Shadowfell

Shadow is everything and nothing. It is gloom and delight. If you try to seize it, it ripples away, laughing.   So yes, the Plane of Shadows is an uncertain place—which makes it a very difficult place to define and capture in maps and descriptions, in known quantities or certainties. Everyone knows that the demonic creatures of the hells are vile and secure in their malice. Likewise, the shining angels of the celestial halls are unyielding in their eternal pilgrimage for righteousness and law. These realms are well known and understood, though one is bright and the other stygian.   The creatures of shadow are far less defined and far more flexible—and no less dangerous for all that. Even their language, Umbral, is a fluid thing, full of double meanings and wordplay. They resist definitions, but their malleable, quicksilver nature defines them. You should always trust the word of an angel, rarely given but given with certainty. The word of a shadow creature, however, is given quickly and easily but broken just as readily.   Creatures of the Shadow Realm are like unto shadows themselves, flickering and shifting with the moon, changing and moving. And their realm is also a place of frequent change.  
Type
Plane of Existence

Geography

As an echo of the Material Plane, the Plane of Shadow holds many of the same basic geographic features of its mirror. However, they are distorted, often more brooding and sinister in appearance. The sky is always dark, cloaked often in thick gray clouds, but even when they pass there is no moon, sun, or stars that shine overhead. Most major natural features in the Material Plane have a “shadowanalogue” in the Shadowfell, such as mountains and forests, and even cities have a dark mirror. Few of them are inhabited in the Plane of Shadow, however.   Just as in many Material Planes, twisting below the ground of the Plane of Shadow is a labyrinthine maze of tunnels and caves. Known as the Shadowdark, in the Plane of Shadow this region is unnaturally cold and only gets colder the further into the ground one explores.   There are some strange exceptions to these general guidelines. The most prominent of which are the Domains of Dread, each an isolated realm surrounded by obscuring fog that reaches beyond the planar border. These pockets of the Shadowfell are held together by powerful entities known as the Dark Powers, though their exact makeup and nature are a mystery, and each domain serves as a prison for those trapped inside. The center of each domain is a darklord – a creature, usually sentient but not always, that has gained the favor of the Dark Powers and exercises some control over the mists that bind the domain and even some denizens within it. Each darklord is as much a prisoner as other inhabitants, however, but through the influence of the Dark Powers they have extended or even immortal lifespans.   Finding one of these Domains of Dread is rarely a chance encounter, and the mists the surround and bind each one seems to be a direct extension of the Dark Powers themselves.  

A land of ebon tides

In the Plane of Shadow, shadows are eternal while land and rivers are—if not entirely transitory— notably less certain than they are in the mortal lands. In the shadowfell the forests walk, and the mountains wander from time to time. It happens slowly enough that few notice it before their eyes, but over days and weeks, when the tides shift, the land itself shoves rivers and even cities some distance from their usual and well-accustomed sites.   These ripples in the land itself are called the ebon tides, the stretches and compressions in reality that shadow folk know and plan for. Any survey map is useful for a season or sometimes for a lifetime—at least if that lifetime is not overlong. Hills can crumble quickly, exposed to eroding moonlight and washed out to sea. Harbors silt up, and forests quiver and rearrange themselves around riverbeds that dance slowly, ever so slowly, like liquid clocks shifting first one way and then another.  

Drifting towers and cities

While some things are clearly anchored, other cities and domains of dread are unmoored by roads or forests. The most famous of these unmoored locales is Shadaesmyr, as the city inhabitants were killed in an attempt to create a philosopher's stone, the rare survivors lack the strength and ressources to maintain the foundation stones binding the city which started to drift through the plane.  

Drifting domains

Other famous drifting locales include Vecna's domain of dread. The city of Thar Amphala who held the foundation stones binding the domain to the earth vanished during an attempt to bring Vecna into the material plane.  

