D&D General Let's make the upper planes playable!


log in or register to remove this ad

My comedic spelljammer game had a brief sojourn into Elysium and yeah, it was so boring I basically had to retcon it.

So I just literally had the plane be one unending furry convention, because of the Guardinals. It's panels and orgies connected by infinite "backrooms" tunnels and occasionally you'll see a pink-and-orange otter run through like you're having a migraine on bad acid.
 

bloodtide

Legend
I would add You can have Good Combat Encounters of:

*"You don't Belong Here". Simple enough guard type encounter. Can work for any good creature, but fits well with knights. Simply put they tell the PCs to leave the plane. If not, they attack. They might try and capture PCs and toss them in the nearest portal.......or they might attack to kill.

*"Moving On" This is any type of good creature that sees mortals as 'first stage' of life....and wishes for them to assend to the 'higher plane' of being 'petitioners'. And they way mortals do that....of course.....is die.

*"Weapons" Animated weapons, with some intelligence. They fly throughout the plane, attacking any non natives. For some 'high security type areas' hey could just be on 'seek and kill'. More often they won't attack if the non natives quickly disarm or preform a good ritual.

*"Constructs" Much like the above, they can be commanded to attack.

*"Oozes" Again, like the two above. Moving around the plane, dissolving anything non native or non good. A Golden Pudding, for example.

*"Living Spells" And for one more. Living spells make for some really fun combatants. 5E does not have too many interesting spells....but if you dip back into 3X.
 


This one needed less work (which seems like a trend for the chaotic realms). I decided to mix some classic tales into the mix.

Beastlands: The Circle of Sovereignty

The Beastlands are ruled by an eternal concept known as the Circle of Sovereignty, symbolized by the great Lion King of Beasts. This circle represents the interconnectedness of all living things and the natural hierarchy that balances strength, cunning, wisdom, and compassion. As a central figure, the lion embodies the values of leadership, strength, and the duality of predator and protector.

The plane mirrors this hierarchy, with the Beast Lords acting as guardians, rulers, and guides for their respective domains. These Beast Lords are anthropomorphic representations of specific animal archetypes, blending the traits of their species with wisdom and power. They embody the instincts of their kind and the elevated virtues that these instincts represent.
Key Themes

  1. Instinct Meets Wisdom: The plane celebrates raw instinct tempered by a higher wisdom. The Lion sets the tone as the King of Beasts, encouraging a balance between primal nature and enlightened leadership.
  2. The Eternal Hunt: Life in the Beastlands revolves around the hunt, not for sport but as a spiritual journey—a test of survival, respect, and understanding of nature's cycles.
  3. Territorial Harmony: Each Beast Lord has its domain, and the balance must be preserved. Disruptions in this balance cause chaos across the plane.
Significant Features of the Plane

  • Twin Suns of Day and Night: The Beastlands alternate between eternal daylight (Krigala), twilight (Brux), and a deep, starry night (Karasuthra). The Lion King is said to roar daily and night into existence, signaling the cycle’s start and end.
  • Domains of the Beast Lords: Each Beast Lord rules a biome or ecosystem reflecting their animal’s traits—forests for the Wolf Lord, savannas for the Lion King, wetlands for the Crocodile Lord, etc. These domains are alive and interactive, resonating with the energy of their sovereigns.
  • The Court of the King of Beasts: The lion's den, a massive rock formation called Pride’s Throne, is the central seat of power. From here, disputes among Beast Lords are resolved, and the harmony of the Circle is maintained.
  • Bestia Concordia: A sprawling, multi-level city blending nature and civilization, where intelligent animals and humanoids live harmoniously. This city symbolizes the coexistence of instinct and reason, offering a haven for travelers.
Plot Hooks

  1. A Rift in the Circle: A Beast Lord’s domain has grown too powerful or chaotic, threatening the balance of the Circle of Sovereignty. The Lion King tasks the adventurers with restoring harmony.
  2. The Missing Roar: The Lion King has fallen silent, throwing the Beastlands into disarray. Adventurers must uncover what has happened and restore the plane’s primal rhythm.
  3. Challenge of the Pride: A usurper challenges the Lion King’s rule, seeking to impose tyranny or selfish goals on the Circle. Adventurers may intervene or be tested to prove their worth in aiding the King.
  4. The Beast Lords' Hunt: The party is invited to participate in a sacred hunt, the outcome of which will decide the fate of a domain or bring insight into a cosmic mystery.
Key Figures: The Animal Lords

The Animal Lords are ascended beings, protectors of their kind, and guardians of specific biomes. Each lord has a domain that reflects their essence and archetype.

