The Heroic Domains of Ysgard
The Heroic Domains of Ysgard, also referred to as Gladsheim, is an Outer Plane straddling the alignments of chaotic good and chaotic neutral.
Hollyphants and planetars were fairly plentiful in Gladsheim but many of the other Upper plane regulars avoided it. Wildlife included bears, wild boars, stags and other woodland creatures, all bigger and tougher than their Prime plane counterparts. Giants of all kinds lived mostly in Jotunheim but could be encountered just about anywhere. The giants of Gladsheim were generally more intelligent and better equipped (with giant-sized magic weapons) than those found on the Prime Material Plane. Some were accomplished clerics and mages, and illusionists who could even fool the gods. In addition, some devas and celestial eladrin made their homes on this plane.
DESCRIPTION
The three layers of Gladsheim consisted of tremendous rivers of earth and stone that formed cosmic arches through the void, like very tightly packed asteroid belts. Millions of miles/kilometres wide, each river was made up of gigantic chunks of matter that bumped and ground against each other at a glacial but noticeable pace, raising up mountains and opening vast chasms. These "earthbergs" all shared the same gravity field and most were inhabitable on the top side while the underside of the rivers burned with a radiant fire that provided a ruddy light to the rivers below. Earthquakes and landslides were a commonly occurring danger in Gladsheim as the landscape slowly buckled and broke under the influence of chaos. Multiple rough-hewn landings of the Infinite Staircase connected to each of Gladsheim's three layers. YSGARD Ysgard was the first layer of the Outer Plane of the same name. Containing multiple divine realms. The name of the layer was also known as Asgard, the name of the largest realm it held. Like the other layers of the plane, Ysgard was formed of vast chunks of land of sizes that varied from small to continent-like. These lands floated in the sky, flowing like rivers of earth several million miles wide along with patterns that resembled huge arches in the sky. The chunks of inhabitable land slowly shifted and moved, breaking apart and crunching together. The bottom portion of those earthbergs shone with a red light that illuminated and warmed the layers below. Ysgard was the best-known layer, as well as the most populous. Its mountainous landscape led to cold seas and, at night, the numerous earthbergs glowed in the sky along their arches, forming structures resembling rivers of lava. The largest realms of the plane of Ysgard were found on this layer. As such, its hilly landscape was dotted with large halls and battlefields. Here resides the Gates of the Moon, a realm of ShelĂșne. An unusually peaceful realm compared to the rest of the layer. Rumours existed of a connection between the River Oceanus in the sea surrounding the realm, as well as a passage to the Infinite Staircase that only manifested itself on a full moon in ShelĂșne's palace of Argentil. The other known location was the Irvin River which marked the boundary between Asgard and Jotunheim. The name of this layer was also the name of the confederation of godly domains. Each realm was the size of a Prime plane empire and they were drawn together by the proximity of Yggdrasil the World Ash. The usual colour pools connecting Asgard to the Astral Plane existed but were little used. Portals in the guise of wells connected this layer to the neighbouring planes of Arborea, Limbo, and Concordant Opposition. In addition to Yggdrasil, the Norse gods controlled and carefully guarded a portal directly to the Prime Material plane where they were the strongest, called the Bifrost (the Rainbow Bridge). Other realms adjacent to Ysgard was Vanaheim (Home of the Vanir), Alfheim (Fairyland, known for its chaotic elven spirits) and Jotunheim (home of the Giants). MUSPELHEIM This was the second layer of Ysgard. A jagged land of fire and volcanic rock, it was named after the divine realm of Surtur that existed within its lands. Muspelheim was formed by similar earthbergs to those that constituted the first layer, Ysgard, but they were inverted with respect to those. In Muspelheim, the fire-lit side faced up, so most of the terrain in the entire layer was dominated by fire and was quite inhospitable to visitors. In many ways, it was very similar to some regions of the Elemental Plane of Fire, which was connected to the layer via numerous portals. The earth-bergs of this layer were reversed (or alternatively, gravity was reversed) so the flaming side was up and the earthen side down. Surtur and the fire giants made their home here and guarded the barriers that lead to Asgard and its neighboring realms. Since it was such a desolate place, Muspelheim was generally avoided. Only its native fire giants remained to care for the land and were