Main / OP-Gladsheim

Other Planes - Outer Planes

Gladsheim

The plane of Gladsheim, like that of Olympus, is a chaotic plane that is home to a powerful, organized pantheon of beings— the Norse gods, who gave the plane and its layers their commonly used names. These Norse gods are bound together in much the same way as the Olympians, both by a permanent portal (the Yggdrasil—see the Astral plane) and the highly dangerous nature of the plane itself.

Gladsheim Reality and matter begin to break down at this end of the great wheel, so that realms often pitch and shift against each other. By gathering together into a pantheon, these Powers gain some control over their gathered domains. Each layer of Gladsheim consists of a number of shifting rivers of earth that form vast arches through the empty space between them. These rivers, millions of miles in width, are in turn made of huge chunks of inhabitable earth and other matter that move and shift against each other like blocks of ice in a frozen river. They grind together then separate again, sometimes leaving huge chasms, thousands of miles deep, to the rivers below. These earthbergs share the same gravity (same down direction) and their upper surfaces are usually inhabitable. Their lower sides emit a radiant fire that illuminates the lands below. These rivers flow ponderously, so that chasms open gradually and mountains slowly grind ever higher as the earthbergs push together. When bergs are grinding against each other, earthquakes and landslides are constantly endangering the inhabitants. Given the continual radiance from earthen rivers higher up, the realms of the layers of Gladsheim are bathed in a reddish glow. Powers can modify the shifting of light and dark to create reasonable days in their realms. If the Powers can control weather, they can cause seasons similar to those of the Prime Material plane. The huge realm of Asgard has such modifications to its light and weather, simulating the effects of northern Midgard (that is to say gloomy with strong, harsh winters). The three layers of Gladsheim are (using the Norse names) Asgard, Muspelheim, and Nidavellir. Asgard: The largest known realm in the first layer gives the layer its name. Asgard is a conglomeration of many smaller realms and domains of the various gods near the permanent multiplanar portal that is Yggdrasil (the World Ash). Each of the domains of these gods is the size of empires on the Prime plane, so the entire realm spans thousands of miles. The related realms of Vanaheim, Alfheim, and Jotenheim are adjacent, and usually in contact with the realm of Asgard. Muspelheim: Originally thought to have ties to the plane of elemental Fire, this layer of Gladsheim is instead dominated by earthbergs that are reversed in nature (flaming side up, earth side down). The fire giants led by Surtur make this plane their home in those regions that share barriers with Asgard and its related realms. Nidavellir: The earth rivers in this layer of Gladsheim are densely packed, so that Nidavellir seems to be a domain of lumi-

nescent caves and underground passages. The terrain shifts here as well, so caverns and their realms open and close. Realms that are reachable on one trip might only be found by moving physically through the earth on a later trip. Entry to Gladsheim is accomplished in the standard fashion, with two important additions. Portals from the planes of Olympus, Limbo, and Concordant Opposition are found in the topmost layer of Asgard as wells. Those leaving the plane pass down through a well; those arriving from the planes rise from the well and enter Asgard. The destinations of most wells are not indicated. Those that are marked (usually by incised runes) have only an 80% chance of delivering the traveler to the indicated plane; the other 20% of the time they deliver the traveler to either of the other two planes in a random location. Most of the Norse deities have erected no protections against viewing portals, though those viewers who linger too long in the presence of Loki or Odin run the risk of being yanked into the plane by the irritated god. Gladsheim is also the topmost point of Yggdrasil, the World Ash. The roots of this mighty tree lie in the second layer of Hades, and its branches touch every alternate Prime Material plane where the Norse pantheon has been or is being worshiped. It is conceivable for a traveler to physically move from the Prime Material through the Astral and either to Niflheim or Asgard, though this journey should take at least 100 days and has never been successfully attempted. The World Ash is the home of many giant stags who browse upon its leaves, and it also contains numerous nests of giant eagles. A giant squirrel named Ratatosk scales the tree continually, conveying threats to the eagle and [ others from the dragons of Niflheim (see Hades, page 106). The apertures that the Yggdrasil causes in the Prime planes are fixed and limited to those places where the Norse gods are known. For this reason, the gods of the vikings have a second method of quick planar access, the trembling span of the rainbow bridge, which is called Bifrost. Odin or Heimdall can direct the bridge to connect to any Prime Material plane, where it appears as a rainbow leading up to a cloud. In that cloud is the earthly end of a conduit leading to the entrance of Asgard, between the plains of Ida and Vigrid. The bridge is but 10 yards wide (it can be made wider if Odin or Heimdall wishes). While upon this bridge, all magical abilities of beings and items are lost (except for those of Powers and artifacts). While the bridge can be sent to various places in the alternate material planes, its Gladsheim end is always between the realms of Ida and Vigrid, under the watchful eyes of Himinbjorg and Heimdall. Spells, magical items, and abilities are limited in the plane of Gladsheim as for any outer plane. A further limitation applies while in the Norse realms or under the eyes of a Norse Power. It is the general belief in this pantheon that bravery can be proven through the amount of pain that may be born, so that beneficial necromantic spells are generally frowned on, as only a coward would accept such help. Such spells do not function in Asgard or Vanaheim (those Powers in Jotenheim and Alfheim tend to be more practical on this matter). Features of Gladsheim Of all the upper planes, the plane of Gladsheim is avoided by a good number of the creatures who usually make these places their home. Only the hollyphant and the planetar are seen frequently in these realms. The plane of Gladsheim does have a