Lion King (King of Beasts)

  • Domain: Pride’s Throne (savanna).
  • Role: Embodiment of leadership, justice, and power. Resolves disputes among the Beast Lords and ensures the Circle of Sovereignty remains unbroken.
  • Inspired By: Aesop’s “The Lion and the Mouse,” medieval tales of noble kingship.
  • Challenge: The Lion King struggles with leadership and ensuring fairness when all have differing instincts and needs.
Wolf Lord

  • Domain: The Moonlit Woods (dense forests).
  • Role: Pack unity and survival. Represents loyalty, strategy, and the darker side of hunger.
  • Inspired By: “Little Red Riding Hood,” Aesop’s “The Wolf and the Crane.”
  • Challenge: The Wolf Lord faces tension between the wild instincts of their pack and the moral codes of the Circle.
Fox Lord

  • Domain: The Wily Glades (shimmering, maze-like groves).
  • Role: Trickster, teacher, and keeper of secrets. Tests travelers with riddles or challenges.
  • Inspired By: Reynard the Fox, Aesop’s “The Fox and the Crow.”
  • Challenge: Balancing cunning with compassion, as their cleverness can lead to discord.
Owl Lord

  • Domain: The Perch of Eternity (tall, craggy mountains).
  • Role: Wisdom, foresight, and death. A judge among the Animal Lords, often speaking for those who have passed.
  • Inspired By: Aesop’s “The Owl and the Grasshopper,” medieval symbolism of the owl as wisdom and foreboding.
  • Challenge: Overcoming their perception as aloof or uncaring due to their focus on the long-term.
Stag Lord

  • Domain: The Verdant Vale (rolling hills and lush meadows).
  • Role: Grace, purity, and protection. Represents renewal and sacrifice.
  • Inspired By: Medieval hunts and the concept of the White Stag as a divine guide.
  • Challenge: Protecting their lands from overzealous hunters or the greed of others.
Serpent Lord

  • Domain: The Coiled Hollow (hidden caves and rivers).
  • Role: Keeper of hidden truths and forbidden knowledge.
  • Inspired By: Aesop’s “The Farmer and the Snake,” Biblical imagery, and medieval cautionary tales.
  • Challenge: Struggling against mistrust from others despite their wisdom.
Raven Lord

  • Domain: The Shadowed Cliffs (windswept coasts and high perches).
  • Role: Trickery, foresight, and messengers of fate. Guides travelers between life and death.
  • Inspired By Norse mythology, Aesop’s “The Crow and the Pitcher.”
  • Challenge: Maintaining the balance between being seen as an omen and a guide.
Key Locations

  1. Pride’s Throne
    A sprawling savanna with a central rock formation where the Lion King resides. The court gathers here to address disputes among the Animal Lords.
  2. Bestia Concordia
    A vibrant city where humanoid and beast citizens live in harmony. The city is a nexus for trade, diplomacy, and exchanging wisdom.
  3. The Endless Hunt
    A massive, ever-shifting forest where the sacred Hunt takes place. Those who partake must honor the prey and learn its lesson or face dire consequences.
  4. The Mirror Lake
    A reflective, magical lake where travelers see visions of their true nature or future. Overseen by the Stag Lord.
  5. The Howling Glade
    A clearing where the Wolf Lord’s pack gathers to sing to the moons, invoking the primal rhythms of the plane.
  6. The Serpent’s Labyrinth
    Twisting tunnels and shimmering rivers filled with hidden treasures and deadly traps. The Serpent Lord challenges those who seek forbidden knowledge.
  7. The Aviary Peaks
    Towering mountains filled with bird nests and aerial pathways. The Raven and Owl Lords oversee the skies and maintain the plane’s higher mysteries.
Medieval and Aesopian Tales Incorporated

