Olympian Glades of Arborea

“Few places across the multiverse embody the word ‘passion’ more than Arborea. Most elves I’ve encountered in my many travels are reserved, quiet, and aloof, but not so those born in the Olympian Glades. They are quick to revel in joy, sorrow, and rage, and so too are the many small communities of non-elves that dot the wild landscape. Weather is a perfect mate to this fierce temperament – or perhaps it’s the weather that drives it? Also, it’s curious to think whether Arborea’s inherent nature draws fantastic beasts of legend into its many lairs or if they’re born there inherently. It is all part of the grand mystery of the Olympian Glades.”

Emirikol the Chaotic

Passion rules the Olympian Glades of Arborea, a lush and abundant plane where the power of nature grows fierce both physically and spiritually. Though limitless in is expanse, Arborea is widely known as the home to the gods of the elves, known as the Seldarine, and the court of Corellon Larethian. Good-aligned elves of all kind are found in small communities around the grandest temples to the elven gods known across the multiverse.

And yet, elves are not the only inhabitants. Wild villages of native humans and other types dance and make merry, most perpetually drunk on eternal wine brewed from perfect grapes and other fruit. These revelers are accompanied by many fey-type creatures, such as satyrs, and their wild abandon and never-ending partying stand in stark contrast to the dangers present around them.

These dangers come from roving bands of cyclops, giants, and titans, and while most hunt in small groups an occasional war party is formed when they are stirred up to action by an influential leader. And these are not the only threats, as sometimes the beasts of the forest, grasslands, and mountains turn suddenly violent and attack with little or no warning. Legendary beasts also lair in the wilderness, many guarding fabulous treasures.

The weather also poses a danger, though the inhabitants of Arborea view it more as a portent of the future than a direct threat. Thunderstorms, hail, blizzards, tornadoes, and more stir up with little notice, plunging large areas into dire peril. Some specific areas, such as the forests ruled by Corellon Larethian and certain legendary monster lairs, have muted or permanent weather shifts, but even so travelers must be cautious.

When most think about Arborea, they picture the top layer, known as Arvandor, with its limitless tracts of untamed forests, jagged peaks, deep lakes, and sweeping grasslands. The plane holds two other layers as well. The second is Aquallor, an oceanic layer of sea squalls and hurricane-soaked islands, where savage sea monsters play in an endless though often shallow watery realm.

The third layer is Mithardir, an eternal desert of white sand. Exactly what befell this domain is not known but beneath its white grit are the remains of cities, towers, and tombs belonging to ancient giants of a long-forgotten epoch. The weather is just as wild and unpredictable on Mithardir as the rest of Arborea, though it tends towards the more deadly with its flesh-rending sandstorms, violent lightning strikes, and choking dust clouds.

Many secrets lay hidden across all of Arborea – some in the hands of the elves, some in the clutches of the past, and some beyond the understanding of any still living. Many travelers have sought out the prophetic wisdom of the Ivory Oracles, searched for the fabled Evergold Pool, found respite and horror in the Winesong Glade, toasted sailors in taverns on the island of Tempest Head, and climbed the dangerous heights of fabled Mount Olympus itself in search of secrets. Some never return and few find what they sought, but in the end the journey through the magnificence of Arborea is enough to move most souls towards a greater understanding.

Powerful & Mighty

The passionate limitless realms of Arborea hold many influential groups, some obvious but even more hidden. The below list is a look at the most notable of these individuals or groups that a group of characters may come into contact with (either working for or against as the situation warrants!).

  • Aerdrie Faenya (elf; also Ysgard)
  • Chih-Nii (Chinese)
  • Elven Pantheon: Corellon Larethian, Deep Sashelas, Erevan Ilesere, Hanali Celanil, Labelas Enoreth, Sehanine, Solonor Thelandira
  • Greek Pantheon: Aphrodite, Apollo, Ares, Artemis, Athena, Demeter, Dionysus, Hephaestus, Hera, Hermes, Poseidon, Rhea, Zeus
  • Iallanis (stone giant)
  • Lliira (Toril)
  • Nebelun (gnome)
  • Nephythys (Egyptian)
  • Sune (Toril)
  • Syranita (aarakocra)
  • Tymora (Toril)

Arrathalass Conclave

Elves are, at their heart, more in tune with the ways of magic than many other humanoid creatures. In the elven realm of Nasselaithess, the air thrums with magical power that mingles with the tingling sensation of a thunderstorm about to break. This power is controlled and maintained by an elite band of elven wizards known as the Arrathalass Conclave, though their influence reaches far beyond the borders of Nasselaithess.

The Arrathalass Conclave is made up of seventeen powerful elven wizards, each forsaking their family name and replacing it with Arrathalass signifying their loyalty (which means “ancient magic” in an old dialect of Elven). There is no distinct leader of the conclave as well, so each member’s voice and opinion are as valid and powerful as another’s. For decisions that affect the conclave as a whole, a simple majority is required to approve actions, and they meet irregularly to discuss events in Arvandor and across Arborea.

Members of the Arrathalass Conclave are the keepers of elven high magic, a potent form of wizardry taught only to elves and passed down from generation to generation. Or at least that’s been the idea. Over the centuries, some members of the conclave have left or gone rogue, taking their knowledge with them, and at least one has worked to spread the powerful elven high magic to anyone willing to learn it.

It is widely known in Nasselaithess that the Arrathalass Conclave are the ones responsible for shutting down access to Arborea’s third layer, Mithardir. Exactly why is not understood but rumors persist that it is by divine decree the powerful elven wizards restrict access to the layer of white dust.

Bacchus, Lord of Wine

Where there is wine and song on Arborea there is usually Bacchus, or at least one of his disciples. Bacchus is a powerful being, perhaps even a god at one point, but his influence has waned to the point where he simply provides drink and merriment without end to the people of Arvandor. He appears as a devastatingly beautiful male or female satyr (whichever gender suits the situation, though more often male than female) carrying many jugs of wine over his shoulder. These jugs contain a potent concoction that never seems to run out, and Bacchus is never shy about pulling another one or three out to keep the drink flowing.

