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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 were 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 into 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.

Let your troubles wash away in the river's flow, and may you be at peace.
— A petitioner's greeting to Elysium.[17]

Description[]

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] Elysian pears were considered some of the best tasting fruit and were sold as far as the planar city of Sigil.[18]

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]

Yggdrasil, the World Ash, extended its branches to all layers of Elysium, except Belierin.[19]

Amoria[]

OceanusOceanusOceanusOceanusOceanusOceanusOceanusOceanusOceanusOceanusOceanusOceanusOceanusOceanusAmoriaEroniaBelierinThalasiaAmoriaEroniaBelierinElysium-3e

A representation of the layers of Elysium, according to the Great Wheel Cosmology. Hovering over the map will reveal main features. Clicking will link to the article for that location.

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]

Eronia[]

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]

Belierin[]

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]

Thalasia[]

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][20] and final destination[8] of the River Oceanus.[8] Small, green islands were scattered about,[8][20] collectively known as Avalon.[20] No big land masses existed here.[8]

Inhabitants[]

The path you travel doesn't matter. You can walk in a straight, orderly line, or race chaotically this way and that. Just keep the place you want to get to in mind and start walking. As long as you do good works along the way, you'll reach your destination.
— Rion, a shepherd of Elysium.[21]

The native celestial population of Elysium were the guardinals.[22] In addition, there were myriad species of fish and wildlife, and other sentient beings who chose to live in Elysium were many of those species found in other Upper planes: hollyphants,[23] planetars,[24] solars,[25] foo creatures,[26] agathia,[27] and baku.[28] Moon dogs[29] 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.[30]

Afterlife[]

Main article: Afterlife

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]

Realms[]

  • Chauntea the Great Mother and Goddess of Agriculture once lived in Elysium.[31][32][33]
  • Peaceful Eldath maintained her realm, the True Grove, on Eronia.[34]
  • Enlil, the head of the Untheric pantheon, once made his home in the mountains of Eronia.[35][36]
  • Hathor, Mulhorand's Nurturing Mother, had a realm named Succor in Amoria.[37]
  • Hiatea, giant nature goddess, resided in Woodhaven in Eronia.[38]
  • Ishtar, the goddess of love and war in the Untheric pantheon, once had a realm in Amoria centered on a great city surrounding a half-mile (800 meter) statue of herself. The statue glowed, supplying her realm with light.[35][39]
  • Isis had a large realm in Amoria which she kept lit by lanterns in the trees and secured by patrolling moon dogs.[35][40]
  • Kirith Sotheril, the elven Magess, resided in the realm of Tethridar in Amoria.[41]
  • Lathander the Morninglord, God of Beginnings, Birth, Conception, Dawn, Eternal Youth, Renewal, Self-Perfection, Spring, and Vitality, maintined rosy realm of Morninglory in Elysium,[31][42][33][43] which he shared with fellow deity of dawn Ushas of the Vedic pantheon.[44]
  • Mystra (Midnight), the mortal that ascended to godhood during the Time of Troubles, eventually made her divine realm a shining city called Dweomerheart and placed it atop a large plateau in Eronia.[45] Dweomerheart became its own plane in the World Tree cosmology model[46] and was later destroyed upon the death of Mystra, in the resulting Spellplague.[47]
  • Nanna-Sin, the Untheric god of the moon traveled throughout Elysium in his great barque shaped like a crescent moon bringing moonlight to all the banks of Oceanus.[35][48]
  • Seker, Pharaonic god of light, shifted his realm of Ro Stau between Amoria and Thalasia as he wished.[49]
  • Naralis Analor, the elven Healer of Souls, had his realm named the Healing Glade in Amoria.[41]
  • Surminare, goddess of selkies, made her home named Selkies' Grotto on Thalasia.[50][51]
  • Tamara, draconic deity of life, resided in Elysium.[52][53][54]
  • Tethrin Veraldé, the Master of Blades, shared the realm of Tethridar in Amoria with fellow Seldarine member Kritith Sotheril.[41]
  • Trishina maintained no permanent realm, but often wandered the sea of Thalasia and held and area for her petitioners there.[50][55]
  • Urogalan, the Black Hound, halfling god of death, had his realm of Soulearth in Eronia.[56]

Appendix[]

Appearances[]

Novels
Tymora's Luck
Referenced only
The Council of Blades

References[]