  • Medieval Symbolism: Each animal archetype embodies virtues and vices commonly found in medieval bestiaries and tales (e.g., the lion as noble, the fox as clever).
  • Aesop’s Fables: Lessons like “slow and steady wins the race” or “beware of flattery” are woven into adventurers' stories and trials.
  • Folktales: Stories of shape-shifting animals, enchanted forests, and divine creatures guide interactions with the plane.
Story Hooks

  1. The Broken Pact: A Beast Lord refuses to honor the Circle of Sovereignty, and the Lion King sends adventurers to mediate or intervene.
  2. The Fable Unfolds: Travelers must live through a twisted version of an Aesopian fable to prove their virtue or learn a critical lesson.
  3. The Stolen Crown: The Lion King’s crown has been stolen by an unknown force, throwing the Circle into chaos. The adventurers must recover it.
  4. The Endless Hunt: An adventurer has been marked as prey in the sacred Hunt. They must survive, learn, and prove their worth to the Beast Lords.
  5. Harmony in Bestia Concordia: A political dispute in the city threatens the coexistence of humanoids and beasts. Adventurers must navigate the tensions to restore peace.
 


I decided to see what a Nephilim would work like, and so did one, so here it is. Open to all feedback. :D
 

Attachments

  • Archon of Accord_Page_1.jpg
    Archon of Accord_Page_1.jpg
    282.9 KB · Views: 9
  • Archon of Accord_Page_2.jpg
    Archon of Accord_Page_2.jpg
    164 KB · Views: 9


I rewrote Elysium when it struck me that it could be an interesting take on neutral good.

Namely Superheroics.

This is a plane that sees everything through 4 colored comic lens.

Here goes nothing.

Elysium: Plane of Heroic Virtue​

Theme: The eternal struggle for goodness, where every inhabitant is driven by a moral compass to do what’s right—even when their interpretations of "right" differ. It's a world of daring rescues, altruistic challenges, and often hilarious misunderstandings.

Unique Element: The River Oceanus, a sentient force, ties the plane together as a physical and spiritual thread, carrying dreams, forgotten lore, and opportunities for reflection. It represents the freedom to drift and the responsibility to guide.

Overall Theming:​

Elysium embodies the heart of Neutral Good: an unwavering commitment to the greater good, personal freedom, and a call to action. This makes it a land of constant activity, where its inhabitants feel compelled to intervene whenever they perceive injustice or suffering.
  1. Friendly Rivalries:
    Heroes often clash—not maliciously, but due to differing approaches to justice or misunderstandings. For example:
    • One hero wants to rebuild a village after a disaster, while another believes the village should be relocated to avoid future calamities.
    • "No, I’ll save the puppy!" is a literal argument.
  2. Complications from Heroic Actions:
    Many heroic deeds lead to unintended consequences. These range from bringing back artifacts that alter the natural balance to resolving one conflict only to cause another. Heroes are celebrated but must always contend with the ramifications of their actions.
  3. The Spirit of Collaboration:
    Despite disagreements, Elysium's heroes share an underlying unity. When danger looms, rivalries are set aside, and teamwork becomes paramount. This reflects the plane's core philosophy: Good above all else.

Inhabitants of Elysium​

The King of Heroes:​

A celestial figure akin to "The Tick," blending immense wisdom and comic earnestness. They embody the virtues of courage, perseverance, and humor, often leading by example while inadvertently causing chaos.

The Agathinon (Angelic Beings):​

Agathinon are celestial entities embodying the ideals of Neutral Good. They might act as mentors or allies to visiting adventurers or mediate disputes between Elysium’s heroes.

Heroic Spirits:​

Mortal heroes who achieved greatness might ascend to Elysium as eternal champions. These spirits retain their unique personalities and quirks, serving as advisors or quest-givers to visitors.

Guardinals (Virtue Embodied Heroes)​

Animal-headed celestials represent pure virtues, and guardinals are natural leaders and allies in Elysium’s constant dance of heroic rivalries and camaraderie. They take their roles seriously, often with an exaggerated flair that leads to misunderstandings and friendly competition.