Driftwood villages

Sometimes a single black oak tree or a cherry orchard or a stand of birches drifts away from the rest of the realm, taking nearby homes with it and becoming a sort of wandering village. When this happens to famous cities like Shadaesmyr, everyone notices, but smaller settlements sometimes fade into the plains or even part from the seashore and are not seen again for many years. For most of them, the village needs a new road to bind them to neighbors and re-establish trade.   Several of these freeholds are well-known and seen every few years in the plains, as a river island, or elsewhere. The most famous include the fishing village of Willow Song, the woodworkers’ hamlet of Rowan’s Heart, the cheesemakers’ hilltop of Perreville, the druids’ retreat of Owlbridge, and the shepherds’ village of Cloverfield. They are never marked on maps, for they never connect to a road.  

Oak, Road, and Stone

The peoples of the realm have harnessed three enchanted tools to keep lands stable and to build their realms to withstand shifts in the ebon tides. These are the trinity of oak, road, and stone—the three elements that can bind shadow landscapes into a fixed form.   The rich forests first raised by the gods hold land together, allowing for farming, building, and hunting in regions that surround the forested lands. Their roots and branches seem to always steady the land around them.   The roads are used to bind places to one another so that they do not drift apart and become separated lands with a sea between them. Building new roads of fine flagstone or marking roads with milestones and guideposts or simply cutting through the deep brush of a white birch forest all bind together the communities and peoples of the land. Road building and road warding are both quite honorable professions.   Further, glyph-marked foundation stones are also carved and enchanted with a particular radiance to take the basis of any permanent structure. These bind a structure, such as a wall, tower, or bridge, to a place, keeping huts, castles, and palaces from moving if the shadow landscape should be drawn in one direction or another.   Natives of the Plane of Shadow use this as an invocation and exclamation—“By oak, road, and stone!”—because they know the importance of maintaining them to keep their realm whole. Destroying any of them is considered an act of chaos at the very least as it unravels the habitable regions and makes navigation even more difficult than normal. Cutting roads, chopping down more timber than the druids permit, or defacing foundation stones are crimes among all the civilized races. Though they are also considered a form of sport or entertainment by the more chaotic and feral creatures of the realm.  

Shadow roads

The shadow roads were the first tool used by natives of the Plane of Shadow to keep settlements from drifting apart. One might say that their creation made the settlement of the plane possible, for without them, the cities and realms could never find one another easily or consistently. The denizens of the shadowfell expend considerable effort to patrol and maintain the shadow roads. They also go out yearly to “walk the roads,” repairing any fallen milestones, checking on bridges, restoring weak enchantments, and so forth.   However, tricksters and evildoers often work against the roads, hoping to either carve a road of their own or to deny an enemy the use of one. If a shadow road is cut by terrain-shifting magic or by the simple, muscle-powered expedient of digging a ditch or tearing up stones, the two locations that road connects on the plane become unmoored. While the ends of the cut road may bend and curl and reconnect by happenstance (or with arcane help), if the cut road is not addressed, it fades back into the mire and muck of unformed shadow or sinks into the earth, leaving no sign of its presence. And this means the places it once connected drift apart.  

Creating a new road

To pave a new shadow road or even to mark it out with milestones and crossroads is a work of many hands. The roles are generally divided into three parts: the survey, the laying of stones, and the binding of points. The Survey. To begin the work, a surveyor (often a wizard or cleric) takes silver chains, a theodolite, and a notebook to the foundation stone where the road is meant to begin. This is often a crossroads to a new path or an informal forest path, a trail in the tall grass, or a muddy stretch of river or hills that has been useful for a long enough period that the inhabitants will pay for a more permanent stretch of road to be mapped out. The survey involves putting down silver markers, measuring the current position of all curves, turns, and crossroads, and often leaving a long thread or, in the case of more ambitious roads, a bit of thin silver chain to mark the path the road is meant to take.   Laying of Stones. Once the course is plotted, time becomes critical. The road’s grasses, trees, and swampy patches must be addressed with traditional gravel fill, full flagstones over a roadbed, a rumbling way of wooden slats, making for a jarring route for wagons and carts, or simply the clearing of brush and the erection of markers, waypoint stones, and guide poles to show the way.   Binding of Points. The last step is the arcane one that binds the foundation stones, the silver filings, and a crumble of prayers and chunks of opal or moonstone into the road, making it impervious to destruction by the slow warping of the ebon tides. The shadow road can still stretch, bend, warp, and turn to accommodate the drift of the two or more points that its binding ritual mentions. The ritual is most often performed by clerics of Selune and moon priests of various kinds.   Life of a Shadow Road. Once the binding is complete, the road remains until destroyed or unbound. In some cases, these shadow roads are little more than forest trails, connecting a village or standing stones to a larger settlement. At other times, the road is entirely paved and remains so even when the relative positions of various settlements changes or when new hills, forests, or rivers cut through the land. The road itself is a living thing, and it can (and does) stretch to accommodate changes in the shadow terrain.  
Like all those who seek to build a new road, I know that the construction of the first shadow roads is attributed to Hargen the Builder, a gnomish engineer and surveyor. This bearded arcanist learned to fix shadow matter with rune-marked milestones, carefully enchanted paving stones, and celestially inspired geometry. The task has since become rote: utilizing theodolite, lead weights, and measuring chains, I send a road builder to mark out a course, place milestones at key points (such as curves, hills, and bridges), and seed the whole with a well-seasoned course of moonstones and silver filings. To bind it, I command a priest to invoke the blessing of Selune, calling down the deep roots of the moon.   In terms of the cost to the lords and ladies, each mile in simple terrain requires at least 100 gp and as much as a month’s work to build and almost as much to maintain—and five or even ten times that in marsh, hills, or deep forest. The expense eats at our treasury
 

