Ysgard

Ysgard, the battleground of eternity, is a realm where heroes thrive and glories unfold. Wars rage incessantly, putting valor to the ultimate test. This plane encompasses an epic scale, featuring majestic mountains, deep fjords, and enigmatic caverns that conceal the secret forges of the dwarves. A chilling wind always accompanies a hero's journey, propelling them forward. From the icy water channels to the sacred groves of Alfheim's elves, the terrain of Ysgard is simultaneously awe-inspiring and fearsome. It is a realm governed by distinct seasons, where winter blankets the land in darkness and bone-chilling cold, while summer brings scorching heat and clear skies.   Above all, the most spectacular aspect of Ysgard's landscape is its floating nature, suspended above vast rivers of earth that flow endlessly through a limitless skyscape. These colossal earth rivers can span continents in their breadth, while smaller sections, known as earthbergs, resemble islands in size. Beneath each river, fires rage, casting a reddish glow that only partially permeates the surface. However, the collision of these rivers creates cataclysmic quakes, giving birth to new mountain ranges and posing a constant threat.   Ysgard serves as the eternal home of fallen heroes, who engage in perpetual battles upon fields of glory. When these valiant petitioners fall, they rise anew with the dawn, ready to continue their never-ending warfare. Two deities claim Ysgard as their abode: Kord, the embodiment of Strength, and Olidammara , the patron of thieves. Within this realm, their influence and presence are deeply felt.

Ysgard Features

Apart from the planar traits specified earlier, Ysgard operates similarly to the Material Plane, meaning adventurers will experience few discrepancies in how their spells and abilities function. Visual perception on Ysgard mirrors that of the Material Plane as well. This expansive realm teems with vibrant existence, with each layer of Ysgard offering its own distinctive characteristics, which will be detailed below.  

Ysgard

Ysgard, the uppermost layer of Ysgard, stands out as the most renowned and extensively traversed among the three layers. The majority of its inhabitants dwell in camps and sturdy settlements amidst harsh and untamed surroundings. The layer is adorned with numerous grand halls, smoldering battlefields, and undulating landscapes that slope toward frigid seas. Only a handful of settlements can be found along the periphery of the colossal earthbergs, primarily serving as trading hubs connecting communities on different earthbergs.  

Kord's Realm

Kord's Realm is the domain of Kord, the deity embodying strength and bravery. Within this realm lies the majestic Hall of the Valiant, where Kord resides. Constructed with sturdy beams crafted from a massive ash tree, the grand hall stands as a testament to its divine inhabitant. Inside, Kord oversees an eternal banquet, where esteemed guests come and go, and the festivities never cease. Surrounding the feast tables is a vast open space, where courageous heroes engage in wrestling matches for the sheer thrill of it.   On special occasions, even Kord himself sets aside his legendary dragon-slaying greatsword, Kelmar, and his dragon-hide attire. With great joy and excitement from all who are present, the deity joins the square, becoming an active participant in the revelry.  

The Plain of Ida

Situated in close proximity to the Hall of the Valiant and the bustling city of Himinborg, stands as a vast field of significance. Serving as the largest population center on the layer, it is a place where daily festivals are held, providing a platform for warriors to proudly showcase their courage and prowess. In this domain, valor and combat expertise reign supreme, surpassing all other qualities in importance.  

Alfheim

Alfheim, a radiant realm, is inhabited by both elven petitioners and a group of mortal elves. The region exudes an atmosphere of luminosity and bliss, uplifting all who visit. The lands of Alfheim remain untamed and exquisite, untouched by the influences of civilization. Abundant wildlife thrives, while streams, forests, and sun-kissed hills adorn the natural landscape. The elven inhabitants, known for their amiable nature, prioritize games and contemplative admiration of their surroundings. While many elves embrace a harmonious existence with nature, dwelling amidst the trees and fields on the surface, there are those who reside in shimmering caves beneath the realm of Alfheim.   Alfheim experiences distinct seasons. Summers stretch long and gentle, while winters envelop the land in darkness and harshness. During the winter months, the elves seek refuge within the glittering caves, sealing off the entrances as they become buried beneath the snow.  