its undisputed rulers. However, it did contain some but few arable lands that were used to grow fireweed, verdobba and a type of edible black wood. NIDAVELLIR Nidavellir, also known as Dark Home, was the third layer of Ysgard. It contained a series of underground tunnels and warm vast caves. It contained the location of two major warring realms: Nidavellir and Svartalfheim, believed to be the divine home of Eilistraee and the Drow. Like Ysgard and Muspelheim, the other two layers, the landmasses of Nidavellir also consisted of moving earthbergs. However, whereas in the other two layers the earthbergs rarely collided, in Nidavellir they were constantly grinding against each other, so the only habitable spaces were located in the cavities formed between them. The entirety of the layer was underground. It's tunnels, chambers, and caverns were kept warm by hot springs and geysers, which provided ample heat to sustain the native vegetation, which consisted of woods that required no sunlight to grow. The rivers of earth were in such close proximity in this layer that the entire sky was filled with fire, making it appear to travelers that they were in underground caverns and passages with a river of fire for a ceiling. The most notable locations were the realm of Nidavellir, the realm of dwarves and gnomes with an unclear ruler. Also, Svartalfheim, a realm of secretive but benevolent drow belonging to Eilistreaee. Svartalfheim was a system of underground caverns. Unlike the rest of the layer, however, the realm's stone walls emitted a silvery glow, while natural springs and geysers warmed up the rivers and kept the caves at a comfortable warm temperature. The entire realm emanated a feeling of peace and love that was atypical for Ysgard. The realm had wild regions covered in dark forests that thrived on the earth's warmth and required no sunlight. Some of the caverns displayed abundant deposits of quartz, mica, and pyrite, of which the drow were overly fond and employed them abundantly as decoration and jewellery. The materials that made up the cavern walls had excellent acoustic properties. Throughout the realm, sounds were richer and sweeter, so that even the echoing sound of distant miners could be mistaken for song. This trait greatly improved the magical abilities of bards and amplified the singing abilities of even the most untalented visitors. It was common for people to continue to sing even after leaving Svartalfheim, unaware that this enhancement faded as soon as they left. The realm of Svartalfheim was in constant war with the dwarves and gnomes from their neighbouring realm of Nidavellir. Skirmishes and raids were common, but casualties were rare on either side of the conflict, since the main goal of the drow was to outsmart the dwarves through pranks, theft and insults. In Svartalfheim, Dokkar was the main merchant city of the realm known for its narrow and crowded streets as well as for its merchants who never haggled. Yggwyrd, was a large necropolies that contained shrines to the elven deities. All drow here planned to die in Yggwyrd, and all elven visitors had the ability to speak with the dad while within the city. The few living inhabitants worked as guards to the different family crupts. Non-elves were forbidden entry, and the city was guarded by a number of undead protectors, including banshees and ghosts. Lastly, the Elkhounds Gate, a gateway to the Lower Planes that was constantly guarded against invading creatures. Travellers leaving Svartalfheim through the gate normally passed unchallenged, but the guards were known to assist inexperienced adventurers. It was rumoured by the Nidavellir dwarves that Svartalfheim was connected to the Demonweb Pits and to drow realms in the Underdark of the Prime Material Plane. It was also believed that parts of the realm shifted between Ysgard and Pandemonium, and sometimes moved even into the Abyss. Nidavellir was mostly inhabited by dwarves and gnomes, who, despite their natural animosity towards each other, worked together in their forges and crafts. The drow inhabitants of Svartalfheim were not evil like their counterparts from the Prime Material plane and wished only to be left alone.INHABITANTS
Hollyphants and planetars were fairly plentiful in Gladsheim but many of the other Upper plane regulars avoided it. Wildlife included bears, wild boars, stags and other woodland creatures, all bigger and tougher than their Prime plane counterparts. Giants of all kinds lived mostly in Jotunheim but could be encountered just about anywhere. The giants of Gladsheim were generally more intelligent and better equipped (with giant-sized magic weapons) than those found on the Prime Material Plane. Some were accomplished clerics and mages, and illusionists who could even fool the gods. In addition, some devas and celestial eladrin made their homes on this plane.
Type
Dimensional plane