Planes and Hells
Most adventures occur in the mortal realm of Midgard, but sometimes devils, angels, and the heralds of the gods show themselves and offer greater horizons. These planes and hells are known to the people of Midgard.
Eleven Hells
Scholars frequently speculate about the links, if any, between Midgard and the Hells. Niemheim and old Caelmarath, the most debauched and diabolical of the magocracies, hold the highest likelihood of answers. Both nations have a history of connections to the 11 Hells, known as the Hells of Fire, Ice, Darkness, Styx-Lethe, Insects, Plague, Acid, Cannibals, Ignorance, Lies, and Blood. The exact list is disputed: sometimes Fire is described as Sulfur, Acid is called the Abyss, and the Hell of Cannibals occasionally the Hell of Decay or Putrefaction. Even the Hell of Blood is confused with the plane of Spears (see Geirrhöth below). These planes are the homes of devils and demonic forces, and the common people of Midgard correlate the various supernatural evils as “the Eleven.” Evermaw, Plane of Undeath
Evermaw is confused with the Eleven Hells, since it is an afterlife of ghouls and vampires, cannibals and gluttons. A road like a lolling tongue sprawls through a waterless desert of blood dust, passing towers that sprout like crooked white teeth, until it’s swallowed by the gulletlike sinkhole that houses the city of Vulture’s Beyond, osseous capital of the Hunger God Vardesain, as well as the Eternal Palace of the dry undead lord Mot and the Crystal Necropolis of the guardian god Anu-Akma. Here ziggurats flow with the blood of daily sacrifices, liches study new necromancies of flesh and bone, and the cooks claim they can skin and butcher anything, from ghosts to gods. Ginnungagap, the Yawning Void
Far beyond other planes, connected to Midgard by only the most tenuous twisting paths, is Ginnungagap, the Yawning Void, the Realm Beyond. Little can definitively be said of it, other than it harbors monsters and creatures of unspeakable evil, horrors such as nightshades, yithians, gugs, shoggoths, hideous Void dragons, spiders of Leng, hounds of Tindalos, the shining children of Caelmarath, and many more. Few wish to visit, but creatures from that distant and primordial realm seem eager to visit the mortal world. Dark gods from Addrikah to the White Goddess and from Chernobog to the Goat of the Woods seem at home in the Void, or at least draw power from it. The place does offer great power to those who swear their lives and souls to its causes, but those poor deluded beings who listen to such offers rarely live to see any promised rewards. Klingedesh, Plane of the Marketplace
Imagine a tangled nest in the branches of the World Tree, formed of stacked shops, stalls, nooks, and crannies radiating out in all directions, connected by bridges of rope, wood, and bone. It’s a maze of commerce, friendly to all. Visitors can walk the entire way around and never see the same item twice. All things can be bought or sold here— for every faire, fete, and bazaar that ever was is a road to and from the Marketplace, and it connects to both the cities of Midgard and the festivals of the Fair Lands. Ravatet, Plane of Rusty Gears
Every plane has its secrets, and the domain of Rava the Gear Goddess is no exception. A visitor can discover the dark side of the Mother of Industry and the Weaver while visiting her purgatories: the Desert of Rust, the Junkyard of Broken Cogs, and the Hall of Inevitable Fate. Boons and banes wait for those who dare explore the junk piles and haggle with the strange scavengers and exiles of the rusty gears. Other gods sometimes found here include Ptah, the Maker, as well as Volund and (strangely) the Hunter. Silendora, Summer Lands of the Elves
Shining bright, the elves presumably retreated to the land of the Last Horn. Its elves hold great fairs and pay homage to kings and queens who speak with the River Lords of the Arbonesse. Their Birch Queen and Oak and Holly Kings are little more than names to mortals, but their silver halls and white horses can be glimpsed in dream or at the edge of the great forests of the world, where the fey roads are still traveled, and where the elven ambassadors sometimes come to call on the Imperatrix of the Grand Duchy of Dornig or the other elfmarked lords and ladies of the various fey courts. Valhalla, the Storm Court, and Geirrhöth
Home to Thor, the valkyries, and mighty Wotan, the Storm Court is where the Northern gods meet. Their hall and their battleground is said to have a glorious view onto the conjoined realm of Geirrhöth (GIRE-hoeth), also called the plane of battle or place of spears. Some believe that the best way to visit the Storm Court is to fly into a raging thunderstorm; few return from that road.Some say Geirrhöth is a punishment for those who revel in killing, though most reavers and warriors hold that it is a warrior’s heaven for the most valorous and bloodthirsty. All the triumph and tragedy of war rages here, a never-ending glory where the soldiers who die today rise again to rejoin their battle again tomorrow, watched over by archdevils, archangels, and all the gods of war, though Mavros is first and foremost. The rivers and rain run bloody, the dreadful sound of screams and war-cries echoes everywhere, and the many swords and spears scattered underfoot are the only ground to be found. When night falls, the ghosts of the slain arise to drink, feast, and restore their flesh and bone for the following day
