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==Great Wheel / World Tree Version== [[File:Arvandor OHG.jpg|left|200px]] [[File:Arborea PoC.jpg|right|300px]] [[File:Arvandor 5e.jpg|right|300px]] Arvandor is practically the same in both The Great Wheel and World Tree cosmologies; mechanically both acted alongside one another in 3e, depending on your campaign setting. Though even [[Forgotten Realms]] has switched from the Great Wheel to the World Tree and back again across editions; the World Tree version existing as the divine realm of the Seldarine, while the Great Wheel version is the discrete realm of the Seldarine located within the larger structure of the plane. But for all intents and purposes they are the same thing. The plane/layer has two names: '''Arvandor''' proper, which is the domain of the Elvish pantheon, and '''Arvanaith''' which is the realm of the elven dead, though they are often held to be the same place. Arvandor is an infinite expanse of deep woods and unearthly beauty. It is so caught up with the Chaotic Goods passion of [[Arborea]] that the layer practically exemplifies the entire plane unto itself. If one forgets that the Olympian pantheon also shares proximity to them in Arborea, the plane might be considered the sole property of the Elves and Eladrin that make their homes here. One thing is not well known however; Arvandor was not always the home of the Seldarine. It is believed that the Elven gods won the realm from the [[Annam|Giant Pantheon]] at some point in unremembered history, Giant ruins still litter the plane, forever acting as a reminder of the former inhabitants. Despite its beauty and good natured intent; Arvandor can be a perilous place to live. Dangerous beasts inhabit the forests and plains, requiring the planar powers that be (whether divine or mundane) to send out knights and hunters to regularly cleanse their nearby regions and make them safe again. Additionally, the threat is not limited to unthinking beasts, as the Unseelie Court also make inroads to the plane and wicked Fey creatures can snatch individuals who drop their guard for too long. This makes the realm somewhat hazardous for an upper plane, though the Elven petitioners and their Eladrin allies maintain constant vigilance ensuring that Arvandor remains secure. Arvandor has many links to other places, thanks to the nature of its pantheon. The divine powers that be also shape the region to their whims and create a varied landscape when not allowing wild nature to run rampant. [[Corellon]] and [[Sehanine]] live together in a magnificent marble tower called ''[[What|Gwyllachaightaeryll]]'' which means "the Many-Splendored"; also called ''"Overlook"''. The tower rises and twists through an area of trees known as the "Crescent Grove". There are many rooms in his tower and it reshapes itself according to his whim so that no room appears the same way twice, with the exception of his throne room. The region of '''Elavandor''' is the ocean domain of [[Deep Sashelas]], which is either a part of the layer of Ossa or merely a divine realm nestled within Arvandor's Sparkling Sea. This even changes within editions and campaign settings, because Sashelas constantly reshapes his environment according to his whims, raising new islands and coral reefs as he is never satisfied with his accomplishments and continually seeks to improve on his works. His palace usually sits at the bottom of a deep chasm, although the water is so pure that light from the surface still manages to filter its way to the bottom, in fact the only time the realm darkens is when Sashelas leaves. Here, any good-aligned elf can breath water as if it were air, allowing any good-natured Elven visitor to approach him if they feel the need too. '''Evergold''' is the Fountain of Youth, which exists on multiple planes at once and is simultaneously located in the realms of [[Hanali Celanil]], [[Sune]], [[Freya]] and [[Aphrodite]]. On the Elven side of the nexus of planes is a crystal palace made of one-way mirrors, where anyone inside can look out but cannot be viewed. Speaking of overlapping regions, [[Aerdrie Faenya]]'s floating tower exists so close to the philosophical borders of chaos that the realm freely hops back and forth between Alfheim in [[Ysgard]]. The Elven goddess is so chaotic that her realm is a region of storms and howling winds, though this usually gets toned down on the Arvandor side of the divide, but in either case the tower is practically impossible to reach except for the most determined of flying individuals, who then have to get past the Avariel guards who aren't keen on visitors; this is all despite Aerdrie being a "good" goddess, it is simply that she has very little interest in the affairs of others and has few relations with other divinities to allow her doors to remain open to visitors. Other lesser or intermediate deities have their realms, but are typically transitory, rarely staying in one place for too long as befits deities of chaos.
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