Lionhearted (Courage):​

Majestic and imposing, these warriors live for dramatic entrances and last stands. They often spar with other Guardinals to keep their skills sharp, turning every challenge into a spectacle of bravery.

  • Signature Quirk: They love delivering heroic speeches, even in battle—or during mundane events like helping build a bridge.
  • Adventure Hook: A Lionhearted Guardinal challenges the heroes to a contest of courage, only to reveal it’s a ploy to prepare them for an imminent, far greater threat.

Foxborn (Wisdom):​

Scholars and tricksters, Foxborn revels in solving and creating problems, all in the name of fostering growth. They’re often cryptic and cheeky, dispensing riddles and half-truths while secretly orchestrating grand plans.

  • Signature Quirk: They have an annoying habit of knowing exactly what will happen but refuse to share the full story until after the fact.
  • Adventure Hook: A Foxborn has gone missing after setting an elaborate plan into motion. The heroes must navigate the chaos left in their wake and uncover what the Foxborn intended.

Dovekind (Peace):​

Serene mediators and healers, Dovekind, are the calming presence amidst Elysium’s chaos. They often end up playing referee to bickering heroes or taming the aftermath of ill-considered rivalries.

  • Signature Quirk: They carry around oversized tea sets, offering impromptu peace talks with a side of biscuits.
  • Adventure Hook: A Dovekind is caught in a moral dilemma—mediating a dispute between two heroes while trying to prevent a brewing conflict from disrupting Elysium’s balance.

Blissborn (Joyful Yet Wounded Champions)​

Mortals transformed by Elysium’s energies into beings that radiate joy and positivity. Beneath their glowing demeanor, however, they often wrestle with personal struggles or hidden sorrows. They serve as the heart of Elysium, inspiring others to embrace hope despite hardships.

  • Signature Quirk: Blissborn frequently attempts over-the-top acts of kindness, sometimes with unintended consequences.
  • Adventure Hook: A Blissborn is key to resolving a feud between two rival heroes. Unfortunately, they’ve lost their memory in Oceanus’s flow and require the heroes’ help to recover it—perhaps through a series of heartfelt interactions or a dramatic rescue.

River Spirits (Playful and Mysterious Guides)​

Personifications of the River Oceanus: these beings are simultaneously wise, playful, and maddeningly cryptic. They adore creating tests for heroes and rarely offer direct assistance unless amused or impressed.

  • Signature Quirk: They change form constantly, appearing as water-themed animals, heroic figures, or even animated waves, depending on their mood.
  • Adventure Hook: A River Spirit has been "kidnapped" by a group of overzealous Blissborn trying to host an eternal festival. The heroes must navigate the festivities to free the spirit, who may or may not appreciate the rescue.

Other Denizens (Quirky Allies and Foes)​

Agathas:​

Mystical beings of protection and light. They act stern mentors, pushing heroes to their limits in trials of virtue.

Baku:​

Dream guardians delight in eating nightmares but sometimes overstep, leaving heroes in surreal dreamscapes they must navigate.

Holly Plants:​

Sentient plants with gentle dispositions grow in places of tranquility, offering advice and occasional sass to passersby.

Adventure Hook: A grove of Holly Plants refuses to grow, claiming they’re waiting for a "real hero" to water them with “legendary courage.”

Moon Dogs:​

Celestial canines with a deep sense of justice and an almost comedic eagerness to enforce it. They love chasing down wrongdoers but often mistake harmless mischief for serious crimes.

Adventure Hook: A Moon Dog deputizes the heroes to capture a “villain” who turns out to be a Foxborn pulling a harmless prank.

Phoenixes:​

Majestic beings of renewal, these fiery creatures love dramatic rebirths and sometimes playfully fake their demise to test heroes’ reactions.

Adventure Hook: A Phoenix stages its own "kidnapping" to see which hero will rise to the occasion, only for the situation to spiral out of control when a real threat intervenes.

The Planes​

Amoria (The Pastoral Haven of Heroes):​

A picturesque land of golden meadows, tranquil groves, and villages that seem plucked from an eternal storybook. This layer is the heart of community and camaraderie, where heroes often start their journeys or return to regroup. The River Oceanus splits into gentle streams, creating hidden training grounds and scenic retreats. Here, eccentric inventors and quirky heroes work together on peaceful projects—sometimes with unexpected results.

