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The Blessed Fields of Elysium (pronounced: /ɛˈlɪsiʌme-LIS-ee-um[10]) was the Great Wheel cosmology plane embodying the concept of pure good without being overly restricted by law nor dissipated by the randomness of chaos.[11] Some characteristics of this plane where ascribed to Heliopolis[12] and the House of Nature[13] in the World Tree cosmology model when that cosmology became popular. Heliopolis was essentially destroyed[14] in the Spellplague and the House of Nature split in at least two parts, one of which became the Deep Wilds[15] and the other merged with the Green Fields[16] as described by the World Axis cosmology model.

DescriptionEdit

Most features of the four layers of Elysium were found on or near the banks of the river Oceanus which linked the plane with two other Upper planes: the Beastlands and Arborea. Oceanus was the counterpart to the river Styx which flowed through the Lower planes except that Oceanus had only natural hazards and contained potable water. Lands near the riverbanks were lush with pines and flowering trees that filled the air with natural perfume. Farther from the river smaller trees grew and started to thin until finally, after hundreds of miles/kilometers, the forest gave way to fertile veldt regions, vast grasslands, and eventually badlands and desert.[8]

There were no suns, moons, or stars in Elysium except those that the inhabiting Powers manifested, created by moving about in various vessels, or moving their entire realms across the skies. Depending on who or what was aloft, the shade of the sky could be deep indigo to a bright cerulean at any given moment.[8]

AmoriaEdit

Main article: Amoria

The first layer, Amoria, also referred to as the "innermost" layer, was connected to the Astral Plane by color pools and to Twin Paradises, Happy Hunting Grounds, and Concordant Opposition by unmarked portals located in dark caverns. Divination spells were required to determine the destination of these portals with certainty. Navigating the river Oceanus downstream also led to the Happy Hunting Grounds but any underground passages were not likely to be safe for boats. Amoria best fit the description given above and the river Oceanus had many side channels that split and merged back again, creating many "banks" for the establishment of realms.[8]

EroniaEdit

Main article: Eronia

The second layer of Elysium was very mountainous and many branches of the Oceanus became spectacular waterfalls and tumbling cascades before forming channels bordered by steep cliffs of gray rock. Like Amoria, Eronia supported abundant wildlife along the banks.[8]

BelierinEdit

Main article: Belierin

Contrary to Eronia, Belierin was mostly flat with marshes and wetlands stretching inland for miles/kilometers before larger plants and trees were found. Oceanus split and formed many island nations inhabited by extraplanar beings.[8]

ThalasiaEdit

Main article: Thalasia

The fourth and "outermost" layer of Elysium was a great ocean, sometimes called the Thalasian sea, that was both the source[8][17] and final destination[8] of the River Oceanus.[8] Small, green islands were scattered about,[8][17] collectively known as Avalon.[17] No big land masses existed here.[8]

InhabitantsEdit

In addition to the myriad species of fish and wildlife, the sentient beings that chose to live in Elysium were many of those species found in other Upper planes: hollyphants,[18] planetars,[19] solars,[20] foo creatures,[21] agathia,[22] and baku.[23] Moon dogs[24] were numerous and widely used as servants and watchbeasts for the Greater and Lesser Powers of Elysium.[8] The rare and magical phoenixes were native to this plane and spent most of their time here in the beautiful landscapes that Elysium offered, avoiding those that would hunt them for profit.[25]

AfterlifeEdit

The spirits of those who perished in the service of good and those heroes the gods chose to spare from death were rewarded by being placed on the Isles of the Blessed in Thalasia. There, the living and the dead existed without responsibilities, had all their needs provided for, and could not be summoned or controlled.[8]

RealmsEdit

AppendixEdit

ReferencesEdit

  1. Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. Dragon #120 (TSR, Inc.), pp. 42–43.
  2. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 62. ISBN 0880383992.
  3. 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.
  4. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 47. ISBN 978-0786965622.
  5. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 73. ISBN 0880383992.
  6. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 75. ISBN 0880383992.
  7. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), pp. 78–82. ISBN 0880383992.
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 90. ISBN 0880383992.
  9. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), pp. 138–141. ISBN 0-7869-1850-8.
  10. Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. Dragon #93 (TSR, Inc.), p. 26.
  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. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), pp. 156–157. ISBN 0-7869-3134-5.
  13. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), pp. 158–159. ISBN 0-7869-3134-5.
  14. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 138. ISBN 978-0-7869-4924-3.
  15. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 63. ISBN 978-0-7869-4924-3.
  16. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 64. ISBN 978-0-7869-4924-3.
  17. 17.0 17.1 17.2 Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes (August 2005). Stormwrack. (Wizards of the Coast), p. 10. ISBN 07-8692-873-5.
  18. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 75. ISBN 0-88038-031-4.
  19. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 101. ISBN 0-88038-031-4.
  20. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 111. ISBN 0-88038-031-4.
  21. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 65. ISBN 0-88038-031-4.
  22. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 9. ISBN 0-88038-031-4.
  23. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 12. ISBN 0-88038-031-4.
  24. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 92. ISBN 0-88038-031-4.
  25. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 100. ISBN 0-88038-031-4.
  26. 26.0 26.1 Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (Cyclopedia of the Realms). (TSR, Inc), p. 11. ISBN 0-8803-8472-7.
  27. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 16. ISBN 0-8803-8828-5.
  28. 28.0 28.1 Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), Running the Realms. (TSR, Inc), p. 46. ISBN 1-5607-6617-4.
  29. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 57. ISBN 978-0786903849.
  30. 30.0 30.1 30.2 30.3 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 91. ISBN 0880383992.
  31. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 125. ISBN 0-935696-22-9.
  32. Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), p. 106. ISBN 0-7869-0657-X.
  33. Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), p. 175. ISBN 0-7869-0430-5.
  34. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 24. ISBN 0-935696-22-9.
  35. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 52. ISBN 0-935696-22-9.
  36. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 22. ISBN 0-8803-8828-5.
  37. Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), p. 170. ISBN 0-7869-0430-5.
  38. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 257. ISBN 0-7869-1836-5.
  39. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 74. ISBN 978-0-7869-4924-3.
  40. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 127. ISBN 0-935696-22-9.
  41. 41.0 41.1 Colin McComb (1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc), p. 177. ISBN 0-7869-0430-5.
  42. Dale Donovan (December 1995). “Liber Benevolentiae”. In Michele Carter ed. Planes of Conflict (TSR, Inc.), pp. 63–64. ISBN 0-7869-0309-0.
  43. Carl Sargent (May 1992). Monster Mythology. (TSR, Inc), p. 94. ISBN 1-5607-6362-0.
  44. Eric L. Boyd (1998). Demihuman Deities. (Wizards of the Coast), p. 175. ISBN 0-7869-1239-1.

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