Road Worship

Some shadow roads are sites of worship, associated with ancient gods that predate the arrival of the fey. These roads are called “pilgrim roads” or “old paths,” and they include some of the oldest, best warded, and most revered roads of the realm.   They may be little more than a small stone- or tileroofed cabinet at the side of the road or a small cave that provides shelter. Some resemble a shepherd’s hut or an especially convenient boulder or cliffside. Offerings include worn-out boots and sandals, candles, and similar objects.  

Forest anchors

Forest anchors are a way to secure a region filled with streams, villages, and other scattered landmarks from going drift. Most trees able to grow in the Plane of Shadow also hold the land together, though not in the same way that roads do. Forests are less like a cord binding two places that float on the ebon tides and more like a matt of reeds or kelp, keeping a larger area calmer, disturbed only by great storms, and moving as a single unit. A great forest might be said to float on the ebon tides, but it drifts with all its trees, courts, castles, villages, streams, and everything else with them—an island.   Spells such hallucinatory terrain and mirage arcane can be used to generate forest lands that will hold for longer than usual in the Plane of Shadow (3 days rather than 24 hours for hallucinatory terrain and a month rather than 10 days for mirage arcane). Bearfolk druids and priests of Selune can “lock in” the results of such spells to create new shadow lands with the deep roots of the moon spell.  

Foundation stones

Fortunately, courts, castles, and villages can be built to withstand the ebon tides rather than being shifted or cracked by the earth’s slow movement.   This requires the use of radiant foundation stones—enchanted stone pilings marked with the elements of a daylight or a darkness spell and used either as single stones under the floor (for a hut, tavern, or small barn, for instance) or in sets of two or four stones at the corners (for a large inn, manor house, or a great chapterhouse or keep) or even more (for many-towered castles, large monasteries, great courtyard homes or cloisters, and arcane colleges).   Breaking a small foundation stone requires a shatter spell or 20 points of bludgeoning damage. Breaking a medium-size foundation stones requires a dimension door spell or 50 points of bludgeoning damage. Breaking a large one requires a disintegrate spell or 150 points of bludgeoning damage. In all cases, when a foundation stone crumbles, creatures within the structure feel a quivering, shaking motion for a moment, like a small earthquake.  

Getting There

Spontaneous portals to the Plane of Shadow from the Material Plane are common, and they only appear at night. Few permanent portals are known to exist, and the ones that are known exist below ground where the sun never shines and darkness prevails. The appearance of a spontaneous portal to the Shadowfell is difficult to predict.   A spontaneous portal appears in a place of darkness and shadow and usually only when certain conditions are met. Some of those conditions are known. For example, nights where the moons are obscured in the sky on the Material Plane are prime triggers for spontaneous portals. Cemeteries, graveyards, and crypts can all hold portals to the Plane of Shadow, often in new construction over old ground.   Certain spells in older tomes and spellbooks are known to pierce the veil between the Material Plane and Shadowfell as well.  