Bacchus is playful, dramatic, and curious, and he always tries to meet up with newcomers to Arborea to find out what they know and what they are after. His disciples are satyrs and drunken revelers that pass the good word of the Lord of Wine around wherever they go, and they believe that if they party loud and long enough Bacchus himself will show up (which he often does!).

Despite his carefree nature, Bacchus does have a serious side, which comes up anytime someone mentions Mount Olympus. Some planar scholars believe he is the last manifestation of a divine presence that once held that massive mountain as their home. Bacchus doesn’t talk about his past without being tricked, which the Lord of Wine rarely is, but he is always keen to hear why others would seek out the secrets of Mount Olympus.

Mistress of the Glade

Arvandor is home to a large number of animals and beasts, many of which are found across the Material Planes. They are as intelligent as their Material Plane counterparts on a whole as well, with one notable exception – they all recognize the absolute authority of the Mistress of the Glade.

This mysterious though clearly powerful being is able to take the shape of any animal of any size that can be found in Arvandor. She speaks many languages and is known to be friendly to the elves of Nasselaithess, but her true motives are largely unknown. Her favorite form is that of a magnificent white doe, but whichever form she chooses she remains bright-eyed, intelligent, and fiercely protective of all the wilderness of Arvandor.

The Mistress of the Glade has an uneasy relationship with Bacchus, as the Lord of Wine has no inhabitations and has been known to attempt the inebriation of many woodland creatures. But the Mistress understands that Bacchus is mostly harmless in this regard, and the two share information about the events occurring across Arborea.

While she keeps a close eye on the wilderness of Arvandor (as close as she can considering its limitless expanse), the Mistress of the Glade can also take the form of an aquatic denizen to monitor the events on Aquallor as well. If she has any special ability to occupy Mithardir she hasn’t let it known nor has she exercised it for generations.

Seers of Tomorrow

Scattered about Arvandor and buried beneath the waves of Aquallor are massive ivory statues roughly 20 feet tall. Each depicts a hooded male or female in a different pose, often with a book of some sort carved into their hands, along with a stylized symbol of an open eye located in different locations on each statue. These are the Ivory Oracles, imbued with powerful divination magic, and they are tended to by a sect of philosophers and scholars called the Seers of Tomorrow.

Divination is the most potent tool available in the arsenal of magic, or so believe the Seers of Tomorrow, and they are able to use the Ivory Oracles of Arborea to enhance the powers and reach of their own divination magic. The Seers live simplistic lives, tending to small libraries hidden near the Ivory Oracles, and after consulting with the magical statues they write their findings down in a book called the Tome of Tomorrow.

Or rather, in a replica of the Tome of Tomorrow. The book is said to contain all the prophecies and foretellings of countless generations, and thus its pages are beyond count. Each library around an Ivory Oracle is assigned a copy of the Tome of Tomorrow which appears as a massive book filled with blank pages. After the Seers have been writing in it for a day, the book sends its pages to the master Tome of Tomorrow, the exact location of which is known only to the Master Seer.

The Seldarine

The elven realm of Nasselaithess is held together by the will of the pantheon of elven gods, collectively referred to as the Seldarine. The priests of the Seldarine keep the peace and prosperity of the realm, but the actual gods usually do not interact directly with their followers. They watch from up above, in a grand invisible palace hovering over Nasselaithess known as the Elven Court.

Led by Corellon Larethian, the Seldarine are nonetheless a powerful force across all of Arborea, though frequently they are occupied with the events transpiring across the Material Plane. Labelas Enoreth, god of time and history, keeps an accurate accounting of what transpires in elven lands across the multiverse. Working closely with Labelas is Sehanine Moonbow, who watches over the spirits of the dead and keeps perhaps the most active role in the events of Nasselaithess.

Aerdrie Faenya, goddess of weather, keeps the worst of the temperamental weather of Arvandor at bay. Erevan Ilesere is the most mischievous of the Seldarine and has been forced out the Elven Court on numerous occasions, at which point he wanders the multiverse causing trouble. Love and romance are the domain of Hanali Celanil, and her priests in Nasselaithess tend to pools of immense beauty that are akin to that of their goddess’ in the Elven Court. The list of deities in the Seldarine goes on and on.

One conspicuously missing member is Lolth, queen of the drow. Dark elves are not known to exist in Arborea, but legends say that before their fall they did dwell with their queen among the Seldarine. The Grove of Night, a blighted dark region, was once their home but after Lolth’s departure (or exile, depending on which version of the old story one believes) the trees in that area twisted and the sun no longer shone down. The Seldarine do not like to be reminded of the grove’s existence.

White Watcher

Mithardir is a white dust filled wasteland, with spectral specters and savage blight giants moving around with evil intentions. Few travelers have been to Arborea’s third layer, but those that have come back report the constant feeling of being watched, and on more than one occasion a pair of enigmatic opal eyes have been seen in the bleached sun overhead.

Some planar scholars believe the White Watcher, as they’ve dubbed the force, is a lingering memory from the ancient civilization that once dominated Mithardir before the white dust and sand swallowed it all. Others think it’s the eyes of Labelas Enoreth, elven god of time, watching over the ruins to ensure a dark secret is never uncovered.

Whatever its true nature, the White Watcher has not made any direct action or contact with travelers in Mithardir. Some that have visited the wasteland have not even seen it, blaming its existence on delirium brought on by the glaring white sands.

Creatures & Denizens

Beasts of a wide variety populate the Olympian Glades of Arborea, from the majestic aethons that patrol the skies of Arvandor to the cunning gar fish that swim through the oceans of Aquallor to the insidious sand specters that haunt the white dunes of Mithardir. Travelers are advised to be on their guard if they travel through Arborea as the fauna can turn deadly as quickly as the weather.