Scholars frequently speculate about the links, if any, between Midgard and the Hells. Niemheim and old Caelmarath, the most debauched and diabolical of the magocracies, hold the highest likelihood of answers. Both nations have a history of connections to the 11 Hells, known as the Hells of Fire, Ice, Darkness, Styx-Lethe, Insects, Plague, Acid, Cannibals, Ignorance, Lies, and Blood. The exact list is disputed: sometimes Fire is described as Sulfur, Acid is called the Abyss, and the Hell of Cannibals occasionally the Hell of Decay or Putrefaction. Even the Hell of Blood is confused with the plane of Spears (see Geirrhöth below). These planes are the homes of devils and demonic forces, and the common people of Midgard correlate the various supernatural evils as “the Eleven.” Evermaw, Plane of Undeath
Evermaw is confused with the Eleven Hells, since it is an afterlife of ghouls and vampires, cannibals and gluttons. A road like a lolling tongue sprawls through a waterless desert of blood dust, passing towers that sprout like crooked white teeth, until it’s swallowed by the gulletlike sinkhole that houses the city of Vulture’s Beyond, osseous capital of the Hunger God Vardesain, as well as the Eternal Palace of the dry undead lord Mot and the Crystal Necropolis of the guardian god Anu-Akma. Here ziggurats flow with the blood of daily sacrifices, liches study new necromancies of flesh and bone, and the cooks claim they can skin and butcher anything, from ghosts to gods. Ginnungagap, the Yawning Void
Far beyond other planes, connected to Midgard by only the most tenuous twisting paths, is Ginnungagap, the Yawning Void, the Realm Beyond. Little can definitively be said of it, other than it harbors monsters and creatures of unspeakable evil, horrors such as nightshades, yithians, gugs, shoggoths, hideous Void dragons, spiders of Leng, hounds of Tindalos, the shining children of Caelmarath, and many more. Few wish to visit, but creatures from that distant and primordial realm seem eager to visit the mortal world. Dark gods from Addrikah to the White Goddess and from Chernobog to the Goat of the Woods seem at home in the Void, or at least draw power from it. The place does offer great power to those who swear their lives and souls to its causes, but those poor deluded beings who listen to such offers rarely live to see any promised rewards. Klingedesh, Plane of the Marketplace
Imagine a tangled nest in the branches of the World Tree, formed of stacked shops, stalls, nooks, and crannies radiating out in all directions, connected by bridges of rope, wood, and bone. It’s a maze of commerce, friendly to all. Visitors can walk the entire way around and never see the same item twice. All things can be bought or sold here— for every faire, fete, and bazaar that ever was is a road to and from the Marketplace, and it connects to both the cities of Midgard and the festivals of the Fair Lands. Ravatet, Plane of Rusty Gears
Every plane has its secrets, and the domain of Rava the Gear Goddess is no exception. A visitor can discover the dark side of the Mother of Industry and the Weaver while visiting her purgatories: the Desert of Rust, the Junkyard of Broken Cogs, and the Hall of Inevitable Fate. Boons and banes wait for those who dare explore the junk piles and haggle with the strange scavengers and exiles of the rusty gears. Other gods sometimes found here include Ptah, the Maker, as well as Volund and (strangely) the Hunter. Silendora, Summer Lands of the Elves
Shining bright, the elves presumably retreated to the land of the Last Horn. Its elves hold great fairs and pay homage to kings and queens who speak with the River Lords of the Arbonesse. Their Birch Queen and Oak and Holly Kings are little more than names to mortals, but their silver halls and white horses can be glimpsed in dream or at the edge of the great forests of the world, where the fey roads are still traveled, and where the elven ambassadors sometimes come to call on the Imperatrix of the Grand Duchy of Dornig or the other elfmarked lords and ladies of the various fey courts. Valhalla, the Storm Court, and Geirrhöth
Home to Thor, the valkyries, and mighty Wotan, the Storm Court is where the Northern gods meet. Their hall and their battleground is said to have a glorious view onto the conjoined realm of Geirrhöth (GIRE-hoeth), also called the plane of battle or place of spears. Some believe that the best way to visit the Storm Court is to fly into a raging thunderstorm; few return from that road.Some say Geirrhöth is a punishment for those who revel in killing, though most reavers and warriors hold that it is a warrior’s heaven for the most valorous and bloodthirsty. All the triumph and tragedy of war rages here, a never-ending glory where the soldiers who die today rise again to rejoin their battle again tomorrow, watched over by archdevils, archangels, and all the gods of war, though Mavros is first and foremost. The rivers and rain run bloody, the dreadful sound of screams and war-cries echoes everywhere, and the many swords and spears scattered underfoot are the only ground to be found. When night falls, the ghosts of the slain arise to drink, feast, and restore their flesh and bone for the following day
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