BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Shadowfell

Echo of Exandria

The Shadowfell, also called the Plane of Shadow, is land leeched of color, a place of toxic darkness that hates the light. The sky is a black vault with neither sun nor stars, and the landscape reflects a twisted imitation of Exandria. Although it was once a nexus of positive magical energy known as the Dawnlands, a ritual by a powerful mage during the Age of Arcanum drained the plane of life and light magic. It now exists primarily as a wasteland, with the sole exception of Letherna, the fortress of black ice where The Raven Queen holds court. What remains has been corrupted, unnatural even by Shadowfell standards, and thirsts for blood.  

Shadow Crossings

Similar to fey crossings, shadow crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can walk from one plane to the other. A blot of shadow in the corner of a dusty crypt might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light’s kiss.    

Domains of Dread

  In remote corners of the Shadowfell, it is easy to reach horrific demiplanes ruled over by accursed beings of terrible evil. The best known of these is the valley of Barovia, overlooked by the towering spires of Castle Ravenloft and ruled by Count Strahd von Zarovich, the first vampire. Beings of the Shadowfell called the Dark Powers created these domains as prisons for these “darklords,” and through cruelty or carelessness trapped innocent mortals in these domains as well.    

Optional Rule: Shadowfell Despair

A melancholic atmosphere pervades the Shadowfell. Extended forays to this plane can afflict characters with despair, as reflected in this optional rule.   When you deem it appropriate, though usually not more than once per day, you can require a character not native to the Shadowfell to make a DC 10 Wisdom saving throw. On a failure, the character is affected by despair. Roll a d6 to determine the effects, using the Shadowfell Despair table. You can substitute different despair effects of your own creation.      
d6 Effect
1-3 Apathy. The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: “I don’t believe I can make a difference to anyone or anything.”
4-5 Dread. The character has disadvantage on all saving throws and gains the following flaw: “I am convinced that this place is going to kill me.”
6 Madness. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: “I can’t tell what’s real anymore.”
    If a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a long rest, a character can attempt to overcome the despair with a DC 15 Wisdom saving throw. (The DC is higher because it’s harder to shake off despair once it has taken hold.) On a successful save, the despair effect ends for that character.   A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse.

Geography

Like the Feywild, the Shadowfell reflects the geography of the Material Plane with startling accuracy, albeit in a dark, twisted manner. Where a mountain might stand in Exandria looms instead a crumbling fortress, and the forests are known to be thick with terrifying monsters and dark spectres.

Fauna & Flora

  • Meazel
  • Nightwalker
  • Raven
  • Shadar-kai
  • Shadow dragon
  • Shadow elemental
  • Shadow hound
  • Sorrowsworn
  • Wraith
  • Zar'ithra

History

Originally a starry reflection of the Material Plane similar in concept to the Feywild, the Shadowfell has endured harsh changes since its inception. During the Age of Arcanum, the mortal mage now known as the Raven Queen drained and consumed the power of the Dawnlands to complete her Rites of Ascension and rise to godhood, transforming the plane into what is now called the Shadowfell. After defeating the god of death in mortal combat, the Raven Queen claimed Letherna as her citadel and ruled from its icy throne, purging the surrounding region of the few creatures strong and wicked enough to survive the Rites.   Hundreds of years later, the Shadowfell has finally regained some of its power, although it remains a weak echo of its former glory. However, compared to most of Exandria this plane remains immense and terrifying to most visitors. The sky, drained of stars, is forever dark and lightless, and the world beneath is bleak and colorless. Monsters banished from other realms or formed by the lingering wisps of magic from before the Night of Ascension roam the landscape, feasting on the living and terrorizing the dead. In the distance, ravens circle over the frozen walls of Letherna, watching over the Raven Queen's domain as she carefully shepherds dead souls to their respective afterlives.   Thus has the Shadowfell adapted to its new twisted state.
Alternative Name(s)
The Plane of Shadow
Type
Dimensional plane
Characters in Location

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!