Water.FEATURES OF ARBOREAArborea is divided into three layers. The top is <strong>the</strong> bestknown layer: Arvandor, home <strong>of</strong> <strong>the</strong> Elven Court and <strong>the</strong>final resting place <strong>of</strong> many good elven spirits and <strong>the</strong>irallies. The second layer, Aquallor, is made entirely <strong>of</strong>water. The third and deepest <strong>of</strong> <strong>the</strong> known layers is calledMithardir, a plain <strong>of</strong> white dust.ArvandorMost travelers know Arvandor as <strong>the</strong> realm <strong>of</strong> <strong>the</strong> ElvenCourt <strong>of</strong> Corellon Larethian, <strong>the</strong> mythical Seldarine.Arvandor is a place <strong>of</strong> great open spaces beneath <strong>the</strong>trees. Within <strong>the</strong>se canopied clearings lie <strong>the</strong> settlements<strong>of</strong> <strong>the</strong> Chosen <strong>of</strong> Arvandor, engaged in an idealized elvenlife. In <strong>the</strong> day <strong>the</strong>re are hunts and challenges, in <strong>the</strong>evenings feasts and tales told around <strong>the</strong> fire.The cycle <strong>of</strong> day and night matches <strong>the</strong> Material Plane,with a golden sun beaming above <strong>the</strong> treetops in <strong>the</strong> dayand a white moon nestled among a milky river <strong>of</strong> stars atnight. The nights are warm in Arvandor. Even beneath<strong>the</strong> trees, great fireflies form <strong>the</strong>ir own elastic constellationsamong <strong>the</strong> huge oaks and lindens.CHAPTER 7:THE OUTERPLANES145

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