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==Layers== Again, much like it's opposite of [[Acheron]], the landscape is an infinite void filled with floating matter that constantly moves around. The main difference is that land mass in Ysgard has no definable shape or permanency. The earth flows like a river across the void, constantly changing direction and topography. The only permanent features tend to be "inland" where the earth is less likely to take a radical change of direction and destroy what has been built. Some land masses float entirely separated from the others, forming "earthbergs" that look like floating islands. These islands or even the edges of continents can flow into each other, causing new mountain ranges to form. Or they pull apart, leaving empty space in the ground which can lead to the layer underneath. ===Ysgard=== The first layer is actually called "Ysgard", and it is the most populous of the three layers. Ysgard itself has an appearance easily identifiable with the material plane, though with a lot more vibrancy and energy. The weather tends to be a lot more spectacular and the landscape is far more rugged and inhospitable. With the constant motion of the ground there are few permanent settlements, with the inhabitants of the land living in mobile camps or frontier towns with the occasional grand hall built at places of interest. Only the deities really have the power to fix the terrain into anything truly permanent. Though with that being said, there is the great city of '''Himinborg''', which houses the largest population in the layer and likely the plane, which sits in the Plains of Ida, a large open expanse which holds daily festivals and markets. Though most later editions ignore the connection with the Norse Pantheon, Himinborg is actually the divine realm of Heimdall, and the city sits at the gates of the Bifrost, which can be directed to touch any world of the Prime Material Plane. The layer is also littered with battlefields, where armies have come together to fight one another for whatever reason. A large region of the layer is called '''Aflheim''' (Elf-Home) where funnily enough, there lives a significant presence of elven petitioners and mortals. Aflheim has its own weather system and has a recognisable pattern of seasons, where in winter it gets so cold and bitter that the Elves have to retreat into caves to keep themselves warm. <gallery> Gladsheim MotP 1e.jpg Gates of the moon PoC.jpg Asgard PoC.jpg Alfheim PoC.jpg Merratet PoC.jpg Jotunheim PoC.jpg Vanaheim PoC.jpg </gallery> ===Muspelheim=== The second layer, literally underneath the first layer, is a realm of fire and hostility. The land has the fire-dominant trait and is replete with volcanoes and lava streams, and like the first layer the ground is in constant motion. If you're not fire-retardant you're going to be in trouble. [[Fire Giants]] and their deities make their homes here. Yes, a Lawful Evil race of slavers and tyrants live in the Chaotic Good plane, don't question it. Sometimes, an earthberg flips over by accident and floats around the other side flaming-end-up. ===Nidavellir=== The bottom layer, unlike the other two is an infinite realm of earth, rather than floating freely in the void. That doesn't make it any more stable and it still flows and clashes like everything else in the plane. Therefore travellers should be wary about trusting any maps as caves and tunnels may have caved in or changed location over time. Nidavellir is home to several dwarven and gnomish realms, who constantly compete for the precious resources that get discovered as the layer flows over itself, so they often end up in conflict with one another. Though they also find common cause fighting the [[Drow|Dark Elves]] who make their homes here in the realm of '''Svartalfheim''' ''(Black Elf home)'', although ironically, the Drow who live here tend to be of chaotic neutral or chaotic good alignment, since that ''is'' the alignment of the plane and generally of its inhabitants. Evil Drow tend to end up somewhere else ''(like hanging with [[Lolth]])'', so the Drow living here would rather be left alone rather than capture and enslave you, but they fight when they have to. So you end up in sort of a three way arms race, where the weapons and spells get ever more spectacular as time goes on. <gallery> Nidavellir PoC.jpg </gallery>
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