number of remarkable beasts and monsters, usually (though not always) of Scandinavian or Germanic origin (bears, wild boars, giants, stags, etc.). These creatures have the same modifications to their abilities as those of Olympus. • Subtract 2 from the listed Armor Class. • Creatures and monsters that strike with claws gain a +2 bonus to hit opponents. • Hit dice are doubled for purposes of determining hit points and effects of combat. • One in 20 human-like creatures (such as medusae or harpies) have some magical ability (as a magic-user of level 1d10). It is impossible to discuss the plane of Gladsheim without going into detail on the Norse pantheon. Indeed, this group of powers has effectively seized control of the uppermost layer by forming the most effective organization and largest realm around an established astral-breaching feature, while at the same time creating a mechanism (the Bifrost) by which they can access new planes and gain new followers. This is not to say that the Norse pantheon is lawful in the same sense as the pantheon of the halflings in the Green Fields. Norse gods are as petty, selfish, and self-interested as possible for creatures so powerful. They are definitely ruled by the motto of "might makes right" in the same manner that the Abyss is ruled. In this case, might is tempered with godly beneficence and compromise. While Odin is the most powerful of the Norse powers, he is also aware that if he should fall, Thor or Tyr or Loki or any other god could step into his shoes. The Norse pantheon is a wild lot. These gods are not faithful servants acting at Odin's beck and call, despite the claims of Odin's clerics. The layer of Asgard contains the great realm of the same name, as well as the adjacent realms of Alfheim, Jotunheim, and Vanaheim. Alfheim is also referred to as fairyland, the home of those more chaotic elven spirits who worship Frey (the ruler of this realm). These chaotic elves have the same stats as the einheriar (see Appendix III). Alfheim is a realm separate from Asgard. There is a chasm between the two realms that is widening by a few inches per year. This chasm is several miles deep, but it is still sealed at its base (there is not yet a hole to the realms below). Many of the portals to Olympus, in particular those to Arvandor, are located in Alfheim, and Aerdrie Faenya is a common visitor here. The realm of Vanaheim is the home of the vanir and is similar to Asgard in terrain, temperament, and inhabitants. The mixing of vanir and aersir (Asgardian) blood and the close link between their domains almost allows the two to be considered a single realm. Like Asgard, Vanaheim is made up a number of domains which, if they were separate, could be considered realms in themselves. Chief among these are Folkvang, where Freya makes her home in the shining hall of Sessrumnir, and Noatun, a shipyard on the sea on the side away from Asgard. The realm of Jotenheim borders both Asgard and Vanaheim. It is a pile of mountains at the border between two bergs that have been grinding together. It is officially separated from Asgard/ Vanaheim by the river Iving, which never freezes (either because of an ancient enchantment or underground heat). Jotenheim's capitol is Utgard, and it is ruled by Utgard-Loki, a powerful giant king with clerical and illusionist powers. This frigid realm is also the home of Thyrm, king of the frost giants, and it is sometimes the abode of Loki himself. Surtur, whose home is on the second