  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. Edited by Jennifer Clarke Wilkes, et al. (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. Edited by Jennifer Clarke Wilkes, et al. (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. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 64. ISBN 978-0-7869-4924-3.
  17. Colin McComb, Dale Donovan (December 1995). “A Player's Guide to Conflict”. In Michele Carter ed. Planes of Conflict (TSR, Inc.), p. 19. ISBN 0-7869-0309-0.
  18. Black Isle Studios (December 1999). Designed by Chris Avellone. Planescape: Torment. Interplay.
  19. Dale Donovan (December 1995). “Liber Benevolentiae”. In Michele Carter ed. Planes of Conflict (TSR, Inc.), p. 6. ISBN 0-7869-0309-0.
  20. 20.0 20.1 20.2 Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes (August 2005). Stormwrack. (Wizards of the Coast), p. 10. ISBN 07-8692-873-5.
  21. Bill Slavicsek and J.M. Salsbury (1994). The Deva Spark. Edited by Michele Carter. (TSR, Inc), p. 20. ISBN 1560769165.
  22. James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), pp. 172–173. ISBN 0-7869-3136-1.
  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. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 12. ISBN 0-88038-031-4.
  29. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 92. ISBN 0-88038-031-4.
  30. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 100. ISBN 0-88038-031-4.
  31. 31.0 31.1 Ed Greenwood, Jeff Grubb (August 1987). “Cyclopedia of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.). ISBN 0-88038-472-7.
  32. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 16. ISBN 0-8803-8828-5.
  33. 33.0 33.1 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.
  34. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 57. ISBN 978-0786903849.
  35. 35.0 35.1 35.2 35.3 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 91. ISBN 0880383992.
  36. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 125. ISBN 0-935696-22-9.
  37. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 106. ISBN 978-0786906574.
  38. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 175. ISBN 0-7869-0430-5.
  39. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 24. ISBN 0-935696-22-9.
  40. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 52. ISBN 0-935696-22-9.
  41. 41.0 41.1 41.2 Chris Perry (December 1996). “The Seldarine Revisited”. In Pierce Watters ed. Dragon #236 (TSR, Inc.), pp. 11–17, 25.
  42. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 22. ISBN 0-8803-8828-5.
  43. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), pp. 169, 181. ISBN 0-7869-0430-5.
  44. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), pp. 154, 179, 184. ISBN 0-7869-0430-5.
  45. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 170. ISBN 0-7869-0430-5.
  46. 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.
  47. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 74. ISBN 978-0-7869-4924-3.
  48. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 127. ISBN 0-935696-22-9.
  49. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 90. ISBN 0-7869-0430-5.
  50. 50.0 50.1 Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 177. ISBN 0-7869-0430-5.
  51. Dale Donovan (December 1995). “Liber Benevolentiae”. In Michele Carter ed. Planes of Conflict (TSR, Inc.), pp. 63–64. ISBN 0-7869-0309-0.
  52. Dale Donovan (January 1998). Cult of the Dragon. Edited by Julia Martin. (TSR, Inc.), p. 120. ISBN 0-7869-0709-6.
  53. Nigel Findley, et al. (October 1990). Draconomicon. Edited by Mike Breault. (TSR, Inc.), p. 27. ISBN 0-8803-8876-5.
  54. Gwendolyn F.M. Kestrel, Jennifer Clarke Wilkes, Kolja Raven Liquette (2006). Races of the Dragon. (Wizards of the Coast), p. 157. ISBN 0-7869-3913-3.
  55. Carl Sargent (May 1992). Monster Mythology. (TSR, Inc), p. 94. ISBN 1-5607-6362-0.
  56. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 175. ISBN 0-7869-1239-1.

Connections[]

The Blessed Fields of Elysium
Layers and their Realms
Amoria Eronia Belierin Thalasia
City of the Star
Healing Glade
Principality
Quietude
Ro Stau
Succor
Tethridar
Dweomerheart
Great Mother's Garden
Great Mountain of the East
Morninglory
Soulearth
True Grove
Woodhaven
Refuge of Night Ro Stau
Selkies' Grotto



Prime Material planeSigilThe Astral SeaThe Elemental ChaosThe ShadowfellThe FeywildPandemoniumPlutonTytherionArvandorTu'narathCarceriThe Nine HellsCelestiaThe City of BrassZerthadlunThe AbyssNachturCendrianeMag TureahLethernaGloomwroughtCosmology of the local multiverse, as of the Year of the Ageless One.

Prime Material plane
Fundamental planes: Astral SeaElemental Chaos
Astral dominions: ArvandorBaneholdCelestiaCynosureDeep WildsDemonweb PitsDismal CavernsDwarfhomeEternal SunFugue PlaneGates of the MoonGreen FieldsHouse of KnowledgeNine HellsNishrekSupreme ThroneTowers of NightTu'narathWarrior's Rest
Elemental realms: Abyss (Layers)City of BrassCresting SpiresFimbulwinterHidden RealmMuspelheimRoot HoldSky HomeSteadingThraotorUndying PyreZerthadlun
Parallel planes: FeywildShadowfell
Anomalous planes: Far Realm

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