Fey

Arborea is home to a number of fey inhabitants. The dryads of the plane are highly protective of their great trees that grow in Arvandor and most are on friendly terms with the elves of Nasselaithess. Nymphs protect places of great magical power across Arborea’s layers, from the alseid nymphs that inhabit meadows, the naiad nymphs that keep waters safe and pure, or the oread nymphs that embody the destructive power of fire and flame.

Fate hags are cruel fey that can redirect the whims of fate, and in their caves below the ground they often spin prophecies for any that come to visit. Wine spirits are playful, cavorting creatures that honor Bacchus, Lord of Wine, and whose very presence can send humanoids into a drunken stupor.

Satyrs. Satyrs are common across Arborea and congregate in large villages within the forests of Arvandor. Most of these settlements are within sight of the foreboding Mount Olympus and once, long ago, the satyrs were allies of the powers that dwelled upon that fearsome mountain. Now, however, they are free to dance, drink, and live life to the fullest. Their wild emotions reflect the nature of Arborea perfectly, and they let their powerful instincts and intuitions drive them forward on whatever path seems the most enjoyable at the time.

Humanoids

The woods of Arborea are home to many small communities of humanoids, mainly humans, who drink nightly in celebration of life and love. Many possess a carefree attitude but a strong sense of prophecy and fate winds through their lives. Events of the plane around them, from the sudden appearance of a great thunderstorm to a black ram being born amongst a flock, are all cause to consult various forms of divination to ascertain the possible meaning behind them.

Elves. One popular theory says that elves of all kind originated in Arborea. The elves of Arborea certainly believe this, and they make sure everyone around them knows it as well. They dwell largely in the realm of Nasselaithess, a wondrous wooded kingdom in Arvandor where the splendid beauty of elven architecture and design is on full display. Magical art is cultivated here, and the archmages that practice elven high magic are without peer in their fields. A large community of sea elves live in Aquallor and trade regularly with their cousins on the Plane of Water; they are far less concerned with pomp and circumstance than the elves of Nasselaithess.

Leonin. Secretive and secluded, the leonin are a proud race of lion-like humanoids that live almost exclusively in the Golden Plains of Kanidis. Under a still valid divine mandate from the powers of Mount Olympus, the Golden Plains were given over to the leonin as their home, and as such they were imbued with certain protective abilities that keep unwanted visitors out of their home. Within the sweeping landscape of golden grass, the leonin lead nomadic lifestyles around their pride, consisting largely of their extended families. They are skilled hunters and warriors, and occasionally a leonin gets inspired by tales of Kanidis or filled with wanderlust enough to venture out of the Golden Plains and into the wider multiverse.

Tritons. The beautiful sea of Aquallor is home to a number of aquatic denizens. The tritons are the most numerous, and under the sea they’ve built great coral castles and tend to large kelp forests. They are vigilant protectors and watchful guardians, but here on Arborea there are few constant threats that require their direct attention. Many tritons of the Plane of Water return to Aquallor after a long life spent defending the multiverse from the great dangers lurking in the Darkened Depths.

Monstrosities

Arborea is home to a great number of monsters, many of which have gone out to populate the multiverse. Basilisks prowl through the forests, larger and more aggressive than others of their kind, and chimera of a wide variety of colors patrol their own territories. Hydras lurk in the wilderness, waiting for meals to come to them, and gorgon herds trample everything underfoot. It is widely believed that the large number of monstrosities that populate Arborea is a direct result of the gods of Mount Olympus creating and discarding life with little regard to the consequences.

Of the unique monstrosities native to Arborea, the aethon is one of the most splendid. This large eagle-like beast soars through the air with brilliant plumage of red and orange, and it can transform itself into a burst of fire as it flies through the air. The seas of Aquallor and the River Oceanus that winds through Arvandor are filled with all manner of fish, though certain unique variations of gar fish are known to swim through the Arborean waters. Armored gar have thick plates over their body, and hunting gar are large enough to challenge sharks. A rotten gar is a undead fish that fouls up the water, and its presence is an abomination to the natives of the plane.

Hazards & Phenomena

The major hazard posed by all the layers of Arborea is the volatile nature of the weather. At the drop of a coin the weather can shift violently from peaceful to a raging storm, though just as quickly it can switch back as well.

Passionate Weather

The passionate nature of Arborea whips up weather into a frenzy that can take natives and travelers by surprise. Random weather tables are provided for each of the layers, and it is suggested that they be used with every change of scene while characters are exploring the Olympian Glades. Otherwise, each weather event can last 1d20 hours. Often times, the passionate weather of Arborea covers a wide area, large enough where the characters must last the duration, but for swift-moving parties escaping the weather area may be possible.

While extreme, the weather of Arborea mimics that of most Material Planes. Immediately threatening weather, such as acid rain or fire storms, are not part of the passionate nature of the plane. The passionate weather is also not affected by the day/night cycle, with equal chances during the day and night for weather events to occur.

Cold Snap. The temperature plunges in the area. Each hour, creatures exposed or traveling in the cold must succeed on a DC 12 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, while creatures wearing cold weather gear have advantage on the save.

Deluge. Heavy rain comes down in sheets. Everything is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight and hearing. Open flames are extinguished as well.

Hail Storm. The clouds unleash ice chunks in the form of hail. Each minute, exposed creatures in the area must succeed on a DC 12 Dexterity saving throw, suffering 11 (2d10) bludgeoning damage on a failure or none on a success. Hail storms last half as long as a typical storm on Arborea.

Heat Wave. A swelling heat and humidity fills the area. Each hour, creatures exposed or traveling in the heat must succeed on a DC 12 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, while creatures in medium or heavy armor suffer disadvantage on the save.