layer, Muspelheim, maintains a few outposts of his followers in Jotenheim, as the primary barriers between first and second layer are in this realm. The well of Mimir is also found somewhere in Jotenheim. The giants of Gladsheim have the same abilities and powers as their Prime planar brethren, but they are smarter than Prime giants. One in every four giants has illusionist powers of up to 14th level, while one in 10 is a magic-user (up to 20th level) and one in 20 is a cleric (of up to 20th level). (Utgard-Loki is both a cleric and an illusionist of 14th level.) In addition, these creatures often carry giant-sized magical items. Equip any party of giants with magical items as if they were a party of adventurers of the given levels.Illusions created by these giants can affect the gods themselves, though they can never bring about the death of a Greater Power in his home plane. The realm of Asgard is the largest realm of its layer and is made up of many smaller domains: • The highest peak of Asgard has been levelled off, for use as the feast-hall (though not home) of Odin, also called Gladsheim or Mount Joy. It is this Gladsheim that gives the plane its name. This is the feast-hall of the aesir and vanir, the place where fealty to Odin is sworn and great feasts held. • The Odinhome (Valaskialf), where the Father of the Norse Powers sits upon his all-seeing throne of Hlidskialf, is located several leagues from the Odinhall of Gladsheim. • Thor makes his abode in Thrudheim, in the oak and ironshod palace called Bilskirnir, where even the thralls who serve the palace are joyous in their work. Thor's wife, Sif, dwells here with him. • Frigga, wife of Odin, makes her home in the palace Fensalir in the domain of Vingolf, which is adjacent to that of her husband's hall. • Balder's domain and palace are both known as Breidablik. This domain is said to be one of the most beautiful of the realms that make up Asgard. • Himinbjorg is the citadel of Heimdall, watcher of the Bifrost, and is located where that bridge ends upon the plains of Ida and Vigrid. Himinbjorg is a strong redoubt clad in plates of mirrored steel, manned by both einheriar and, in times of need, valkyrie. • Uller keeps a damp realm in Ydalir, best known for its groves of yew trees. From these trees he makes bows of the finest godly quality. • Vidi, also called Landvidi, is a region of tall grass and young saplings. Here Vidar, a son of Odin, keeps his house and stables. • The steel and silver palace of Glitnir lends its name to Forseti's domain, it is here that the god of justice rules in cases where Odin cannot or will not. Forseti is a lawful Norse deity, yet his presence is recognized by the remainder of the pantheon as a necessity for their survival as a group. • Loki maintains several small houses in the realm of Asgard, as well as bolt-holes both in Jotenheim and in Pandemonium for refuge when he has angered his fellow Powers beyond measure. • Idun maintains a simple house in her orchards where she tends her apples. Her husband, Bragi, makes his abode in far Elysium. Neither has yet consented to move to the other's realm permanently (though they often visit each other). • The lesser Norse powers tend to wander or to maintain smaller estates on the domains of others. Aegir can be encountered in Vanaheim, Asgard, and Jotenheim, for he is a lesser relative of the giants. Magni and Modi, the sons of Thor, reside in Thrudheim when not adventuring on their own. Tyr, while no lesser god, makes his abode in Valhalla.

Of great importance amongst the domains of the realm Asgard is Valhalla, home of the einheriar and the valkyries. The hall of Valhalla is vast, its roof thatched with shields and its pillars great collections of spears, but the land for leagues around is dominated by smaller halls where various einheriar make their homes. The einheriar of Asgard are primarily males (see Appendix III for more information on einheriar). Einheriar of Gladsheim are not affected by fear or other emotion-affecting spells, nor are they subject to normal illusion or phantasm magic (see the note on giants, page 96). The einheriar are the spirits of chaotic warriors. They cannot die fully in this plane: if killed here, they return to life in Valhalla on the next daybreak. While the Norse pantheon is generally accepted as the dominant group of gods in this plane, they are by no means the only Powers here. Unlike the Olympians, the aesir and vanir do not have to share their layer with another group of powerful beings, but there are other inhabitants of this plane that occasionally vex the Norse powers. On the far side of the great ocean that borders Vanir is the realm of Bast, the cat-goddess of the Egyptians, who makes her dwelling in a huge vine-covered acropolis on the edge of wasting desert. Bast and those spirits that serve her are fond of parties, festivals, and masques; there is always some celebration going on within her halls. Bast's realm has served as a hiding place for various Norse powers from time to time, including Loki and Bragi. She claims dominion over all catkind, but this claim is contested by the Cat Lord of the Beastlands. Lakshmi of the Indian mythos is the goddess of fortune and beauty. It is to her good fortune that her domain is far from that of the Norse pantheon so that the rowdy powers that dwell within Asgard cannot disturb the thoughts of this wife of Vishnu. Her domain is said to be a great step-temple that is overgrown with lotus flowers that are always in bloom. Three demi-gods, two of the Japanese mythos and one of the Indian, make their abodes on bits of flying rock that they steer between the great rivers of earth where most of the more powerful gods make their domains. They sometimes wander over and into the realms of other powers. The Indian demi-god is Karttikeya, whose palace is a temple on an island in a lake of white (drinkable) milk that is itself surrounded by an island floating through Gladsheim. The Japanese demi-gods are Hachiman (whose portfolio is war) and Oh-Kuni-Nushi, who is both patron to heroes and the master of land and earth.