Ashmear, Realm of the Grave

Ashmear is the the prime battlefield of the great Blood War, the still rages between Demons and Devils. This is the main plane that the Yugoloth still call home and the cross roads many of the The Ancients cross to interact with the Material. Think of Ashmear as the endless fighting grounds and the closest plane of existence to the Elemental Chaos next to The Abyss, Realm Death. Because of this many things can effect he lands of Ashmear and the creature that find themselves there. 
Otherwise think of Ashmear as a fugue plane as other way of thinking of it is as the place that lies between life and death. It is here that the many deities and outer beings of Death and Grave wait to judge, collect and direct the souls of the dead. One of the few key locations in Ashmear is the Lake of Souls from which the River Styx flows. The Lake of Souls is the place were living souls enter in their purest form and take the form of Mana, melding and mingling. Once a soul enters the river nothing but a Deity can pull it back out and separate it. Most souls enter Ashmear from The Dream Lands, Realm of Twilight were the sleeping self lives. 
 

Dreams and Death


As stated before most souls enter Ashmear through the Dream Lands upon death when they finally merge with their dream self and their life has ended. Granted this is mostly the case for those fortunate enough to die of old age or other natural causes. More often than not those poor souls who die a more agitated death are more likely to find themselves enter Ashmear in a more violent manor. A soul that passes naturally is guided to the Lake of Souls by the Dream Guides that serve Azazel the Dream Keeper. Those who are killed are often lost and confused as their dream self and waking self are forcefully merged. This forceful merge often causes the soul to be flung from the Dream Lands before a guide can act. When this happens the souls are unceremoniously dropped at the shores of Lake of Souls. With no Guide the soul is lost and confused and left to hands of reapers, the celestials of the deities of grave and death, who tend to be cold and distant.
Unfortunetly because of this some souls flee in fear and/or anger, running into the wilds of Ashmear. There they may find their way back to the prime material, but end up as ghosts, specters or other intelligent undead and haunt the living. Clerics, paladins and in rare cases the Reapers must take drastic actions to send them back. In other cases the soul is able to remain calm enough to find themself in front of one of the three great deities of death. 
Yes, in the world of E’ven-dra there are three deities in particular that serve as the masters of the dead. First is Azazel, the Dream Keeper who apart from being the lord of the Dream Lands is tasked with collecting and delivering the souls of the dead to Lake of Souls. This is the part that makes some fear him as a god of death as he is the one that comes for the dead with his Reapers and Dream Guides. Second is The Raven Queen, Chathan, who cares for the souls of the lost not yet ready to be judged. These can be the souls of hero’s with a touch of destiny and/or those whose fate that has yet to be met or as simple as those who have yet to be buried properly. She works as an intermediary for Azazle and the third deity. Which is, Baphomet, the Final Judge who dose just as his title implies and judges the dead. If he is the cold and judge of death and one that all most stand before. 
A soul is judged one three criteria when they come before him. First, were they a pious person in life, aka did they worship a particular deity in life ie in D&D terms were they a cleric or paladin. Based on this two things would happen, if yes they would then be judged by terms of that deity and be appointed to place in the after life of that deity. If no, then the floor would be opened to those Divine and other outer entities that would like to or have a claim on the soul. This is often were a Warlocks patron or versus fiends would lay claim to souls as per written contracts. However if a person who was a pious person in life but signed their soul to such a contract must complete the terms of their contract before they can be allowed the judgment promised by that worship. Although in many cases like this it is found that the contract and the previously mentioned deity or other outer entity are one and the same. If no being claims the soul then that means the soul is free, which is not as good as it sounds. First the souls actions in life are inspected if the person was found guilty of crimes or cruelties deserving of punishment in accordance with the Pacts Primordial, the soul is sent down the River Styx from the start meaning it must service The Tower of the Nine Hells before anything. If it is found lacking any true crime or cruelty deserving of such treatment then guided to a tributary point beyond the Tower were the river flowers into The Astral Sea were the souls mingle and become one. Once a souls reaches this point as was said before only a powerful spell or deity can separate the soul from the sea. 
Power of the Mind   Creatures in Ashmear may find themselves able to use their minds to control objects. As an action, a creature in Limbo can make an Intelligence check to mentally move an object on the plane that it can see within 30 feet of it. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. On a successful check, the creature moves the object 5 feet plus 1 foot for every point by which it beat the DC.
A creature can also use an action to make an Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules for distance apply, and the DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a success, the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire.
Finally, a creature can use an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each additional 10 feet added to the radius increases the DC by 5. On a successful check, the creature prevents the area from being altered by the plane for 24 hours, or until the creature uses this ability again.

Mad Winds

  A visitor must make a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a failed save, the creature gains one level of exhaustion. A creature that reaches six levels of exhaustion while on this plane doesn’t die. Instead, the creature gains a random form of indefinite madness, as described in chapter 8, “Running the Game.” Finishing a long rest doesn’t reduce a creature’s exhaustion level unless the creature can somehow escape the maddening winds.

Cruel Hindrance

  The plane’s cruel nature makes it difficult for visitors to help one another. Whenever a visitor casts a spell with a beneficial effect, including a spell that restores hit points or removes a condition, the caster must first make a DC 10 Charisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted.

Bloodlust

  Acheron rewards a creature for harming other creatures by imbuing that creature with the strength to keep fighting. While on Acheron, a creature gains temporary hit points equal to half its hit point maximum whenever it reduces a hostile creature to 0 hit points.
Type
Dimensional plane
Location under

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