Lightning Storm. Jagged streaks of lightning fill the sky. Every hour creatures spend traveling or exposed in the open during the lightning storm, one target randomly is struck by a lightning bolt from above. The target must succeed on a DC 12 Dexterity saving throw, suffering 28 (8d6) lightning damage on a failure, or half as much on a success. On Mithardir, the lightning is purple and the storm lasts twice as long.

Snow Storm. Snow begins to fall in great flakes across the area. The temperature drops enough where the snow doesn’t melt right away, though the climate usually normalizes after a few days and any fallen snow would melt. During the snow storm, the area is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight.

Strong Wind. The winds pick up in a fury, blowing in a random direction and changing directions at the whim of some mysterious force. Ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing are made at disadvantage. Flying creatures in a strong wind must land at the end of its turn or fall to the ground, suffering appropriate falling damage. On Mithardir, the wind whips up the sand, imposing disadvantage on Wisdom (Perception) checks that rely on sight as well.

Thick Mist. A thick fog engulfs the area. The area is heavily obscured, and all light sources drop down a degree (bright light becomes dim light, dim light becomes darkness).

Thunderstorm. Peals of thunder accompany the pounding rain that fills the region. The area is lightly obscured by the rain.

Weather Table of Aquallor

The passionate weather of Arborea affects the area above the ocean of Aquallor, leaving the underwater regions relatively unaffected by the powerful whims.

1D20 Passionate Weather of Aquallor
1-3 Cold Snap
4-7 Deluge
8-10 Heat Wave
11-13 Lightning Storm
14-16 Strong Wind
17 Thick Mist
18-20 Thunderstorm

Weather Table of Arvandor

Every type of weather imaginable can crop up on Arvandor

1D20 Passionate Weather of Arvandor
1-2 Cold Snap
3-4 Deluge
5-6 Hail Storm
7-8 Heat Wave
9-10 Lightning Storm
11-12 Snow Storm
13-14 Strong Wind
15-16 Thick Mist
17-18 Thunderstorm
19-20 Roll twice, re-rolling results of 19 or 20

Weather Table of Mithardir

The dryness of the white wasteland of Mithardir keeps extreme moisture-related weather at bay, but winds and lightning storms pose problems at all times.

1D20 Passionate Weather of Mithardir
1-4 Cold Snap
5-9 Heat Wave
10-14 Lightning Storm
15-19 Strong Wind
20 Thick Mist

Sites & Treasures

Mystery abounds across the layers of the Olympian Glades of Arborea. Adventurers of all kinds have explored the great forests of Arvandor in search of the mythical Evergold Pool, plunged into the ocean of Aquallor and sought out the wisdom of the sea elves in the Crystal Temple of Deep Sashelas, or braved the white sands of Mithardir to uncover the Tombs of the Titans.

Arborean Star Crystals

Strange clusters of luminous crystal formations are found on all three layers of Arborea. Planar scholars and merchants refer to them as Arborean star crystals, and the prevailing theory is that they were once stars in the sky of the plane that fell down eons ago across the landscape. They are rarely found in groupings of more than three or four, each about the size of a man’s palm with protruding points from a central crystalline body. They glow white, pink, and soft blue and are incredibly valuable, not only for their rarity but also their attunement to magical enchantments.

In Arvandor, the star crystals are often found gathered around the moss-filled trunks of the oldest trees, while below the wind-swept waters of Aquallor they hide among muck and silt beneath glowing coral reefs. The Mithardir star crystals are the hardest to find as the few that have been uncovered have been worked into the alabaster stone monuments and buildings of the fallen titan civilization and protected by its guardians.

Crystal Temple of Deep Sashelas

The sea elves that dwell in the waters of Aquallor live in scattered small communities around coral reefs and naturally rocky sections growing up from the ocean floor. All of them pay homage in one way or another to the home of their god, the magnificent Crystal Temple of Deep Sashelas. A truly awe-inspiring sight underwater, the Crystal Temple is located in a broad basin in what is considered the deepest section of Aquallor. Its slender towers extend up from the myriad of buildings built around a single great spire that serves as Deep Sashelas’ personal abode.

The Crystal Temple is tended to by a large community of pious sea elves who ritualistically blind themselves as part of their dedication. Some special property of the crystalline structure of the temple complex allows the otherwise blind sea elf priests to maneuver with perfect clarity through the halls, and they can sense the presence of other living creatures (though they cannot make out details). Deep Sashelas demands such fealty and never reveals itself to mortal creatures.

Evergold Pool

The Evergold Pool is a legendary site of liquid gold that supposedly grants any who bathe in its waters supernatural beauty and long life. It is said to exist in a mystic glade somewhere in one of Arvandor’s great trackless forests, guarded by a nymph princess who can see into the hearts of all who come seeking the pool’s magic. These, at least, are the rumors.

Some planar scholars believe the Evergold Pool is in the possession of one of the Seldarine, specifically the elven goddess of beauty, Hanali Celanil. In this case, the pool would likely reside somewhere in Nasselaithess, though it is possible the elven goddess moves the pool around Arvandor according to some ancient whim. Kings, queens, lords, and ladies of all kind have sent countless expeditions in search of the mythical Evergold Pool to increase both their beauty and their life, but so far none have found the wondrous site.

Golden Plains of Kanidis

The lush forests of Arvandor are a woodland paradise, but there are a few noteworthy exceptions to the massive forest on the layer. One of the most striking are the Golden Plains of Kanidis, a stretch of sun-dappled tall grass hundreds of miles long. It is populated by the leonin, a race of lion-like humanoids living a nomadic life of hunting and solitude in the rich grassland. They protect their borders fiercely and are wary of any strangers, so few have traded or worked them.

Long ago, the great leonin hero Kanidis fought against a horde of monsters dredged up from lower plane. The monsters were responding to aggressive actions on behalf of the gods of Mount Olympus, and the leonin prides were an unforeseen casualty of a much larger feud. Kanidis was outraged, and he took his best warriors to Mount Olympus to demand answers. So great was his fury and his skills that the gods of Mount Olympus listened and over the course of several days, agreed to give the leonin free and complete reign over the Golden Plains. No power of Mount Olympus could interfere with that region, and the leonin would be left in peace.