Traveling Around

Movement is no more hindered or helped in the Plane of Shadow than the Material Plane, but distance becomes a somewhat elastic concept over time.   When learning about the Plane of Shadow, the first element that must be addressed is not the people of the realm but the mutable land itself. Most people of the mortal world think of the ground, the forests, and the mountains as permanent, and we think of shadows and light as transitory. And they are, usually, except when some bright eternal fire wells up from the deep earth or some cavern remains shrouded in darkness for aeons.   In the Plane of Shadow though, shadows are eternal while land and rivers are—if not entirely transitory— notably less certain than they are in the mortal lands. In the shadowfell the forests walk, and the mountains wander from time to time. It happens slowly enough that few notice it before their eyes, but over days and weeks, when the tides shift, the land itself shoves rivers and even cities some distance from their usual and well-accustomed sites.   These ripples in the land itself are called the ebon tides, the stretches and compressions in reality that shadow folk know and plan for. Any survey map is useful for a season or sometimes for a lifetime—at least if that lifetime is not overlong. Hills can crumble quickly, exposed to eroding moonlight and washed out to sea. Harbors silt up, and forests quiver and rearrange themselves around riverbeds that dance slowly, ever so slowly, like liquid clocks shifting first one way and then another.   The Plane of Shadow drives cartographers a bit mad, and it guarantees their work is constant. The road wardens work hard to ensure that the shadow roads stay open, connecting the castles, towns, and settlements in a familiar way, even as details change year after year. Change is relentless among the shadows, but certain elements of this plane remain fixed, true, and certain.   These fixed elements, the landmarks, major cities, headlands, and elder rivers, hold true to one another, bound together first by the shadow roads and later by all three tools of oak, road, and stone. Some ancient roads shift just one grain of sand in a century, for the roads themselves have binding properties. Some towers keep a forest in their orbit. Some windswept plains retain their slow rise and chosen, distant hills. The inhabitants of the plane know their way from place to place. For others, for visitors, the plane and its movements are a constant struggle.   However, this landscape distortion can be a boon when utilized properly. Great distances can be traveled over much shorter timespans if an entrance to the Material Plane can be found in the right region.   While on the Plane of Shadow, light sources are greatly diminished. Every light source provides radiance in half of the normal area while in the Shadowfell, and spells and effects that provide illumination have their durations reduced by half. The ever-present darkness of the plane seeks to snuff out all light that enters.   Characters that take a short rest in the Plane of Shadow risk suffering from fell despair; see the Hazards section for details on this effect.  

Plane of Shadow in Motion

How does a group of travelers know when the black tides are running and when the forces of shadow are warping the mountains, rivers, and roads? There are many common signs, all well known to natives of the Plane of Shadow. They may indicate a small re-alignment of a nearby creek or the vast shift of an entire set of grasslands or the motion of a village or city that has come unmoored from road or forest. The following list is useful for identifying an ebon tide.   Reading the Shift. A successful DC 14 Wisdom (Survival) check by a member of the party or their guide will confirm how far and in what direction the ground of the Plane of Shadow is shifting. On a failure, the party becomes lost for at least a full day of travel. A new check may be made the following day as new landmarks come into view. This ability check is made with advantage if the party is traveling on a shadow road.  

