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The Olympian Glades of Arborea,[11] also known as Olympus,[12] was the Outer Plane in the Great Wheel cosmology model embodying the disorganized but well-intentioned motives of the chaotic good alignment.[6] Its layers housed the elven and Greek pantheons, as well as the realms of the deities Lliira, Sune, and Tymora.[13][14]

Although the gods of the realm of Olympus and Toril occasionally interacted,[15] the people of Toril rarely concerned themselves with the affairs of the Olympians and vice versa. In the World Tree cosmology, the realms of Arvandor and Brightwater in the first layer were considered Celestial planes in their own rights.[16][17] Arvandor, in particular, survived the Spellplague and became part of the World Axis cosmology.[18]

DescriptionEdit

This plane had three layers with unique landscapes:

ArvandorEdit

Main article: Arvandor (layer)
Sometimes referred to as Olympus; two realms, so vast and influential that their names became synonymous with the plane and the layer they occupied, coexisted with little conflict: Olympus, home of the Greek pantheon, and Arvandor, domain of the Seldarine.[9] Even before the World Tree cosmology became popular, the influence of the Greek pantheon was primarily focused on other Prime Material Planes and had minor contact with the Forgotten Realms. Indeed, the two domains were separated by thousands of miles/kilometers of unclaimed wilderness[9] and, due to the slight curvature of the landscape, were not visible to each other despite being located at the highest peaks of their respective lands.[1] The layer also had a third realm known as Brightwater.[19]

Dominating the Greek-controlled realms was Mount Olympus, a towering edifice that served as home to many of the Greek gods as well as a multiplanar conduit connecting Olympus directly to Hades, Gehenna, Tarterus, and Alternate Prime Material Planes without passing through the Astral Plane.[20] The usual color pools existed for Astral travelers and the permanent portals to neighboring Outer planes Happy Hunting Grounds/Beastlands, Gladsheim, and Concordant Opposition took the form of large, spinning crimson disks. Divination was required to determine the destination of each portal and all pools and portals within thousands of miles/kilometers of the Greek or elvish demesnes were either guarded, surrounded by stone walls and iron gates, or both.[1]

This layer was starkly mountainous with deep chasms, huge passes, and foothills the size of Prime plane mountains.[9] Giant trees adorned the rugged terrain while the flatter parts were covered with untended vineyards, orchards and fields of wild wheat, eventually giving way to wilderness. Monsters and evil beasts took advantage of the lack of vigilance and roamed the wild places, providing a challenge to any who would go exploring.[1]

AquallorEdit

Main article: Aquallor
Ossa to the Greeks and Aquallor to the elves, this layer was mostly filled with shallow seas no more than three feet (one meter) deep,[1] with no islands or shores.[21] The River Oceanus had its outlet here,[1][21] delivering travelers from Elysium or the Happy Hunting Grounds/Beastlands safely in the middle of nowhere. The mighty sea was wracked with powerful storms.[21] The shallow seabed was occasionally broken by cavernous trenches leading to undersea domains of various sea gods[1] or by huge maelstroms that funneled water back to Thalasia in Elysium, thus completing the cycle.[1][21] The barriers between layers of this plane were somewhat rare compared to other Outer planes. Being the middle layer, Aquallor had barriers that led to the watery realms of Poseidon and Deep Sashelas in Arvandor, as well as a few that lead to the third layer, Mithardir.[1] Aquallor was also home to many sea elves and other aquatic creatures.[21]

MithardirEdit

Main article: Mithardir

Also known as Pelion; Mithardir meant white dust in the Elven language, and the mysterious third layer was a land of blowing white sand, with snow in the colder regions. Both the Greeks and the elves had stories and legends about powerful beings who once lived here, creating artifacts and architecture that became all but buried in the dust after they presumably died or departed. Their fate, and that of any creatures left behind, remains unknown.[1]

InhabitantsEdit

Devas,[22], hollyphants,[23] planetars,[24] solars,[25] foo creatures,[26] and agathia[27] formed the usual cohort of creatures ubiquitous to the Upper planes. But Arvandor was also the home of giant beasts and legendary monsters, such as giant bears, eagles, wolves, serpents, boars, lions, and wild cattle. Gorgons, cyclopes, giants, medusae, chimerae, harpies, sphinxes, and pegasi all made nests or lairs in the mountainous terrain or lived and lurked in the wilderness of the first layer.[1]

RealmsEdit

Nearly all the known realms of this plane existed on the first layer.

