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The Well of Urd,[3] also known as the Realm of the Norns[1][2] was the divine realm of the Norns in the Great Wheel cosmology.[1][3]

Description[]

Cosmography[]

Some believed the Well of Urd to reside in the realm of Asgard, near one of the roots of the Yggdrasil,[5][6] but in reality it was merely the source of the waters of the eponymous magical spring that flowed down into the realm's true location, the Outlands.[7] This source spring was located in a cleft high up a mountain and radiated a blue glow.[8][note 1] The actual Realm of the Norns was also located near one of the roots of the World Tree,[2][9][10] much like the gate-town of Glorium, though the exact location of this root wasn't well known.[2]

This divine realm was spatially rather small compared to many of the other divine realms that were in the Outlands,[2][3] but held tremendous power.[9] Some claimed it was situated at very edge the Outlands' center,[4] though in reality it was situated close to the gate-town of Faunel.[2][11] The untamed wilderness that sprawled spireward from that realm[2] surrounded the Realm of the Norns.[2][9]

In Asgard, there existed a conduit in Rowan's Hall that connected to an area very near the grove of the Norns.[12][7]

Geography[]

This divine realm consisted of a grove[3] that was heavily overgrown.[2][3] Its thick trees and various thorns[3] created an oppressive canopy that blotted out all light from above,[3][9] giving the area a feeling as though one was within a cavern.[2][9]

At the center of the grove stood the eponymous Well of Urd,[2][3] known by some as the well of souls,[4] The waters of this spring were magical in nature.[5][3][7] It was not only said that well nourished Yggdrasil[3] and that drinking from its waters could miraculously heal,[5] but that looking into its waters could provide a mortal or power a glimpse at their fate. However, this was generally ill-advised, with numerous cautionary tales telling of how those who dared to do so came to regret their decision.[2][9][13] One should instead leave such reading of fates to the Norns, who utilized the Well of Urd for that purpose.[3][9]

Repeat visitors were known to encounter slight differences in the Realm with each visit.[14] By the late 15th century DR, the canopy of the Realm of the Norns was less oppresive, allowing those who stood within the groove to view a strange phenomenon in the sky that was only visible from within their realm. This phenomenon was that of a massive, sunset-like arch of a spinning wheel, that spun endlessly.[1]

History[]

Sometime in the late 14th century DR, a group of Ravenian adventurers found themselves in Ysgard due to a cursed cubic gate. While there they were told by the Ysgardian dwarf Gringol Gemcrusher that they needed to visit the local home of the Norns, erroneously referring to it as the "Well of Mimir".[15][note 1]

Inhabitants[]

For much of history, only the Norns were said to permanently dwell in this grove,[2][5][9] and were usually found gathering around the Well of Urd.[2] They often received visitors, coming to find the nearby root of Yggdrasil[2] or more often to try and sneak a glimpse at their fate within their magical spring.[2][9]

By the late 15th century DR, a community had sprouted up around the grove, consisting of seers wishing to divine meaning from multiversal mystical signs, aged fortune tellers, and people burdened with curses. Some of the latter were in feverish search of means by which to end the curse that afflicted them, whilst most others lived contently, having grown to accept their affliction. These various individuals lived within scattered village-sized hubs, with most of them living solitary lives within structures meant for pondering fate, such as observatories or private hermitages.[1]

By this time the Norns were still said to reside within the grove, though it was much more difficult to ascertain who they were amongst the crowds of seers, leading some to question their existence.[1]

Rumors & Legends[]

According to rumors, the Singing Fountain in the Lady's Ward of Sigil was somehow magically linked to the Well of Urds, with some saying that the nature of this link was a portal requiring a gate key.[13]

Appendix[]

Notes[]

  1. 1.0 1.1 Traditionally across Core and Planescape sources, the Norns have nothing to do with the Well of Mimir. However, as the Norns actually appear in person at the "Well of Mimir" within the tournament module Plane Speaking, it cannot be dismissed so easily as simply being the Well of Mimir. This "Well of Mimir" within the adventure could possibly be explained as actually being the magical spring in Asgard that's referred to in some sources as the "Well of Urd", but is actually a separate spring from which the waters of the Realms of the Norn originate.

Appearances[]

Organized Play & Licensed Adventures

References[]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Justice Arman, F. Wesley Schneider (October 2023). “Sigil and the Outlands”. Planescape: Adventures in the Multiverse (Wizards of the Coast), pp. 95–96. ISBN 978-0-7869-6904-3.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 Jeff Grubb (May 1995). A Player's Primer to the Outlands. Edited by Ray Vallese. (TSR, Inc.), pp. 30–31. ISBN 0-7869-0121-7.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 147. ISBN 0-7869-0430-5.
  4. 4.0 4.1 4.2 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 116. ISBN 0880383992.
  5. 5.0 5.1 5.2 5.3 Roger E. Moore (October 1984). “Plane Facts on Gladsheim”. In Kim Mohan ed. Dragon #90 (TSR, Inc.), p. 37.
  6. Skip Williams, Rich Redman, James Wyatt (April 2002). Deities and Demigods. (Wizards of the Coast), p. 165. ISBN 0-7869-2654-6.
  7. 7.0 7.1 7.2 Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 112. ISBN 1560768746.
  8. Tom Prusa (January 1996). Plane Speaking. Living City (RPGA), p. 15.
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 David "Zeb" Cook (1994). Planescape Campaign Setting, Sigil and Beyond. Edited by David Wise. (TSR, Inc), p. 16. ISBN 978-1560768340.
  10. Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 104. ISBN 1560768746.
  11. David "Zeb" Cook, Robert Lazzaretti (1994). Planescape Campaign Setting, Map: The Outlands. Edited by David Wise. (TSR, Inc). ISBN 978-1560768340.
  12. Wolfgang Baur and Lester Smith (1994-07-01). “The Travelogue”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 40. ISBN 1560768746.
  13. 13.0 13.1 Ray Vallese (1996). Uncaged: Faces of Sigil. Edited by Michele Carter. (TSR, Inc), p. 12. ISBN 0786903856.
  14. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 114. ISBN 0880383992.
  15. Tom Prusa (January 1996). Plane Speaking. Living City (RPGA), p. 14.