Dolurrh Geographic Location in Stellarium | World Anvil
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Dolurrh

The Realm of the Dead

All mortal souls are drawn to the gates of Dolurrh after death. It is said to be a realm with no natural phenomenon, a cold shadowy place where you only feel the faintest of chills.   There are various beliefs of the purpose of this realm. The faiths of the Blood of Vol and the Aerenai elves believe it to be the absolute end of all life, where the memories of the soul’s existence will fade away.   Scholars of knowledge, such as Dorius Alyre ir’Korran, deducted that this realm serves as an ascension of the soul. In order for a mortal soul to ascend and become truly immortal, it must denounce it’s mortal attributes. Only when the memories fade and their mortal lives are forgotten will the soul truly become immortal. He declared that Dollurh is the third and final plane of existence.   Vassals of the Sovereign Host believe that this realm is nothing but a gate that all mortals must pass in order to join the Sovereigns. What appears as the memory fading is the reality of realization that no mortal could ever experience or understand. All living creatures will travel through Dolurrh, and is considered a gathering spot For Dollurh does not judge, not punish. Only the Sovereigns can guide their vassals through the bleak passages of mist and stone.     Everything about Dolurrh is gray and gloomy. Even the brightest colors seem faded, the most joyful sounds seem dull. The heavy weight of ennui settles on travelers the moment they arrive, making even the simplest tasks feel challenging. And there’s a constant pull, tugging on memory and emotion, a desire to just sit down and let it all go.   Eternal Ennui. When a creature enters Dolurrh, it immediately gains one level of ennui. While in Dolurrh, this level of ennui can’t be removed by rest or by any other means. It’s immediately removed when the creature leaves Dolurrh. Creatures native to Dolurrh are immune to this property’s effects.   Ennui drains motion and memory, reflecting the soul-sapping power of Dolurrh. This special condition is measured in levels, and has the same effects and rules as exhaustion, with one exception—ennui affects all creatures that aren’t native to Dolurrh, including undead and other creatures immune to exhaustion. Ennui is separate from exhaustion, and exhaustion levels don’t stack with ennui. If a creature has both ennui and exhaustion, use whichever condition it has more levels of to determine the effects.   Undead can’t recover from ennui while in Dolurrh. Whenever a living creature with 2 or more levels of ennui finishes a long rest, if it succeeds against its saving throw against Dolurrh’s Inevitable Entrapment property by 5 or more, it reduces its ennui level by 1. When a creature leaves Dolurrh, all levels of ennui are removed.   When a creature reaches 6 levels of ennui, its will is completely broken and it can take no purposeful action; if this happens to a living creature, its physical body dies and it becomes a husk bound to Dolurrh.   Impeded Magic. In order to cast a spell of 1st level or higher, a creature must succeed on a spellcasting ability check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.   Inevitable Entrapment. Whenever a creature finishes a short or long rest, it must make a DC 12 Wisdom saving throw. On a failed save, it gains one level of ennui. Each time it makes this saving throw, the DC increases by 1. Whenever a creature ends a 24-hour period without finishing a long rest, it must make this saving throw as if it had just finished a rest, but its roll is made with disadvantage. Creatures native to Dolurrh are immune to this property’s effects.   Timeless. Time passes at the same rate as on the Material Plane, and is consistent across its layers. Creatures can benefit from resting, suffer damage, and die. However, a creature on Dolurrh doesn’t age, and doesn’t need to eat, sleep, or drink.

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