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Shadowfell

The most striking and immediate impression a visitor to the Plane of Shadow experienced was the lack of color and light; no sun, moon, or stars adorned the vault of the inky black sky, and all things looked as if the color had leeched out, leaving nothing but black and white, which in the dimness were more like "dark black" and "light black". A light source only illuminated half the distance it normally would, flames and fires put out less heat, and spells that dealt with light or fire were less predictable and prone to failure, whereas shadow spells were enhanced. On the other hand, although it would not illuminate as far, any light source on the plane could be spotted at a distance of up to ten times its normal range of illumination, such was the contrast to the constant gloom, similar to a star in the night sky. Even a light source that only put out shadowy illumination, like a darkness spell or a lantern burning shadowlight oil, could be seen up to five times its range of illumination.

What is the Shadowfell

The Shadowfell, also known as the Demiplane of Shadows or the Shadowlands, is the home to shadows, dread and the dark feelings of life. To wander through the plane is to risk losing yourself in misery and apathy - why put a stop to the lich when everything you do is meaningless and fleeting? The Shadowfell is not a place for mortals to visit on a whim, and many who do visit are forever changed by its dismal appearance.

The Shadowfell - The Shadow of the World (Atlas of the Planes)

This post is part of the "Atlas of the Planes" Project. Come and stop by to our announcement page here to view the full list of planes, the sign up sheet, and links to other posts of the project.

Description & Information

The Shadowfell is a reflection or “echo” of the Prime Material Plane. It is a bleak, desolate place of decay and death where necrotic energies and shadow magic runs rampant. It is much darker, more ominous than the Prime Material Plane. It is filled with a diverse population of creatures of its own creation or from various other planes both fair and foul.

This plane is very important part of the cosmos as it is the destination of souls once it has departed from a body. It is the domain of the dead, the first stage of what will be the final leg of the journey of a soul.

On this plane, color seems to lose its luster and everything seems grayer and less vivid. Those who enter the plane slowly lose their desires and goals making them a husk of what they once were.

The plane is also home to the Dark One.

 

Survival

Gravity on this plane is similar to that of the Prime Material Plane with no abnormality whatsoever. Even though no one has truly mapped the entire Shadowfell most consider it to be a finite plane like the Prime Material Plane so one wouldn’t be lost in an endless walk to nothingness.

Magic in this plane is the same except the enhancement of necrotic spells and rituals on this plane. Spells that create light or a glow seem slightly dimmer.

Rains here are sometimes are bizarre in the sense that there are sometimes rains of ash. The general temperature on this plane is slightly chilled.

Time seems to move differently for those who have spent too much time within this realm. The plane seems to drain the apathy and life out of those who have no shadowy origin or connection causing them to have a slight glaze over their eyes. Where years have passed they think only a few weeks have passed. There is no indication of time except the general increase and decrease in despair.

Food in this plane is mostly rotten or decomposing. That is why most creatures on this plane are carnivores or cannibalistic or don’t eat at all. Some creatures like the Shadar-kai have created artificial indoor farms but their dependency on it is very minimal. The Shadar-kai though mostly carnivorous sometimes like the taste of fruits and vegetables whose demand can’t be satisfied by the farms they have so they venture into the other planes to trade. These fresh fruits and vegetables are overpriced and only sold in cities with a high mortal population.

Denizens

One of the most intriguing denizens of this plane is the Shadar-kai. Whether they were elves or humans in the ages past is unknown but what is clear that they initially didn’t belong to the plane but migrated here. The piercings and tattoos that are seen on the Shadar-kai at one point were more functional than decoration. They were once a method to keep the Shamblers at bay but as the Shadowfell accepted them and seeped into their blood turning them into creatures of the shadow the piercings and tattoos turned into a fashion. The Shadar-kai had followed the Raven Queen into the plane to be near their Goddess. Since their arrival, they have built somber cities and grim fortresses, one of the most famous cities in the Shadowfell known as Gloomswrought. Shadar-kai cities welcome people from other planes as long as they don’t worship the Gods of Undeath. Also due to their neutral nature, they even allow black markets to thrive within their settlements.