Since then they’ve been left to their own devices. Kanidis returned a great hero, though he didn’t stay long to help his people rebuild in the aftermath of the great calamity that destroyed so many prides and villages. He was called away on a higher duty and never seen again. To this day, the leonin are split on how they honor Kanidis; some view him as a savior, others view him as a traitor.

Grove of Night

A hundred miles beyond the borders of Nasselaithess, the sun does not shine upon a blighted region known as the Grove of Night. Elven legends say this was once the home of Lolth before the downfall of the drow and her banishment from the Seldarine. Even before this ruinous event, Lolth dabbled in dark and forbidden sorcery, adding legitimacy to the stories behind the shadow-haunted Grove of Night.

Darkness envelops the black oak trees of the grove where perpetual shadows hold sway in day or night. Monstrous spiders and other insects make their home there now, but if this was Lolth’s former abode, there may still be secrets or lingering power from her time among the Seldarine. Some ambitious drow have sought out the Grove of Night in order to glean its secrets but the elven wardens of Nasselaithess keep a close eye on the surrounding region and have thus far not allowed any drow to step foot inside its borders.

Ice Forest of Thalassus

The weather of Arvandor is as passionate as its people, and sometimes that means widespread cold grips the land. But it normally lasts only a few days before normalizing out to a comfortable temperature. Such is not the case in the Ice Forest of Thalassus, a wooded region blanketed perpetually in snow, ice, and cold. It labors under a permanent cold snap, with snow storms replacing deluges on the random passionate weather table.

The Ice Forest is named for the centaur king Thalassus, a special breed of shaggy white-furred centaurs dwell in nomadic tribes among the frozen trees and snow-covered boughs. Thalassus was once a noble leader who earned the respect of the forgotten gods of Mount Olympus. Then, Thalassus’ heart was forever broken by a mortal and the forested land of his home changed suddenly and dramatically into the Ice Forest. Thalassus still lives, an immortal creature, but his heart is as icy as his domain. The centaurs that roam the region keep to themselves and attack visitors on sight.

Thalassus is said to hold a spark of divinity from the forgotten gods of Mount Olympus, and many have sought out the centaur king in search of this spark, whether to claim it or simply understand its unique powers. To all those that enter the Ice Forest and earn an audience with the centaur king, Thalassus poses a unique and life-threatening challenge. No one has so far completed Thalassus’ challenge.

Ivory Oracles

The great wilderness of Arvandor is dotted occasionally by impressive white statutes called Ivory Oracles. Each statue depicts a robed woman in a unique pose and they are possessed with a powerful spirit of divination that can accurately recall the past and cryptically predict the future. Each Ivory Oracle is tended to by a member of the Seers of Tomorrow, a sect of diviners who catalogue the words of the mysterious statues.

The largest cluster of Ivory Oracles is around the base of Mount Olympus and the prevailing theory connects the statues to the old gods that once resided on that monstrously huge mountain. But the Ivory Oracles are curiously silent on this matter, and it is rumored the Master Seer – secreted away somewhere in a grand library – may hold the truth in the Tome of Tomorrow. The Seers that watch over the Ivory Oracles assist travelers in asking questions and generally aid those who do not seek to destroy the powerful divination statues.

Life Eternal Falls

The River Oceanus winds its way through the upper planes, a radiant reflection of the River Styx through the lower planes. Where the River Styx robs memories and leaves travelers befuddled, the River Oceanus is cool, clear, and refreshing, originating on the slopes of Mount Olympus and ending on Arborea’s third layer of Aquallor. There, it spills from the sky itself in a magnificent and awe-inspiring site called the Life Eternal Falls.

Where the Life Eternal Falls crashes into Aquallor’s ocean, great white foam and thick mist fills the air. Here, the refreshing power of the River Oceanus is said to cure many diseases and restore sanity to those that lost it through magic or fell power. Below the waves directly underneath the eternal waterfall is a gold-flecked stone castle of merfolk that protect the region from invaders. The Oceanus Knighthood of Life Eternal has kept vigilant watch over the site for countless generations and they patrol the River Oceanus through its winding length as well.

Mount Olympus

Towering over much of Arvandor is the massive Mount Olympus. It can be seen hundreds of miles away, but its upper regions are obscured by churning storm clouds that never dissipate. Planar scholars say it is the second highest mountain in the multiverse, dwarfed only by the majestic height of the Seven Heavens of Mount Celestia. Mount Olympus is roughly divided into three tiers – the base, the middle, and the top.

The base tier of Mount Olympus is riddled with ruined temples and cities, long abandoned by ancient people, with surprisingly well-built roads running between them. Signs of art, theater, culture, and civilization mark these ruins, and no obvious signs of disaster mark them today – they’re simply empty. Some the wilderness of Arvandor have started to reclaim, and others hold monsters and beasts, but little of the original inhabitants are left.

Further up the rocky slope, the roads become broken and the terrain rougher. This middle tier holds little permanent structures beyond an occasional stone altar or small temple, but they bear no sign of a deity or god for whom they honor. Flying beasts of all kind are found around the middle tier, which is as high up as any can see around Arvandor.

The top tier is a true mystery. Shrouded by storm clouds and filled with high winds and jagged lightning, the top is said to hold the home of a race of ancient gods or titans. But what happened to them? Do any signs still stand of their presence? The treacherous terrain and unpredictable weather has deterred all travelers thus far. The elves of Nasselaithess have records that go back to the days of Mount Olympus, but Labelas Enoreth and his associates have been forbidden from discussing it by some ancient yet powerful force.

