Dolurrh

The Realm of the Dead

A place of hopelessness, eternal despair, and consuming apathy, Dolurrh is the realm where mortal souls go after death.   A place of hopelessness, eternal despair, and consuming apathy, Dolurrh is the realm where mortal souls go after death. It is not a reward. It is not a punishment. It just is. Dolurrh has the following traits: • Heavy gravity. • Timeless. • Impeded magic: All spells are impeded. • Entrapping: A visitor to Dolurrh experiences increasing apathy and despair while there. Colors become grayer and less vivid, sounds duller, and all experi- ences tainted with ennui. At the conclusion of every day (of subjective time) spent in Dolurrh, any non- native must make a Will saving throw (DC 15 + the number of consecutive days in Dolurrh). Failure indicates that the individual has fallen entirely under the control of the plane, becoming an incorporeal shade, an outsider native of the plane. Travelers trapped by Dolurrh cannot leave the plane of their own volition and have no desire to do so. Memories of any previous life fade into nothingness, and it takes a wish or a miracle spell to return them.   Dolurrh Inhabitants: Nalfeshnee (demon), lemure (devil), marut (inevitable). Monster Manual III: Sorrowsworn (demon), ephemeral swarm, plague brush.   Coterminous: When Dolurrh is coterminous, slip- page can sometimes occur between the Material Plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is for them to pass to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits than the one desired. Whenever a character is brought back from the dead while Dolurrh is coterminous, roll on the following table.   d% Result   01–50 Spell functions normally.   51–80 1d4 ghosts (CR = raised character’s level) appear near the raised character.   81–90 As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost.   91–99 The spell functions normally, but a nalfeshnee possesses the raised character.   100 The spell does not function; instead, a nalfeshnee animates the body.   Dolurrh is coterminous for a period of one year every century, precisely fifty years after each period of being remote.   Remote: When Dolurrh is remote, spells that bring back the dead do not function, and it is impossible to reach Dolurrh by means of plane shift. Only by journeying to Dolurrh (using astral projection, gate, or a permanent portal to the plane), fi nding the soul of the deceased, and bringing it back to the Material Plane can a deceased character be returned to life during this period. Once the soul is back on the Material Plane, no further magic is required to restore the dead to life. Both nalfeshnees and maruts frown on having souls retrieved in this manner, however. Dolurrh is remote for a period of one year every cen- tury, precisely fi fty years after each coterminous phase.

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