Shadar-kai who prove themselves or go above and beyond to serve the Raven Queen are blessed by the Winter Queen and transformed into Sorrowsworn. Only the most dedicated and loyal Sorrowsworn gain the opportunity to be knighted by the Mistress of Fate, becoming the Raven Knights. Most Sorrowsworn can be found in Shadar-kai settlements or settlements were the worship of the Raven Queen is the most dominant one. Sorrowsworn can also be found in forgotten or abandoned ruins awaiting their orders. The Raven Knights are always found patrolling the regions of Letherna.

The Undead are the most common denizen of this plane, the “Shades” are all undead. The Undead have built their own cities rivaling even those found in the Prime Material Plane and the Feywild. The cities are usually built out of ash-stone, bones, and various stones. There are no wooden structures due to the lack of living trees. The Raven Queen has no jurisdiction over these undead as they are under the protection of the plane. Undead cities are heavily arcane in nature due to many of the undead pursuing the necromantic school of arcane. Undead cities always have a slave market that provides its denizens with exotic meals or slaves. Some of the well known undead denizens of the plane are Revenants, Lich, Zombies, Wights, Ghosts, Vampires, and Skeletons.

Creatures born on this plane are affected by the necrotic and shadow energies causing them to be tainted by it. These creatures are known as the Shadowborn and are welcomed in both by the Shadar-kai and undead societies as they belong to the plane and not any race. The Shadow Dragons are one of the creatures that were touched by the shadows of the plane.

One of the most bizarre creatures that exist within the Shadowfell is the Shadow Tarrasque. As per the knowledge of every researcher, there was no Tarrasque created other the one that slumbers within the Material Plane but the Shadow Tarrasque has been seen and experienced by many denizens. It seems that it is just a dark reflection of the one in the material plane. Its very presence spreading despair among the hearts of all.

Locations

The following are some of the most famous locations within this plane:

Gloomswrought

Standing along a dark and desolate shoreline the city of Gloomswrought is one of the most thriving cities of the Shadowfell where the mortals are more than the undead. The city seems to mutate almost daily by unknown powers, many attributes the mutation as the whims of the mysterious keepers. The city is sometimes referred to as the City of Midnight due to the fact that every step taken within this city seems to be watched by some giant monster waiting to snatch and devour you, every corner seems to be hiding a skulking predator.

Prince Rolan the Deathless is the ruler of the city but there are many other nobles and influential individuals who watch over the day-to-day activities of every aspect of the city. These individuals are in a constant struggle for dominance.

Gloomswrought is divided into many quarters. The Dust Quarter a cheerless stagnant district where each building seems like a crypt is where the wealthiest nobles along with Prince Rolan reside. The Drowned Quarter is a cutthroat and desperate waterfront district. The Plaza District at first glance seems like a very inviting center for trade but once a person goes through the traders and shops he/she learns of the hidden avarice and corruption. The temple district with its central dominating temple of the Raven Queen called the Raven’s Eyrie having three gargantuan bowing men under the burden of the black obsidian temple on their back while three towers each shaped depicting an aspect of the Matron reach out towards the dark sky herself overlook the entirety of the district. The Fettered Ward maybe the entertainment district but the entertainment is missing from it, more aggressive than even the Drowned Quarter this district caters to every perversion known. The Shattered Isles also known as the Ghost Isles reeks of failure and decay.

Oblivion Bog

A bog protected by a forest of twisted trees with skeletal branches intertwined and weaving in such a manner that it even blocks the little illumination that the sky of the Shadowfell has to offer. The bog is located Northwest of Gloomswrought on the way to Letherna. The bog once had a thriving hamlet at the very center of it which now lays in ruins. The village with overgrown vines and rotting farmland around it is littered with laughing skeletons and screaming banshees. Visitors and Explorers must beware also of oozes lashing out any being that seems to disturb its home.

The bog is not only home to the desolate hamlet but also serves as the residence of a coven of hags who have corrupted the very heart of the swamp giving it its name. The Hags curse causes those passing through slowly lose their memories as they spend time trudging through it. Once the memories sufficiently removed the hags strike persuading or seducing the travelers into their cottages to be devoured or become part of their dark rituals.

The bog is also home to the Mirehide tribe of Bullywugs who were lured here by the hags to entertain themselves. They eventually freed themselves from their grasp and now are one of the many predators of the bog.

The bog other than the hags, banshees, bullywugs, ghosts, bodaks, etc. also has natural dangers that lurk under the skeletal branches.

