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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 7:THE OUTERPLANES92YsgardMuspelheimYsgardDen <strong>of</strong>OlidammaraPlain <strong>of</strong> IdaNidavellirValiant Hallharmony with nature among <strong>the</strong> trees and fields <strong>of</strong><strong>the</strong> surface, some elves abide in glittering caves below <strong>the</strong>surface <strong>of</strong> Alfheim.Alfheim has seasons. Summers are long and kind,and its winters are dark and unforgiving. Duringwinter, <strong>the</strong> elves retreat into <strong>the</strong> glittering caves, <strong>the</strong>entrances to which are sealed <strong>of</strong>f and buried during <strong>the</strong>season <strong>of</strong> snows.Den <strong>of</strong> Olidammara: The god <strong>of</strong> rogues, Olidammara<strong>the</strong> Laughing Rogue is an intermediate deity who concernshimself with music, revels, wine, humor, and similarideals. Wood, stone, and stranger substances create agrand but haphazard structure, as if several mansions <strong>of</strong>various cultures were mashed toge<strong>the</strong>r.On <strong>the</strong> inside, mazes, locked doors, blind hallways, andsecret treasuries surround a grand hall where music anddancing are mandatory. Usually, <strong>the</strong> guests <strong>of</strong> this inmostden include rogues, bards, performers, and entertainers<strong>of</strong> all stripes and all places. Wine, romance, and song rulehere, where Olidammara lounges at his ease on a granddivan—unless he is disguised as one <strong>of</strong> his many guestsusing his magic laughing mask. Because some terribleprank <strong>of</strong>ten draws him far away from his den, o<strong>the</strong>rdeities treat Olidammara with deserved caution nomatter where <strong>the</strong>y are.MuspelheimThe middle layer <strong>of</strong> Ysgard, Muspelheim, is made fromribbons <strong>of</strong> floating earth, some continent-sized or larger.Here, though, <strong>the</strong> ground smokes and burns, earning thislayer <strong>the</strong> name “Land <strong>of</strong> Fire.” It’s a hostile layer whereeven <strong>the</strong> ground is sharp volcanic rock. Most <strong>of</strong> Muspelheimhas <strong>the</strong> fire-dominant trait.Muspelheim’s ground rolls toward a ridge <strong>of</strong> fierymountains at <strong>the</strong> highest point. This range, called <strong>the</strong>Serpent Spine, is home to hundreds <strong>of</strong> clans <strong>of</strong> fire giants.Watchtowers and citadels defend <strong>the</strong> mountain passesagainst rival clans and unwanted visitors.The Spire is a towering, needle-thin citadel <strong>of</strong> darkstone in <strong>the</strong> midst <strong>of</strong> <strong>the</strong> Serpent Spine mountains.Devout fire giant maidens are said to inhabit <strong>the</strong> tower,serving as clerics <strong>of</strong> a mysterious intermediate deity <strong>of</strong>fire giants.NidavellirThe third layer <strong>of</strong> Ysgard is Nidavellir. It is an “underground”realm crisscrossed by warm tunnels, heated byhot springs and geysers. The wild regions are crowdedwith underground forests <strong>of</strong> strange woods that need nosun, only heat, to grow. Vast caverns run through veins <strong>of</strong>clear quartz, and deep holds are studded with shiningmica and pyrite. Precious and semiprecious minerals arestrewn across <strong>the</strong> floor <strong>of</strong> some lengths <strong>of</strong> tunnel andeven entire caverns.Dwarven and gnome kingdoms divide up most <strong>of</strong>Nidavellir. Most <strong>of</strong> <strong>the</strong> layer’s inhabitants are mortals, butpetitioners are common as well. It is a place <strong>of</strong> fiery furnaces,ringing anvils, and constant striving for perfectionin <strong>the</strong> crafts <strong>of</strong> smithing, runecrafting, and magic. Itshalls resound with <strong>the</strong> chanting voices <strong>of</strong> dwarves and<strong>the</strong> lilting songs <strong>of</strong> gnomes. Though <strong>the</strong> two races arerivals <strong>of</strong>ten given to war, <strong>the</strong>y unite when confronted by<strong>the</strong>ir underground enemies: dark elves.Svartalfheim: Drow have <strong>the</strong>ir own realm in Nidavellir.Though <strong>the</strong> gnomes and dwarves think <strong>the</strong> worst<strong>of</strong> <strong>the</strong> dark elves, <strong>the</strong> allegiances <strong>of</strong> <strong>the</strong>se particulardrow are not as evil as many travelers might think. Likeo<strong>the</strong>rs <strong>of</strong> this layer, <strong>the</strong>y merely wish to be left aloneand <strong>the</strong>y don’t take kindly to unannounced visitors ortrespassers.Ysgard EncountersUse Table 7–9: Beatific Encounters for random encounterson Ysgard.EVER-CHANGING CHAOSOF LIMBOIt is where everything, and nothing, is possible.It is where raw chaos see<strong>the</strong>s.It is where <strong>the</strong> elements come to die.Limbo is a plane <strong>of</strong> pure chaos. Untended sectionsappear as a roiling soup <strong>of</strong> <strong>the</strong> four basic elements and all<strong>the</strong>ir combinations. Balls <strong>of</strong> fire, pockets <strong>of</strong> air, chunks <strong>of</strong>earth, and waves <strong>of</strong> water battle for ascendance until <strong>the</strong>yin turn are overcome by yet ano<strong>the</strong>r chaotic surge. However,landscapes similar to ones found on <strong>the</strong> Material

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