AppendixEdit

ReferencesEdit

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 93. ISBN 0880383992.
  2. Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. Dragon #120 (TSR, Inc.), pp. 42–43.
  3. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 62. ISBN 0880383992.
  4. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 49. ISBN 0-7869-1850-8.
  5. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 47. ISBN 978-0786965622.
  6. 6.0 6.1 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 73. ISBN 0880383992.
  7. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 75. ISBN 0880383992.
  8. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), pp. 78–82. ISBN 0880383992.
  9. 9.0 9.1 9.2 9.3 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 92. ISBN 0880383992.
  10. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), pp. 144–147. ISBN 0-7869-1850-8.
  11. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 58. ISBN 978-0786965622.
  12. David "Zeb" Cook (1994). Planescape Campaign Setting, A DM Guide to the Planes. Edited by David Wise. (TSR, Inc), p. 50. ISBN 978-1560768340.
  13. Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), pp. 41–50. ISBN 1560768746.
  14. Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), pp. 173, 181. ISBN 0-7869-0430-5.
  15. Gary L. Thomas ed. (May 1988). Tales of the Outer Planes. (TSR, Inc.), p. 4. ISBN 978-0880385442.
  16. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 258. ISBN 0-7869-1836-5.
  17. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 146. ISBN 0-7869-3134-5.
  18. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 62. ISBN 978-0-7869-4924-3.
  19. Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), pp. 48–50. ISBN 1560768746.
  20. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 72. ISBN 0880383992.
  21. 21.0 21.1 21.2 21.3 21.4 Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes (August 2005). Stormwrack. (Wizards of the Coast), p. 10. ISBN 07-8692-873-5.
  22. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 43. ISBN 0-88038-031-4.
  23. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 75. ISBN 0-88038-031-4.
  24. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 101. ISBN 0-88038-031-4.
  25. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 111. ISBN 0-88038-031-4.
  26. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 65. ISBN 0-88038-031-4.
  27. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 9. ISBN 0-88038-031-4.
  28. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), pp. 94, 95. ISBN 0880383992.
  29. 29.0 29.1 29.2 Gary Gygax (August, 1985). Unearthed Arcana (1st edition). (TSR, Inc.), p. 113. ISBN 0880380845.
  30. Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 107. ISBN 1560768746.
  31. 31.0 31.1 Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), p. 95. ISBN 0-7869-0430-5.
  32. 32.0 32.1 32.2 32.3 32.4 32.5 32.6 32.7 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 94. ISBN 0880383992.
  33. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 106. ISBN 0-935696-22-9.
  34. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 107. ISBN 0-935696-22-9.
  35. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 154. ISBN 0-7869-3134-5.
  36. Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), p. 14–15. ISBN 0-7869-0657-X.
  37. 37.0 37.1 Gary Gygax (August, 1985). Unearthed Arcana (1st edition). (TSR, Inc.), p. 114. ISBN 0880380845.
  38. Dale Donovan (January 1998). Cult of the Dragon. (TSR, Inc), p. 120. ISBN 0-7869-0709-6.
  39. Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), p. 175. ISBN 0-7869-0430-5.
  40. Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (Cyclopedia of the Realms). (TSR, Inc), p. 12. ISBN 0-8803-8472-7.
  41. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 23. ISBN 0-8803-8828-5.
  42. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 96. ISBN 978-0786903849.
  43. 43.0 43.1 43.2 Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), pp. 171, 181. ISBN 0-7869-0430-5.
  44. Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), p. 117. ISBN 0-7869-0657-X.
  45. R.A. Salvatore (1989). The Bloodstone Lands. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 43. ISBN 0-88038-771-8.
  46. Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), p. 127. ISBN 0-7869-0430-5.
  47. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 108. ISBN 0-935696-22-9.
  48. Eric L. Boyd (1998). Demihuman Deities. (Wizards of the Coast), p. 125. ISBN 0-7869-1239-1.
  49. Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), p. 99. ISBN 0-7869-0430-5.
  50. Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), pp. 51–52. ISBN 0-7869-0657-X.
  51. Eric L. Boyd (1998). Demihuman Deities. (Wizards of the Coast), pp. 129–130. ISBN 0-7869-1239-1.
  52. Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), pp. 97, 99. ISBN 0-7869-0430-5.
  53. Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (Cyclopedia of the Realms). (TSR, Inc), p. 14. ISBN 0-8803-8472-7.
  54. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 31. ISBN 0-8803-8828-5.
  55. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 149. ISBN 978-0786903849.
  56. Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), p. 177. ISBN 0-7869-0430-5.
  57. Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (Cyclopedia of the Realms). (TSR, Inc), p. 15. ISBN 0-8803-8472-7.
  58. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 33. ISBN 0-8803-8828-5.
  59. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 166. ISBN 978-0786903849.

ConnectionsEdit




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