Tides and Travel

If you learn how to walk the shadow roads, the Plane of Shadow can be your playground. Anger the roads, and the wind will always be at your face, the forest always dark, the path always sorrowful. Dark magic infuses the realm, and that means that temptations corrupt the mortals who visit here.   In the Plane of Shadow, you must listen, listen hard, to hear the tides coming. When the ebon tides run, distances change, just as shadows bend and stretch as sources of light move. So travel from one point to another can be quite predictable for weeks, months, or even years and then change suddenly during a time of strong tides. In other cases, the ebb and flow of the shifting land is much less obvious. Travel times between familiar places might change by a few minutes or even an hour but not enough to change patterns of trade or familiar routes for road wardens or pilgrims.   Natives refer to “high tide” travel when conditions stretch the roads, and the distances are longer than usual. They refer to “low tide” travel when conditions make distances collapse and visitors arrive faster than expected. Neither is considered especially unusual. When traveling along shadow roads, these effects are much less notable than when traveling overland.   For wilderness travel in either mode, make a Wisdom (Survival) check on the Drift and Tides Travel table when the ebon tides are strong. (This table can and should be ignored for travel during times when the plane is quiet and shifts are minimal.)  
d20 Shadow Road Variation Overland Variation
1 Travel time increased by 100% Travel time increased by 200%
2-5Travel time increased by 50%Travel time increased by 100%
6-9Travel time increased by 20%Travel time increased by 50%
10-14 Travel time as usual Travel time increased by 10%
15-18 Travel time reduced by 10% Travel time as usual
19 Travel time reduced by 20% Travel time reduced by 10%
20 Travel time reduced by 30% Travel time reduced by 20%
21+ Travel time reduced by 50% Travel time reduced by 30%
 

Sky and Waters

Just as the land of the ebon tides is different, so are its sky and waters. Moonlight and twilight are the nearest analogies. There’s never a full noon sun or even proper daylight, though muddy light is common enough. Likewise, a coal-black night is almost impossible: stars, comets, luminous streams and clouds, and even a diffuse glow from fog and land all renders some light. Colors wash out quickly, except in places lit by magic or firelight. Colorful items brought to the shadows from the mortal world sometimes fade permanently, remaining touched by the muted tones of shadow even when taken back to mortal lands.  Shadow Waters. Some of the Plane of Shadow’s waterways—streams, lakes, and rivers—are a bit more disquieting and certainly more dangerous than the sky. These streams, lakes, and rivers contain rushing cascades, or ribbons, of pure shadow stuff, especially in the spring when shadow itself seems to flow down the hills with each gray rainfall. The shores of the Plane of Shadow look out on the inky expanse of the Shade Sea, an endless, roiling stretch of wavering darkness to the south, and the chill waters of the Frost Gulf to the north.   A DC 13 Wisdom (Survival) check is enough for a native of the Plane of Shadow to distinguish hazardous conditions in a body of water (this check is made with disadvantage for visitors to the plane). A success reveals the danger while a failure means that the water is thought to be normal, potentially leading to shadow corruption and similar ill effects.  

Mirrors and ehoes

If one could look down from a star’s-eye view, the Plane of Shadow would resemble the mortal world as seen through a smoked-glass mirror. Prominent landmarks have echoes in the Plane of Shadow, often playing host to similar or sometimes opposite essences. For instance, a population center in the mortal world might correspond to a city or town where natives of the umbral plane live and scheme. Or it could hold a blighted desolation of tumbled stones and salted fields where a settlement once stood.  Warped Resemblances. Despite the overall similarities, a keen understanding of mortal world geography does not provide a key to navigating the Plane of Shadow. The plane stretches and twists, distorted in dimension and shape when compared to places in the material world. Distances can deceive an unwary traveler, and directions become confused. Relationships between places in the Plane of Shadow even change over time, the way a shadow lengthens and shrinks as the sun travels through the day. A mountain pass might lead to a vast forest one year and to a desert of black sand the next. While the distortion of the landed regions of the Plane of Shadow can be vexing enough, the vast emptiness of the Shade Sea is completely unpredictable. Few crews brave or unfortunate enough to venture out on the open Shade Sea have ever returned, and those that did were never the same.   

Creatures & Denizens

Creatures

Witchlights and Will-o’-Wisps

The plane of shadow is filled with lesser lights than that of the moons and stars, wandering along with typically inscrutable aims. A white glow shines in the distance, offering a path or a sign of habitation—or simply zipping through the deep woods. These are the tiny witchlights and the larger will-o’-wisps, both of which create their own light. The witchlights are tiny shards of crystal, constructed creatures believed to have been made as friends, servants, and companions to the Ancients of shadow. Only relatively powerful wizards know how to make them, but many roam the plane of shadow on their own.   Witchlights pursue their own purposes: guarding dangerous sites, helping travelers, seeking out old runestones, or gathering at certain seasons to dance and blink in unison. Others tag along with strangers for hours, perhaps driven by curiosity. Their appearance is well known, but their goals are often quite obscure. Some are friendly while others guide travelers astray, and a few of them serve as familiars to wizards and sorcerers among the shadow fey and shadow goblins.   Will-o’-wisps, their larger cousins, are generally malign and capable of more damage in combat. They lead travelers into doomsand or shadow mire and even use their attacks to sever boat lines or rope bridges.  