Signature Quirk: Heroes host friendly contests to see who can best aid the community, from building homes to planting orchards.

Adventure Hook: Villagers have started falling into collective dreams, reliving a forgotten tragedy. Is the River Oceanus itself summoning them to heal an ancient wound, or is a heroic spirit trapped in the past seeking help?

Eronia (The Mountain of Heroic Trials):​

Towering peaks and roaring waterfalls define this layer. It’s a proving ground where heroic spirits test their mettle, climbing cliffs or leaping across chasms while being cheered on—or teased—by others. Oceanus crashes through the cliffs, creating natural obstacles and inspiring acts of courage. Heroes compete to overcome nature’s challenges and each other in a spirit of rivalry and growth.

Signature Quirk: Heroes frequently attempt impossible feats for no other reason than to prove they can, creating moments of hilarity and brilliance.

Adventure Hook: A phoenix has begun igniting trails across the peaks. Is it testing future heroes or warning of a more profound danger? The adventurers must engage with the fiery bird to uncover the truth—perhaps even attempting a daring race alongside it.

Belierin (The Marsh of Mysterious Echoes):​

A labyrinthine swamp where the River Oceanus slows, weaving through mist-shrouded wetlands and ancient ruins. This layer is the realm of introspection and discovery, where heroes uncover lost truths or face the consequences of past actions. River Spirits act as guides, enigmatic beings who delight in leading others astray—only to ensure they find the lesson they need.

Signature Quirk: Heroes often argue with their River Spirit guides, who provide cryptic advice or set bizarre challenges that make sense only after completion.

Adventure Hook: One of the River Spirits has stopped moving, leaving travelers stranded. The heroes must investigate the cause, which may involve resolving the spirit’s sorrow—or outsmarting it in an elaborate contest.

Thalasia (The Sea of Eternal Rest):​

An infinite, sparkling ocean scattered with vibrant islands. This is where heroic souls come for their final respite, forming small, idyllic communities or embarking on endless adventures without worrying about failure. Here, the River Oceanus mingles with the Boundless Sea, reflecting the eternal balance between striving and peace. Ships crewed by adventurous spirits sail to the horizon, seeking hidden truths or enjoying the journey.

Signature Quirk: The inhabitants treat rest as a heroic act, engaging in epic relaxation contests or comically elaborate quests to find the best hammock.

Adventure Hook: A legendary lost ship, the Eternal Resolve, has been sighted drifting near Thalasia’s islands. It carries a relic tied to Elysium’s heroic legacy. Should the adventurers retrieve it, or are some secrets better left to history? And why are so many local heroes eager to join or stop them?


Unique Mechanics​

  1. The Call of Oceanus:
    Time spent in Elysium can be risky, as one may lose oneself to its serenity. Characters must pass periodic Wisdom (Insight) checks to resist becoming part of the plane and forgetting their worldly goals.
  2. Gifts of Contentment:
    Performing selfless acts in Elysium grants temporary boons:
    • Advantage on Charisma-based checks.
    • Resistance to psychic damage.
  3. Echoes of the River:
    Oceanus can carry messages or lost items to the heroes but requires a token of sacrifice or an answer to a riddle.

Key Plot Hooks​

1. The Forgotten Currents of Oceanus​

Hook: The River Oceanus is more than a waterway; it is a living archive of forgotten truths, cosmic mysteries, and mortal dreams. A crucial fragment—an ancient celestial promise, a mortal’s desperate plea, or a lost Guardian’s oath—has vanished into its depths.
Adventure:

  • The party embarks on a quest through Oceanus’s shifting currents, encountering playful river spirits, enigmatic Blissborn guides, and whirlpools manifesting from their unresolved doubts.
  • Rivals, perhaps outsiders who twist Elysium’s ideals, seek the same fragment, testing the party’s commitment to the plane's virtues.