Nasselaithess

Elven society on Arborea is centered in and around their grand realm of woodland beauty, Nasselaithess. To the outside or untrained eye, the elven realm that stretches across hundreds of miles of Arvandor wilderness is nothing more than that – perhaps a bit more primal, but pure wilderness. This image is carefully cultivated by the elves, who have gone to extreme lengths to ensure every building, every structure, every function of Nasselaithess is crafted to be in harmony with the forest rather than against it.

Homes are built into the trunks of great trees that grow in clusters, forming smaller communities, while granite and rock is shaped to form natural caves of glittering beauty. The elves of Nasselaithess are the purest souls, dwelling in the idyllic forest realm for as long as they like before being reborn across the multiverse. The elven gods, the Seldarine, keep their aloof homes above the treetops of Nasselaithess in an achingly beautiful region called the Golden Paradise. There, Corellon Larethian and the other gods of the Seldarine watch over elves across the multiverse, occasionally sending avatars down into Nasselaithess to spread word of news and danger.

In Nasselaithess, the elves have perfected every aspect of elf life. Magic, commonly associated with elves, is studied and crafted with unerring precision, giving rise to powerful elven high magic unequalled across the multiverse. The borders of Nasselaithess are protected by arcane wardens – rangers with arcane abilities that are also found on the Plane of Faerie. Priests of the Seldarine speak and sing in divinely influenced voices knowing they are closer to their gods than any other.

The high priests of the Seldarine hold the greatest power in Nasselaithess, though they clash sometimes with the wizards of the Arrathalass Conclave. Each community in the elven realm is dedicated to one of the elven gods, and the highest ranking priest of that god leads the community. Below the Golden Paradise, the greatest temples of the Seldarine stand proud, and the leaders in these fantastically appointed holy sites command the legions that protect Nasselaithess’ borders (though only in the name of the Seldarine, who are recognized as the absolute authority in the realm).

Ruins of Fortress Sidero

Numerous ruined castles and towers dot the wilderness of Arvandor, each with their own unique history. Fortress Sidero is one of the larger ruins, with five castles built of solid gray stone connecting together via crumbling fortifications to form one larger sprawling site. It was the home of a mighty hero named Sidero, a warrior and champion who swore fealty to the titans of Mount Olympus. Their blood flowed in his veins, and through his wit and charm he built a fortress to honor his bloodline.

Then, the titans left Mount Olympus, and quickly Sidero’s power waned. He railed against the ebbing of his influence and made a dark pact with powerful but mysterious forces. Sidero exchanged his blood for that of a still present patron, but the deal went bad for him and his loyal troops. Darkness enveloped his sprawling fortress, and one by one his forces turned into undead monsters. Sidero himself became a death knight, still possessing an unholy charm but now ringed hollow with his undead state.

Tempest Head

Aquallor holds few permanent islands amidst its endless freshwater ocean. Many are heaved up suddenly from the ocean floor by massive earthen movements but they often drop back down in a matter of days or even hours. The island of Tempest Head has so far remained above the waves, and it has for so long that a community of sailors has built homes upon its rocky shore. It is the only permanent settlement on Aquallor above the water.

The island itself is only a mile across and formed from porous gray and black stone. Water flows in and out of countless tunnels and holes. The island’s center holds the shanty city of Tempest Head, built on wooden planks above the stone and endless water. Ships dock anywhere along the shore where the porous stone provides plenty of natural bays and harbors perfect for a brief reprieve from the violent weather. Tempest Head has a leader, called the island master, a position currently held by a grizzled silver dragonborn pirate named Jaardar Vembash. Jaardar holds little real power but the small garrison of soldiers that keep the peace answer to him, though the dragonborn is often away from Tempest Head aboard his ship, the Lucky Eel.

Tempest Head has numerous taverns though the prices are triple standard due to the difficulty in acquiring goods. Able-bodied sailors and pirates are never in short supply, however, as the violent weather of Aquallor sinks many ships, and the sea elves that protect the lives of fallen sailors often deposit all members washed overboard onto Tempest Head’s rocky shoreline.

Tree of Sorcery

Magic is infused in the blood of elves, and in Nasselaithess this can often be literally true. The Arrathalass Conclave commands the power of elven high magic, but it stems from a single physical source – the Tree of Sorcery. Carefully guarded by powerful wardens and magic spells, this living embodiment of magic is more than just a symbol of elven sorcery. It is also a living battery and the source of the potent high magic studied by the Arrathalass Conclave.

Few people outside the elven conclave have laid eyes upon the Tree of Sorcery, but legends say that it is nearly a half-mile tall, its bark crisscrossed with prismatic colors in wild patterns. Its exact location is not known outside the highest ranking members of the Arrathalass Conclave but given its size it must be magically hidden away, perhaps secreted into a demiplane accessible only through hidden portals in Nasselaithess. If the Tree of Sorcery were to be harmed, practitioners of elven high magic would feel a great ripple in their power, and its destruction would cause untold chaos across Nasselaithess.

Tombs of the Titans

One of the few reasons to visit the white wasteland of Mithardir are the mysterious ruins hidden beneath the grit. Collectively referred to as the Tombs of the Titans, so named because of their giant-sized proportions, they are haunted by sand specters, ghosts, and other monsters, along with tribes of savage blight giants. The tombs are constructed of a magically hardened alabaster stone, making them as white as the sand that fills Mithardir, and they are marked with unusual writings that defy interpretation, magical or mundane.

Great treasures have been uncovered within the Tombs of the Titans as well, including magical relics, powerful weapons, and arcane baubles, but the ruins are watched over by more than just undead guardians. A mysterious force known as the White Watcher keeps tabs on any who venture in or around uncovered alabaster ruins, and the Arrathalass Conclave of Nasselaithess have worked to prevent easy travel to Mithardir from Arvandor or Aquallor. Why would the elven high mages want to keep out travelers from plundering the ruins?