Denizens

Vampires

Vampires, as the original denizen of the plane, are the master of this realm, establishing their court, the Crimson court long ago. Their realms in shadow also host a much higher number of shades, lower vampires and other monsters than those found elsewhere.  

Shadar-Kai

The Shadar-Kai were among the first to arrive in the realm. But now they are rare survivors as their people were annihlated.  

Humans

Many humans have come to the Plane of Shadow as servants or dupes of the shadar-kai, and some have fallen into the realm by misadventure. Most, however, descend from those who sought the place out to acquire power, study magic, or escape troubles of their own. This is the foundation of the cities and baronies ruled and inhabited by humans. Umbral humans, as they are called, are often considered ambitious, greedy, or slightly treacherous.  

Other Undead

Undead monsters, and hordes of zombies and skeletons are part of the plane of shadow, and are in number among the most numerous creatures of the plane.  

Bearfolk

The bearfolk came to shadow not because they were drawn to its power, but because others were. The shadow chewers are said to have first pursued undead into darkness and found their planar bolt-hole.   They soon realized the war against the undead would never succeed unless they could at least understand the Plane of Shadow. In time, the first druids, rangers, and other bearfolk visitors to the Plane of Shadow built settlements full of light, built warding stones, and grew entire circles of moonlit oaks, gathering the strength of their intimate understanding of darkness to prevent evil from ruling the shadows without rivals. The moon wells, the groves, and the mere presence of the bearfolk have all given the Plane of Shadow places of refuge.  

Features

The Plane of shadow is a dangerous place for the unprepared. The very air saps the will to live out of visitors, and spontaneous hazards like necromantic seepage and darklands can cause sudden and very real problems.   Travelers to the Shadowfell be warned!  

Cycle of Time

Time passes in the Plane of Shadow exactly the same as the Material Plane, but not sun or moon exists to mark the passage of time. Day and night are filled with the same inky twilight with no discernible difference between the two. Each of the isolated Domains of Dread within the Shadowfell behave under their own rules, however. Most do have a day-night schedule with a sun that rises and sets, but it’s all part of the prison built by the Dark Powers and maintained by the domain’s darklord.  

Surviving

The Plane of Shadow seems to share the same air as its mirror so creatures that can live and breathe in the Material Plane have no inherent problems in the Shadowfell. A creature can survive in the Plane of Shadow as long as they can live off the brackish foul-tasting water that runs in the lakes and rivers, and find food that hasn’t spoiled (something that happens at an accelerated pace). Any non-native humanoid that takes a short rest in the Plane of Shadow risks fell despair (described under Hazards & Phenomena).  

Ebon Tides

Ebon tides are enormous waves of shadow mire, of crackling shadow matter—a temporary wave of arcane power pulsing through a region and unmaking the land. When they affect a region, use the effects of the ebon tide spell.  Reading the Shift. A successful DC 14 Wisdom (Survival) check by a member of the party or their guide will confirm how far and in what direction the ground of the Plane of Shadow is shifting. On a failure, the party becomes lost for at least a full day of travel. A new check may be made the following day as new landmarks come into view. This ability check is made with advantage if the party is traveling on a shadow road.  

Shadow-Touched Beasts

Beasts in the plane of shadow reflect the plane’s unique nature. Ordinary beasts have darkvision out to 60 eet and are resistant to cold damage.  

