Post by Stix on Apr 15, 2007 0:57:54 GMT -5
Called Gladsheim by primes who never found out the real chant, Ysgard is a tumultuous plane. It's made up of numerous immense rivers of earth flowing forever through the sky. These rivers consist of chunks ranging in size from small boulders to whole continents. Their undersides give off a reddish glow that lights the rivers from underneath. As each river flows, its "earthbergs" grind together fiercely, so the whole plane continually rumbles with a deep grating noise.
The plane's occupants are just as tumultuous. The Norse pantheon dwells here, and it's a rowdy lot. Some think it strange that such chaotic gods would ever band together, but a strong leader and a common goal to maintain a home realm can be nearly as unifying as any universal law or code. Odin is that high-up man (though Thor is nearly as mighty and Loki is nearly as crafty), and by standing together these gods preserve their realm within Ysgard's physical chaos.
Petitioners on this plane are always eager to do battle. If they die in combat, they aren't absorbed like petitioners on the other planes; instead, they rise the next day to fight again. Unfortunately, they forget that other sods who aren't petitioners might be averse to a death duel. What's worse, most other bashers here are members of the Fated faction, and they figure that if a sod can't defend himself, he deserves to die. The moral of the story: Ysgard's no place to take a vacation unless a cutter's looking for a real workout.
Layer: Ysgard. Ysgard's also the name of the highest level of the plane, and it's the home of the Norse powers. This realm is where the top of Yggdrasil - the World Ash - is located. As Yggdrasil stretches down to the Gray Waste, it extends branches and roots into various crystal spheres on the Prime Material where the Norse powers are worshiped. These gods also command Bifrost, a rainbow bridge that they can connect to any prime-material location. Two other significant features of this realm are Gladsheim, Odin's feast hall, and Valhalla, Odin's hall of heroes.
Found in the layer of Ysgard are the realms of Vanaheim (home of the Vanir), Alfheim (where the most chaotic elven spirits dwell), and Jotunheim (a land populated primarily by giants).
Layer: Muspelheim. This layer of Ysgard adds another dangerous twist to the tumultuous nature of the plane. Here, the chunks of earth float flaming side up. This makes it a perfect home for fire giants, but a miserable place for pretty much everyone else. Portals here lead primarily to Jotunheim.
Layer: Nidavellir. Nidavellir, known to the locals as Darkhome, is so densely packed with earthen rivers that the spaces between seem more like immense, luminous caverns. Sometimes this makes travel from one realm to another extremely difficult, as passageways that were open on a previous trip are closed on the return. Many dwarf and gnome petitioners hang their hats in this layer.
Special Physical Conditions. All the pieces of the earthen rivers share the same direction for gravity, so their upper surfaces are habitable. Sometimes rifts hundreds of miles wide open in a river, while other times continent-sized pieces ram together with such force that they raise huge mountain ranges where they meet. Travelers will have to deal with the effects of gigantic earthquakes and yawning cracks that crop up without warning.
The plane's occupants are just as tumultuous. The Norse pantheon dwells here, and it's a rowdy lot. Some think it strange that such chaotic gods would ever band together, but a strong leader and a common goal to maintain a home realm can be nearly as unifying as any universal law or code. Odin is that high-up man (though Thor is nearly as mighty and Loki is nearly as crafty), and by standing together these gods preserve their realm within Ysgard's physical chaos.
Petitioners on this plane are always eager to do battle. If they die in combat, they aren't absorbed like petitioners on the other planes; instead, they rise the next day to fight again. Unfortunately, they forget that other sods who aren't petitioners might be averse to a death duel. What's worse, most other bashers here are members of the Fated faction, and they figure that if a sod can't defend himself, he deserves to die. The moral of the story: Ysgard's no place to take a vacation unless a cutter's looking for a real workout.
Layer: Ysgard. Ysgard's also the name of the highest level of the plane, and it's the home of the Norse powers. This realm is where the top of Yggdrasil - the World Ash - is located. As Yggdrasil stretches down to the Gray Waste, it extends branches and roots into various crystal spheres on the Prime Material where the Norse powers are worshiped. These gods also command Bifrost, a rainbow bridge that they can connect to any prime-material location. Two other significant features of this realm are Gladsheim, Odin's feast hall, and Valhalla, Odin's hall of heroes.
Found in the layer of Ysgard are the realms of Vanaheim (home of the Vanir), Alfheim (where the most chaotic elven spirits dwell), and Jotunheim (a land populated primarily by giants).
Layer: Muspelheim. This layer of Ysgard adds another dangerous twist to the tumultuous nature of the plane. Here, the chunks of earth float flaming side up. This makes it a perfect home for fire giants, but a miserable place for pretty much everyone else. Portals here lead primarily to Jotunheim.
Layer: Nidavellir. Nidavellir, known to the locals as Darkhome, is so densely packed with earthen rivers that the spaces between seem more like immense, luminous caverns. Sometimes this makes travel from one realm to another extremely difficult, as passageways that were open on a previous trip are closed on the return. Many dwarf and gnome petitioners hang their hats in this layer.
Special Physical Conditions. All the pieces of the earthen rivers share the same direction for gravity, so their upper surfaces are habitable. Sometimes rifts hundreds of miles wide open in a river, while other times continent-sized pieces ram together with such force that they raise huge mountain ranges where they meet. Travelers will have to deal with the effects of gigantic earthquakes and yawning cracks that crop up without warning.