Winesong Glade

In Arvandor, Bacchus is a festive and merry companion, bringing his host of wine spirits along in an endless party. Every once in a while, however, Bacchus retreats to a special place called Winesong Glade, and there he holds a grand festival of passion, singing, and endless drink. This is the Festival of the Wine Lord which lasts for one week, after which the glade fades away.

Or so Bacchus wants people to believe. In truth, Winesong Glade simply moves to a separate location, but the echoes of past festivals reverberate across its sun-dappled field. Natural stone tables and fire pits sit in haphazard order while a handful of fruit-filled trees provide shade and nourishment. Bacchus is linked to Winesong Glade, but he can only summon it once every year or so. Outside of that, he has teams of satyrs and centaurs searching for it but they never seem to locate it.

Some travelers have stumbled upon it outside of the Festival of the Wine Lord but they recall little of their time. Intoxicating fumes hang heavy in the air but there is a strange presence that even Bacchus does not know, at least not consciously. What spirit or force commands Winesong Glade?

Highlights & Impressions

The below listings include notes on highlighting the nature of Arborea as characters explore and travel through it. These are suggestions of elements that can be used in descriptions of the landscape and denizens with the goal of actualizing the “outside” nature of the multiverse beyond the Material Plane. Use them to incorporate into encounters and adventures on Arborea.

Intoxicating Aroma. The air of Arborea is thick with a heavy musk that invigorates and rejuvenates mortals. It smells of heavy wine and can have an intoxicating effect on some, but most experience an overwhelming sense of passion for the things in their life. Art, beauty, and love are enhanced by this thick sweet aroma that permeates the wilderness of the plane. The waters of Aquallor are sweet to the taste and slightly thicker than normal water, producing a similar intoxication as the air of Arvandor, though the air over the white sands of Mithardir is much drier.

Lush and Fertile. Arborea is a live with an overabundance of natural wonders and beauty. Trees and plants grow to enormous height, filling the forests of Arvandor with lush greenery unmatched anywhere in the multiverse. Ferns and flowers tower over creatures, casting verdant shadows across the rich forested floors, and the ocean of Aquallor teems with life of all kind.

Savage Weather. As befitting a plane of passion, the weather of Arborea is wild and unpredictable. Storms of great intensity rise up with little warning and dissipate quickly after expending colossal energy. Many days see at least a brief rain shower, and stronger storms are common. Most of the native humanoids rejoice in the wild weather, seeing omens and portents in all the natural workings of Arborea.

Lay of the Land

While Arborea is mostly known for its wilderness-filled first layer, Arvandor, it holds two others that are not as well known outside the circles of planar scholars and devotees. Though they may be less recognizable, Aquallor and Mithardir both hold their own share of wonders and excitement worthy of exploration.

Arvandor

The limitless expanse of Arvandor is filled with wilderness left to grow on an incredible scale. The forest trees stretch up to the sky, many more than a mile high, while heavy mountain ranges pierce the veil of rumbling clouds that gather around their peaks. The titanic trees create hundreds of natural glades on the forest floor with many sporting a natural canopy that makes them resemble fantastic ballrooms in a verdant green mansion.

Raging rivers wind their way through the forest down from the peaks of the soaring mountains. Many of these end in deep lakes which ultimately drain down to the plane’s second layer, Aquallor, through permanent conduits.

As befitting a plane of passion, the weather is wild and unpredictable across Arvandor. The layer oscillates between spring, summer, and autumn in the blink of an eye, while up in the mountain peaks and passes winter falls hard and suddenly. Some regions across the layer, such as the Ice Forest of Thalassus, keep more steady weather patterns but these areas are the exception rather than the rule.

Humanoids of all type live in small communities in and around the great trees of Arvandor, dwelling in simple pleasure. Ruins of former inhabitants dot the area as well, and these crumbling fortresses and towns become more prevalent the closer one travels to the highest peak on the plane, Mount Olympus. Few have dared climbed its treacherous peaks but legends say a race of immortal titans once lived upon the mountain’s top.

Elves claim a large swath of Arvandor known as Nasselaithess, which means “ancient high home” in Elven. There the elves have grown their homes out of the trees themselves, artfully combining star crystals into the trees to create natural beautiful buildings that blend perfectly into the forest. Grand temples dedicated to the Seldarine, the pantheon of elven gods, form the cornerstones of Nasselaithess, with the High Court of Corellon Larethian dominating the center. Few non-elves are allowed into the borders of this wondrous realm.

Aquallor

Arborea’s second layer is an endless if shallow freshwater ocean. The weather is just as volatile here as on Arborea, perhaps even more so as the full fury of emerging storms is fueled by the contrasting warm and cool waters that clash invisibly across the seas. Hurricanes, typhoons, water spouts, rainstorms, and more appear without warning to churn Aquallor’s oceans into white-foamed terror.

Aquallor’s bottom is a sandy expanse continually shifting with the powerful currents. The depth varies wildly, with some regions as shallow as 20 feet deep and others plunging to a mile or more. Great forests of coral reef, usually only found in saltwater oceans, dominate many shallower areas where the water is the color of pale blue crystal.

Few islands stand permanently up from Aquallor’s bottom as the raging tides and waves batter everything down eventually, though spontaneous islands are not uncommon. Tempest Head is the largest island by far, and it holds a permanent settlement of lusty sailors upon its rocky expanse.

Below the waters, great sea monsters swim with fish of all kind. Massive schools of quippers compete against giant hunting gar for easy prey while merrow, merfolk, and locathah make their way through the terrain. Aquatic elves hold the largest domain in Aquallor centered around the impressive Crystal Temple of Deep Sashelas, the god of aquatic elves.

By ancient decree of Deep Sashelas, non-water breathers that come to Aquallor are automatically imbued with the ability to breathe water. This does not protect travelers from the myriad of dangerous creatures that lurk in the freshwater ocean nor from the violent weather that destroys ships with ease.