Sinkholes

Sinkholes are very common within this bog. To detect a Sinkhole, one must succeed on a perception check (DC 16). A sinkhole is typically 10 square feet or large having a very irregular shape. If a creature fails to notice it and walks into a square he/she is restrained and starts sinking 2 feet per round excluding the round in which he/she steps in the square. To escape someone else has to aid in the escape by a contested strength check against the sinkhole (+5 is the strength bonus of the sinkhole). If one is completely under he/she starts suffocating and to escape someone has to aid by making a contested strength check but with the sinkhole having +8 bonus.

Black Sleep Briars

Black Sleep Briars are very common within the bog, undistinguishable to the untrained eye (DC 15 Perception check). Creatures within 5 feet of it get attacked by the bloated thick thorny branches seeping poison. Every 5 cubic feet of a Black Sleep Briar has an average HP of 7 (2d6) with an Armor Class of 12. They are vulnerable to fire and immune to psychic damage and all conditions, they have resistance to necrotic damage. They attack creatures near it, +7 to attack, on a hit they deal 1d8+4 piercing damage and 1d6 poison damage and the creature is restrained. The creature must take a turn to escape the grasp.

Swampfire

The Swampfire is formed due to the small pockets of swamp gas underneath the bog surface combusts upon exposure. A creature in a space of Swampfire, which is typically a 10 feet radius sphere must make a Dexterity saving throw (DC 15), on a fail 3d6 fire damage and the creature is on fire, ongoing 5 fire damage. On a success take half the damage.

Dead Man’s Cross

The Dead Man’s Cross is a very important landmark throughout the Shadowfell and other planes. It is the location where all souls of the dead initially manifest upon entering the Shadowfell. This is from where the Ferrymen lead the souls to their judgment. Every major road of the Shadowfell must lead to the cross, those that don’t will by the will of the Shadowfell have to cross through it. The Dead Man’s Cross gains its name due to the grisly marker at the very center. Adorned with an ancient corpse wearing a black cloak that flaps against the crosspiece. The corpse skin has mummified due to the dusty wind, its eyes are sewn shut while lips are stretched into a creepy smile displaying the teeth behind it. The placard underneath is devoid of writing. Rumors say that the corpse is Nerull acting as a warning to the other beings to not cross The Raven Queen, and also an act of humiliation to the predecessor even after his death. The Deadman is bound to direct the wanderers of the Shadowfell, he must point to the direction of any who asks for any direction within the plane.

Those traveling to the plane via a spell with only the Shadowfell in mind are transported to this location. If a person builds a similar structure in any plane he/she can use its shadow to enter the Shadowfell and find himself/herself in front of the marker in the Shadowfell.

House of Black Lanterns

It is a three-storied inn with three wings that face into a great cobblestone courtyard illuminated by long black lanterns on poles each burning faintly with a blue light. The inn has been a part of the Shadowfell for a really long time but no one knows of its origin. The inn is manned by a well-trained staff of undead creatures that cater to the needs of the visitors, they never disclose how they came to serve the House. The House appears where it is needed and when it is needed. Its coming is marked by the ringing of a bell three times. The house is currently under the ownership of a Tiefling named Yarol who claims to have won the inn in a game of chance. The inn is a location where weapons and spells are not allowed to maintain peace. The inn is used by many as a place of respite from the long journey in the Shadowfell. It is known to jump from location to location picking up travelers who wish to rest. With a few kind words and a good amount of gold, one can convince Yarol to transport the Inn to a destination of the persuaders choosing.

Powers in the Shadowfell

The Shades of Shadowfell

The Shadowfell was created by the Primordials by combining the materials taken from the Elemental Planes and the Astral Sea. Similar to both the Material plane and the Feywild these slivers and clumps of the Astral Sea manifested spirits. These spiritual manifestations emerged in a different manner than the Primal Spirits of the Prime Material Plane and the Archfey of the Feywild. The spiritual manifestations can be classified into three groups.

Ferrymen

In charge of guiding the spirits across the plane until they reach their final destination within the plane. Many burying rites state a payment for the ferrymen, but that is not necessary. The ferrymen also have a leader who guides the souls of important beings through like those of demi-deities, individuals who changed the world, etc. The lead ferryman is named Charon, his form seems different for every creature. But most agree they see a calm older man or woman of their species.