The Den of Olidammara

The Den of Olidammara is the domain of Olidammara, the mischievous god of rogues and the Laughing Rogue. This intermediate deity's interests revolve around music, revelry, wine, humor, and similar ideals. The den itself is a peculiar amalgamation of wood, stone, and other peculiar substances, resembling a chaotic fusion of mansions from different cultures. Upon entering, one encounters a labyrinth of mazes, locked doors, winding hallways, and hidden treasure chambers, surrounding a grand hall where music and dancing are obligatory. The innermost sanctum typically hosts a vibrant array of rogues, bards, performers, and entertainers from all walks of life and corners of the world. Wine, romance, and song reign supreme within these walls, where Olidammara comfortably lounges on a magnificent divan, unless he assumes the guise of one of his many guests using his magical laughing mask.   Due to the god's propensity for engaging in mischievous pranks that often draw him away from his den, other deities approach Olidammara with caution, regardless of their location or circumstances.  

Muspelheim

Muspelheim, the middle layer of Ysgard, is a remarkable expanse comprising ribbons of floating earth, some of which are continent-sized or even larger. However, this realm is no ordinary land, for the ground itself emits smoke and burns relentlessly, earning Muspelheim its well-deserved title as the "Land of Fire." It is a harsh and inhospitable layer, where even the very ground consists of sharp volcanic rock. The fire element dominates the majority of Muspelheim, imbuing it with an intense and fiery nature.   Across Muspelheim's terrain, the ground undulates, leading toward a formidable range of fiery mountains at its highest point. This majestic range, known as the Serpent Spine, serves as the dwelling place for countless clans of fire giants. Watchtowers and citadels stand guard, defending the mountain passes against rival factions and unwelcome intruders.   Amidst the heart of the Serpent Spine mountains stands the Spire, a towering citadel crafted from dark stone, slender and needle-like in its structure. Legends speak of devout fire giant maidens who inhabit this enigmatic tower, acting as clerics to a mysterious intermediate deity revered by the fire giants.

Nidavellir

Nidavellir, the third layer of Ysgard, is a subterranean realm traversed by warm tunnels and imbued with the heat of hot springs and geysers. Within its untamed regions, underground forests of peculiar woods flourish, thriving solely on heat rather than sunlight. Vast caverns intersect veins of translucent quartz, while deep chambers glisten with shimmering mica and pyrite. Precious and semi-precious minerals adorn the floors of certain passageways and even entire caverns. Nidavellir is predominantly divided among dwarven and gnome kingdoms. Mortals form the majority of its inhabitants, although petitioners also populate this realm. It is a place where fiery furnaces, resounding anvils, and an unwavering pursuit of perfection in the crafts of smithing, runecrafting, and magic prevail. The halls echo with the chants of dwarves and the melodious tunes of gnomes. While these two races often find themselves as rivals engaged in war, they unite when faced with their common underground adversaries: the dark elves.  

Svartalfheim

The realm of the drow within Nidavellir, stands as a distinctive domain. While gnomes and dwarves often harbor negative perceptions of the dark elves, the allegiances of these particular drow are not as inherently wicked as many travelers might assume. Similar to other denizens of this layer, their desires revolve around being undisturbed, seeking solitude rather than engaging in malicious acts. Unannounced visitors or trespassers are met with a frosty reception, as these drow have little tolerance for unwelcome intrusion.
Normal Gravity.
Normal Time.
Infinite Size: Ysgard goes on forever, but its well- known realms have boundaries within the plane as a whole.
Divinely Morphic: Specific powerful beings (such as the deities Kord and Olidammara) can alter Ysgard with a thought. Ordinary creatures find Ysgard as easy to alter as the Material Plane is—they can be affected by spells and physical effort normally. But deities can change vast areas, creating great realms for themselves.
No Elemental Traits: No one element dominates on Ysgard; all are in balance as on the Material Plane. However, pans of the second layer, Muspelheim, are treated as if they possessed the fire-dominant trait.
Minor Positive-Dominant: Ysgard possesses a riotous explosion of life in all its forms. All individuals on a positive-dominant plane gain fast healing 2 and may even regrow lost limbs in time. Additionally, those slain in the never-ending conflicts on Ysgard's fields of battle rise each morning as if true resurrection were cast on Ysgard's battlefields get the true resurrection effect; dead characters brought to Ysgard don't spontaneously revive.
Mildly Chaos-Aligned: Lawful creatures on Ysgard suffer a –2 penalty on all Charisma-based checks.
Normal Magic.
Type
Plane of Existence
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