Hazard

Dark Water

The black shadows that often pass for water in the plane of shadow run swift and cold—so cold that no matter the surrounding terrain or climate, every stream and river and lake counts as frigid water. Worse, the spirits of things that died in or near the water constitute a separate hazard. A creature that starts its turn in dark water must succeed on a DC 12 Strength saving throw or be grappled and pulled 5 feet deeper into the water by the hungry spirits. The grappled condition lasts until the start of the creature’s next turn. These ghosts long to drag every living thing they encounter into the inky depths, and even watercraft provide uncertain protection against these spirits.   A creature that drowns in dark water can’t be returned to life and as its soul is trapped by the dark water. A few creatures of the plane of shadow are naturally immune to the effects of dark water, including shadow goblins, shadow fey, vampires, and most fiends.  Recognizing dark waters. Some of the Plane of Shadow’s waterways—streams, lakes, and rivers—are a bit more disquieting and certainly more dangerous than the sky. These streams, lakes, and rivers contain rushing cascades, or ribbons, of pure shadow stuff, especially in the spring when shadow itself seems to flow down the hills with each gray rainfall. The shores of the Plane of Shadow look out on the inky expanse of the Shade Sea, an endless, roiling stretch of wavering darkness to the south, and the chill waters of the Frost Gulf to the north.   A DC 13 Wisdom (Survival) check is enough for a native of the Plane of Shadow to distinguish hazardous conditions in a body of water (this check is made with disadvantage for visitors to the plane). A success reveals the danger while a failure means that the water is thought to be normal, potentially leading to shadow corruption and similar ill effects.  

Doomsand

Similar in most ways to standard quicksand, doomsand follows the same rules for sinking and escaping. This ashen-gray slurry is infused with the nature of shadow, and it drains the resolve from those in its grasp. A creature that starts its turn in doomsand must succeed on a DC 12 Wisdom saving throw or become despondent (see Shadow Corruption below). When the creature finishes a long rest, it can repeat the saving throw, ending the effect on a success. Doomsand usually appears in marshes and swamps, or in deserts as fine dust.  

Hungry Gloom

Some areas of the plane of shadow—or places in the mortal world where the barrier to the plane of shadow is thin—develop hungry gloom. An area of hungry gloom appears particularly dark and grim, swallowing light. An area of light that overlaps hungry gloom has its illumination reduced by one step (bright light becomes dim, dim light becomes darkness). Darkvision can’t improve the ambient light conditions in the area. Shadow-touched creatures (see Shadow Corruption below) can see in hungry gloom as if it were bright light.   Creatures that take a short rest in a hungry gloom cannot spend any hit dice for healing and must succeed on a DC 14 Wisdom saving throw or suffer one level of exhaustion from the deep numbing cold. Creatures that finish a long rest within a hungry gloom automatically gain a level of exhaustion and do not regain any hit points or spent hit dice.   This effect is more than just a physical cold, however. If a creature is immune to both necrotic and cold damage it is immune to the effect of the hungry gloom, but only if it is immune to both damage types.   In the Shadowdark below the surface of the Shadowfell, hungry gloom are much more common.  

Leaden Clouds

These dark, heavy clouds oppress the spirit of those beneath them, serving as a sort of psychic weight. Creatures under a leaden cloud of sorrow must succeed on a DC 12 Wisdom or Charisma saving throw to make an attack, cast a spell, or move at more than a standard walking pace (though they can still defend themselves normally). Certain items, and spells, such as aid, calm emotions, enthrall, and lesser restoration, and even a barbarian’s Rage ability negate the effects of leaden clouds.  

Radiant Wells

This form of well resembles a beacon of light at the surface, though it swallows up anything thrown into it. A radiant well is a planar link to one of the celestial planes, and it sheds searing, bright daylight in a 60-foot radius around itself and up into the clouds. This makes them excellent landmarks for navigation, though their position can be shifted by ebon tides and terrain manipulation. Any creature entering a radiant well falls for 1 round and then is ejected upward at relatively high speed from another well within 2d20 miles (for evil creatures, this increases to 1d100 miles). The force of being ejected from the well propels a Small or smaller creature up about 30 feet before falling to the ground beside the well (potentially taking normal falling damage). Medium and Large creatures are pushed up about 15 feet, and Huge or larger creatures simply land at the edge of the well. Particularly large or active radiant wells sometimes inflict radiant damage on evil-aligned creatures. These more active wells are sometimes used as nodes or portals to celestial planes by wizards and clerics.  