Judges

In charge of determining the final destination of every spirit that enters the plane. They are impartial and are incorruptible. There are multiple judges that carry out the various judgment of each individual that enters the Shadowfell and begins the journey of the afterlife. Each judgment is carried out by three, each a representative of the spectrum of alignment. The three representatives, one from each Law, Neutrality and Chaos judge which plane the creature being judged will enter. Every time a creature comes before them they say in unison “What do you offer?”. Based on the offering the creature is led to the next part of the soul’s journey by a ferryman. Just like the Ferrymen, there are three judges that preside over the judgment of important beings of the multi-verse. These judges have no name, and their appearance is different for each creature being judged. The common feature for the judges during is each judgment Is that the judge of neutrality always has a stoic demeanor and has a symbolic representation of neutrality on its person and a very sober crown. The judge of Chaos wears a crown of jagged material that seems to radiate energy, also on its person is a symbolic representation of chaos. The judge of law is always blind with a crown that emits light and always bears a symbolic representation of the law.

Shamblers

They roam the plane devouring those entities that seem out of place. They are considered as the guardians of the planes. They don't answer to any entity in the multiverse. They are two types of Shamblers though both act similarly one is slightly stronger than the other, they have no rank and all are the same. They have one task and one task only, devour all that are astray. They look like albino humanoids with slightly pointed ears and long arms. Sometimes a Shambler may go rogue and escape from the plane or due to an accident stumble into the Material Plane (this happens more than often due to the Shadowmist and shadow crossings). With a break in connection from the Shadowfell, the Shambler will slowly undergo a transformation turning it into a ghoul or ghast depending on its type. Some Ghouls and Ghasts return back to the Shadowfell but they don’t turn back into Shamblers. One thing that remains common among the Shamblers, Ghouls, and Ghasts is the never-ending hunger of flesh.

The Dark One
The Harvester of Souls

The Goddess of death, spinner of fate and patron of winter has made the Shadowfell her home, leaving behind the plane of her predecessor Nerull. Her true domain is in the midst of the cold mountains of Letherna. On top of a steep mountain overlooking the surroundings is her home known as Fate’s Palace. She decides the end of every being within the realms, excluding the Ancient Ones. She is the one who cuts the thread of life but there are those who defy her by choosing the path of undeath. Once a creature dies and his/her/its soul enters the Shadowfell for the next journey her mourners are the first to greet them. There are times when the death is not permanent as those who still wish to keep the creature attempt to resurrect them. Her Mourners are the one that snatches the soul away from the jaws of the Shade of the Shadowfell whether it be the Ferrymen or the judges themselves.

The Bargainers

Though neither a religion nor a deity the Bargainers are a very influential part of the Shadowfell. They are devils assigned the task to convince the souls that they can help smoothen the judgment process allowing them to actually get the plane of their desires. Of course, the fine print is usually never read by these spirits and the Ferrymen don’t warn them as they are neutral towards this. Once a soul agrees to the terms and conditions the Devil just grabs the soul and leads it to the Nine Hells as the creature signed away his/her soul to the devil. There are times that the Bargainers scout out souls that would be a great asset to the Blood War or the cause of the Devils and instead of losing the soul to the judgment they attempt to recruit the soul before it.

Religion

There is only one deity of death which is the Raven Queen. But that doesn’t mean there aren’t people who will try to defy her. Various deities have always made attempts to gain a foothold even within her realm.

The major religion within the Shadowfell is that of the Raven Queen. Majority of the beings, with enough sentience, worship her as their one Goddess and beseech protection from the Shamblers and despair of the Shadowfell. Each settlement has a church dedicated to the Raven Queen which is run by Mourners, people who have or had dedicated their lives to the Raven Queen. But only those who have caught her attention are given the title “Herald of Fate” and they are the ones who act as High Priest of the temple. These Mourners drab themselves in mourning clothes and put makeup such that it seems like they have tear streaks.

Hidden from sight one can find different cults that somehow thrive in the Shadowfell even after the close proximity of the Goddess of Death. These cults are usually of Orcus, Zehir or the King of Frost. Each cult wants to grow and spread their deities/demon lords influence within the realm.

The worshippers of the Raven Queen upon finding a cult of undeath call upon the Raven Knights who are the sworn guards handpicked by the Raven Queen to serve her. The Raven Knights are Sorrowsworn who are exceptional at their work, they crush and erase the cults and also carry out the will of the Raven Queen. The leader of the Raven Knights is Vokhesis, Master of Fate. He is often depicted as an ashen-skinned Sorrowsworn with no eyes, pointed ears, flat nose, a row of sharpened teeth and four horns that emerge from his head. He also has a bright white halo that hovers just below the horns.