The River Oceanus, which winds its way through the upper outer planes, ends in a fantastic waterfall on Aquallor called the Life Eternal Falls. Many planar scholars believe this forms the center of the layer, though its infinite size makes this point fairly irrelevant.

Mithardir

The third layer of Arborea is both the most mysterious and most dangerous. Known as Mithardir, it is an endless wasteland of white, blowing, drifting grit and sand. The weather is especially harsh on this layer, the wind frequently whipping the fine particles about in dangerous sandstorms as the sky emits arcs of multi-hued lightning bolts.

Beneath the swirling, shifting white sands are the crumbling remains of an ancient civilization of giant proportions. Labelas Enoreth, elven god of time and knowledge, is said to be the only being in existence with knowledge of Mithardir’s original inhabitants, but that knowledge is locked away in one of their secret tower libraries. The few tombs and ruins uncovered from the white sands give hints at an advanced society of titans or giants who worshipped various animal-headed deities.

The white sand dunes are haunted by the remnants of this past civilization. Sand specters are seemingly mindless incorporeal undead giants that hunger for knowledge and wisdom, stealing it away from travelers with their ghostly touch. Blight giants are degenerate albino savages with a taste for flesh. Over it all, some travelers have reported the omnipresent feeling of being watched over, which gave rise to tales about the White Watcher lurking somewhere or everywhere across Mithardir’s parched landscape.

Cycle of Time

Each of Arborea’s three layers has a bright, vibrant sun that rises and sets, giving way to a luminous pale white moon just as big in the overhead sky. No stars exist at night. The cycle is similar to the Material Plane, completing the transition from day to night to day again in 24 hours, but the exact length of day or night is highly variable. Some days, the night lasts 20 hours to the day’s 4, while others it’s the opposite.

The elves of Nasselaithess grow special flowers blessed by the priests of Labelas Enoreth to keep track of the cycle. The flowers react distinctly when both sunrise and moonrise approaches.

Surviving

Arborea is not inherently threatening to travelers. Even on Aquallor, the freshwater ocean layer, a special blessing from the elven god of sea, Deep Sashelas, immediately grants air breathers the ability to breathe water as long as they are in the waters of the layer. Each layer holds threats aplenty from weather and monsters, however.

Getting There

Portals, gates, and planar conduits are plentiful leading into Arborea’s first layer, Arvandor. Many elven strongholds across the multiverse hold permanent gates leading into Nasselaithess directly, and these are heavily guarded and monitored at all times on both sides.

Other portals exist into the wild expanse of Arvandor, many of which require a key that holds some spark of natural life. A sprig of an ancient oak tree, a vial of rainwater from the first thunderstorm of the year, or a jug of particularly potent wine are examples of keys that can open certain Arborea portals. Around the base of Mount Olympus, some portals require only a passionate thought about a certain topic, such as a loved one, a homeland, or a handheld item, to access.

Accessing the second and third layers of Arborea becomes more precarious. The easiest and most direct route into Aquallor is via the River Oceanus, which originates in Elysium, winds through the Beastlands, and finally ends in Arborea’s oceanic second layer. Especially deep lakes on Arvandor hold permanent conduits leading into Aquallor as well.

Mithardir is little traveled, and the elves of Nasselaithess have worked hard to shut down or control every conduit leading to Arborea’s third layer from within Arvandor. Sometimes, especially in the deepest heart of winter on wind-swept tundras of the Material Plane, spontaneous portals can spring up leading to Mithardir’s white dust-filled layer.

Traveling Around

Arborea is vast, infinitely vast, so the largest impediment to travel is the sheer distance and terrain between locations. Arvandor especially is filled with vast tracts of dense forests, towering mountains with treacherous valleys, and sudden weather changes that change the landscape in the blink of an eye. Planar scholars recommend flying, either via winged mount or other means, but the best mode of transportation is teleportation magic.

The elves of Nasselaithess train teams of griffons to patrol the skies around their borders. An old network of portals around the base of Mount Olympus are still used to connect some small communities that worship old gods that stopped answering their prayers generations ago. Bacchus, Lord of Wine, possesses the ability to move about Arborea at will, so desperate travelers may seek his aid to travel a great distance. The price for such travels is always awkward, however.


Creatures by Plane of Existence

The multiverse is a wondrous, strange place populated by all manner of creatures both fair and foul. Each plane of existence hosts its own unique creatures of some variety along with the more mundane types of monsters found in the Material Plane.

The below tables offer details of the unique creatures found in each plane, but it should be noted that most planes feature biomes common to the Material Plane, many with exaggerated or unique features. Consider looking to the encounter tables for each biome as well as the below tables for populating the planes with creatures to both threaten and aid characters during their extraplanar journeys.

The creatures listed pull from the following sources: Monster Manual, Volo’s Guide to Monsters, Mordenkainen’s Tome of Foes, and Monsters of the Infinite Planes.

Olympian Glades of Arborea
Monsters Challenge (XP)
Satyr 1/2 (50 XP)
Dryad, harpy 1 (200 XP)
Armored gar, centaur, griffon, Pegasus, wine spirit 2 (450 XP)
Aethon, basilisk, hunting gar, minotaur 3 (700 XP)
Crave horror 4 (1,100 XP)
Fate hag, gorgon, rotten gar 5 (1,800 XP)
Chimera, cyclops, medusa, sand specter 6 (2,300 XP)
Blight giant 7 (2,900 XP)
Hydra 8 (3,900 XP)
Treant 9 (5,000 XP)
Scylla serpent 10 (5,900 XP)
Empyrean 23 (50,000 XP)

The Astral Plane touches the Olympian Glades of Arborea

Infinite Doors of the World Serpent touches the Olympian Glades of Arborea

Arborea touches the Heroic Domains of Ysgard

Arborea touches the Wilderness of the Beastlands

Often a setting for the Seelie Court

SIGIL touches the Olympian Glades of Arborea

The Outlands touches the Oympian Glades of Arborea


Articles under Olympian Glades of Arborea


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