Shadow Mire

Usually found along the shores of ponds, lakes, and streams, shadow mire is a concentration of pure shadow matter that has eaten away the soil, roots, and plants of a place and replaced them with a thin layer of viscous purple-black gloop. This resembles dark water and is indistinguishable from water at night—leaves and reeds may float on it, and it reflects moonlight normally. However, stepping into shadow mire generates an immediate, oversized wave that radiates from the creature entering the mire, knocking down all in its path. Any creatures within 30 feet, which are smaller than the creature stepping into the mire, must succeed on a DC 13 Strength (Athletics) or Dexterity (Acrobatics) saving throw or be knocked prone by the wave.   The creature in the center of the mire will be covered by the shadow mire as it rolls back to its point of origin, like the splash of an enormous raindrop. The creature must make a DC 13 Constitution saving throw or be knocked prone and unconscious. Some wizards can distill or conjure pits of shadow mire and thus reshape a riverbed or undermine a bridge, for instance.  

Shadow Corruption

The plane of shadow threads its tendrils into those places and creatures it can reach, tainting those that strike bargains with dark powers, linger too long in places infused with shadow, or even simply eat the wrong food in the plane of shadow. This applies primarily to visitors, as the realm’s inhabitants are wary and used to its dangers, though sometimes they also fall prey to them.   Creatures corrupted by shadow grow distracted and withdrawn, shunning light in all its forms. At the most severe levels, the corrupted creature gives itself wholly to the plane of shadow. Constructs, fiends, shadow fey, shadow goblins, and undead aren’t susceptible to shadow corruption. Constructs (other than gearforged or similar construct-like creatures) lack souls, and darkness of another sort already claims the essential nature of fiends and undead. Shadow fey and shadow goblins have lived in the realm for so long, their nature has already been changed by it.   Shadow corruption is measured in five levels. An effect can give a creature one or more levels of shadow corruption, as specified in the effect’s description detailed in the following table.  
Level Effect
1 You have disadvantage on Wisdom and Charisma checks made against non-shadow creatures.
2 You gain darkvision out to 30 feet or increases existing darkvision by 30 feet.
3 You have disadvantage on Wisdom (Perception) checks and attack rolls made while in bright light.
4 You have disadvantage on saving throws made while in bright light.
5 You take 2d6 radiant damage when starting your turn in sunlight.
  If a corrupted creature suffers another effect that causes shadow corruption, its current level of shadow corruption increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of shadow corruption as well as all lower levels.   An effect that removes shadow corruption reduces its level, as specified in the effect’s description, with all shadow corruption effects ending if all levels of a creature’s shadow corruption level are removed. For each week spent in the plane of shadow, a susceptible creature must make a DC 10 Charisma saving throw. On a failure, the creature gains one level of shadow corruption. On a success, the creature resists corruption for the time being, but the DC of future saves made for this reason increase by 1. The DC returns to 10 when the creature gains one or more levels of shadow corruption or when it spends at least 1 week outside the plane of shadow.   Shadow magic is dangerous for mortal creatures to wield since it carries the risk of shadow corruption. Whenever any humanoid that isn’t a bearfolk, vampire, shadar kai, or shadow goblin casts any shadow magic spell, then the next time it finishes a long rest, it must make a Charisma saving throw with a DC of 10 + the highest level of shadow magic spell cast. On a failure, the creature gains one level of shadow corruption. Gnomes, elf marked, and elves make the saving throw with advantage.   Shadow corruption can be removed in two ways:
  • A corrupted creature that spends 1 week per current level of shadow corruption outside the Shadow Realm reduces its level of shadow corruption by one. If the creature casts or is affected by a shadow magic spell during this time, the recovery time starts over.
  • A dispel evil and good spell cast on a creature reduces its shadow corruption level by one.
 

History

Making of the shadow plane

The shadowfell was not shaped by a loving hand or by a spark of divine inspiration; it was forged by the weight of forgotten dreams, the whispers of lost dreams, and the lingering dread that clung to the edges of existence. In this bleak, formless expanse, the first shadowfell beings emerged—These were the Vampires, the original inhabitants of the Shadowfell, creatures of both elegance and horror, timeless and immortal. They arose fully formed from the darkness, their skin pale as moonlight, their eyes glowing with a cold, eternal hunger.


Cover image: Farewell by Greg Rutkowski

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