To the Shadowfell

The following are methods of entry into the Shadowfell beyond the use of portals, rituals, and spells.

Shadowmist

It is a magical phenomenon indistinguishable from normal mists, that manifests on the prime material plane. Whoever is enveloped in this mist is teleported to the Shadowfell against his/her/it’s will. A mirror of the mist also blows through the Shadowfell allowing those willing to emerge into the Prime Material Plane. The source of these mists is still unknown, though some believe it to be an instrument of the Raven Queen. The Raven Queen has denied this saying it be baseless rumors. The mist seems to have a mind of its own shifting wherever it pleases. Some individuals believe the mist is born whenever a powerful creature with ties to the Shadowfell dies.

The individuals who are teleported through the mist feel the effects of suffocation as they travel between the planes.

Shadow Crossings

These gateways to the Shadowfell usually manifest of regions of deep shadows. They can also be found within domains of individuals who have a strong tie with the Shadowfell example Liches and Vampires. Regions where necromantic rituals have taken place or gravesites of victims of horrible deaths also have a chance of turning into Shadow Crossings. Individuals who pass through Shadow Crossings feel almost nothing during the transition, they just appear in the Shadowfell.

Hooks

The players can enter the Shadowfell for a number of reasons a few hooks for the sake of the DM are as follows:

  • Kidnap: Denizens of the Shadowfell often reach out to the other planes to search for slaves, meals, and victims for ritualistic sacrifices. The possibility of such a raid capturing an important person or an NPC related to the players is not rare. The Kidnappers may be an Undead group or members of the cult of Orcus, The Frost King or Zehir.
  • Accidental Crossing: Shadowmist are very random so the possibility of players being engulfed in them can happen. Shadow Crossings may be in a route the adventurers are taking them causing them to enter the Shadowfell. The players could also have entered while chasing an undead creature.
  • Destroy a Cult: To eradicate a cult the adventurers may have to go to the source, which may or may not lie within the Shadowfell.
  • Despair

    Despair can take a hold on you anywhere at any time, the Shadowfell has the ability to creep into the skin of those traveling through it. Every day a creature spends within the Shadowfell it makes a Wisdom saving throw (DC 15) on a fail it is under the effect of despair which can be overcome by doing a favor for the Raven Queen, The Shadows or a powerful being. The effect can also be removed using the lesser restoration spell or a higher-level spell with similar abilities. On a successful save the creature is immune to the effect for 24 hours. Creatures with their origin in shadows are immune to all effects of despair.

    The DM can choose any of the following at random or roll a dice (d10) to decide the despair. A creature can suffer from multiple despairs too (to remove multiple despairs each requires a spell)

  • Death’s Hold: Under the effect of this despair you always feel the presence of Ravens around you. You have disadvantage on every death saving throw.
  • Hopelessness: Under the effect of this despair all skill checks made by the creature is at a disadvantage.
  • Indifference: The creature the effects of this despair can’t take reactions.
  • Death Creep: The creature under the effect of this despair slows down as he feels the chill of death’s grasp slowly squeezing his/her heart. The speed of the creature is reduced by 5 feet each time the creature is under this effect.
  • Insomnia: The creature under the effect of this despair can’t get the effects of a long rest. He/she will only regain half the hit dice missing (rounded down).
  • Death’s Door: The creature under the effect of this despair gains vulnerability to all damage (excluding slashing, piercing, bludgeoning).
  • Paranoia: The creature under the effect of this despair has disadvantage on all Wisdom-based checks and saving throws.
  • Fear’s Hold: The creature under the effect of this despair moves at half speed in the presence of creatures larger than it.
  • Reckless: The creature under the effect of this despair grants advantage to enemies adjacent attacking him/her with a melee attack or touch spell. The creature will also not take a defensive stance and not use a shield.
  • Jealousy: The creature under the effect of this despair can’t aid.
  • DnDBehindTheScreen - Atlas of the Planes: The Shadowfell - The Shadow of the World

    Links & Background

  • The Shadowfell: The shadow of the world
  • The Lore of the Shadowfell
  • Type
    Plane of Existence
    Location under
    Source  
  • Shadowfell | Forgotten Realms Wiki | Fandom
  • The History and Lore of the Shadowfell @ Reddit


  • Cover image: by MidJourney