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Dolurrh, the Realm of the Dead

When a mortal soul dies, it is drawn to Dolurrh, a place defined by despair and apathy. Over time, memories are leached out of these trapped spirits until only husks remain. Although this seems a bleak fate, most religions maintain that Dolurrh isn’t the end of a soul’s journey; it is a gateway to whatever lies beyond. They assert that what appears to be dissolution is the natural process of the soul moving to a higher plane of existence that mortals can never realize: joining with the Sovereigns, merging with the Silver Flame, or simply rejoining the cycle of life in a new form. That claim notwithstanding, Dolurrh is a gloomy plane filled with the lingering traces of the dead.
Dolurrh Manifest Zone Features   d4 Feature   1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits. These spirits might be malevolent or benign.   2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended.   3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead.   4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.

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