2. The Cracks in Bliss​

Hook: A Blissborn, a mortal transfigured by Elysium’s joy, begins to falter, plagued by haunting visions of their past life or forewarnings of an unfolding tragedy.
Adventure:

  • The party helps the Blissborn reconcile their idyllic peace with lingering pain, traversing Elysium and the mortal world to uncover hidden truths.
  • Their visions may herald an existential threat to Elysium, drawing the party into a race against time to preserve harmony.

3. A Rift Among the Guardinals​

Hook: Elysium’s stalwart protectors, the Guardinals, are divided. At odds over how far altruism and intervention should extend, they hesitate as a mortal village calls for aid against fiendish incursions.
Adventure:

  • The party must mediate, demonstrating the value of unity by exemplifying the virtues of courage, wisdom, and peace.
  • The debate’s underlying cause may stem from a malicious force—a rogue Blissborn or corrupted artifact stirring doubt among the celestials.

4. Discord on Belierin’s Isles​

Hook: Belierin, Elysium’s marshy expanse, is home to diverse island cultures and celestials. A delicate peace crumbles as scarce resources, planar storms, or interloping fiends incite discord.
Adventure:

  • The party navigates the labyrinthine marshes and brokers peace among the islanders, uncovering hidden agendas or ecological disturbances.
  • Challenges include battling planar predators, quelling islander unrest, and outmaneuvering Abyssal agents preying on the chaos.

5. The Missing Phoenix of Thalasia​

Hook: A phoenix native to Elysium’s crystalline waters has disappeared, upsetting the balance of light and renewal.
Adventure:

  • Tasked with finding the phoenix, the party explores Thalasia’s breathtaking oceanic sanctuaries, diving into its depths and braving its radiant storms.
  • They face poachers, celestial creatures guarding sacred waters, and a prophecy that challenges their understanding of sacrifice and destiny.

6. The Taint in Oceanus​

Hook: Oceanus, Elysium’s life-giving river, suffers a mysterious blight. Its once-pristine waters stagnate, spreading unease among the celestials.
Adventure:

  • The party follows the corruption upstream, confronting fiendish polluters, rogue Guardinals, or ancient grudges woven into the river’s flow.
  • Cleansing the taint demands moral choices—destroying an artifact of immense power or challenging the ambitions of a celestial who has lost their way.

7. Lost Pilgrims of Eronia​

Hook: Mortal pilgrims seeking enlightenment in Elysium have vanished along Oceanus’s banks or Eronia’s mountainous trails.
Adventure:

  • The party’s rescue mission leads them through cascading waterfalls, hidden glades, and perilous peaks, where the beauty of Elysium hides dangers both natural and divine.
  • Pilgrims may be ensnared by Blissborn seeking companionship, enthralled by malevolent forces, or lost in the overwhelming wonder of Elysium itself.

8. The Fragility of Perfection​

Hook: A mortal has stolen a fragment of Elysium’s essence—a starseed, celestial feather, or shard of radiant light—to end suffering in their homeland. However, their theft destabilizes Elysium’s harmony.
Adventure:

  • Retrieving the fragment thrusts the party into a moral dilemma. Should they return it, knowing the cost to the mortal realm, or defend its use despite Elysium’s disquiet?
  • They face opposition from celestials guarding the artifact’s sanctity and the thief’s allies, who are desperate to save their world.

9. The Celestial Key​

Hook: A legendary artifact, hidden deep within Elysium, is said to unlock the sanctum of Thalasia, where untold celestial secrets lie dormant.
Adventure:

  • The party competes with planar rivals, including treasure-seeking Blissborn and scheming fiends, to locate the artifact.
  • Gaining the key requires trials of virtue and teamwork, testing their courage, wisdom, and harmony with Elysium’s ideals.

10. A Shadow Over Elysium​

Hook: A region of Elysium begins to show traits of the Lower Planes, from twisted landscapes to despairing celestials. The cause remains unknown.
Adventure:

  • The party investigates, uncovering a fallen celestial’s anguish, a breach in planar boundaries, or a fiendish ploy to corrupt Elysium.
  • Restoring harmony may involve battling fiendish invaders, healing celestial wounds, or making the ultimate sacrifice that reaffirms the plane's ideals.
 


Remove ads

Top