Mount Celestia

  • Type: Heaven, with some traits of an Other World.
  • Origin: TSR’s Planescape line
  • Admission: followers of the deities who live there, those of lawful good alignments.

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Nac Mc Feegle Heaven

The Nac Mc Feegle – who are about six inches tall, blue skinned, and profoundly Gaelic – are a hard-drinking, hard-fighting and hard-stealing people. They believe that the Discworld is in fact the afterlife (and are untroubled by the fact that they cannot recall any previous lives). This is because, as far as they can tell, this world is pretty close to being a Valhalla for them – although arguably, that’s more a question of their attitude than anything else.

The Nac Mc Feegle have a complicated theology involving reincarnation in each of the two worlds, which they believe takes place on a more or less endless cycle. They also believe that this (or indeed, just about anything else in the world) is a good reason to have another drink.

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Pandemonium

  • Type: Hell, with some traits of an Other World.
  • Origin: TSR’s Planescape line
  • Admission: followers of the deities who live there and those of chaotic neutral or chaotic evil alignments.

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The Abyss

  • Type: Hell, with some traits of an Other World.
  • Origin: TSR’s Planescape line
  • Admission: followers of the deities who live there, those of chaotic evil alignment.

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The Beastlands

  • Type: a blend of a Heaven and an Other World, leaning towards the former.
  • Origin: TSR’s Planescape line
  • Admission: followers of the deities who live there, or those of neutral or chaotic good alignments.

Inhabited by over two dozen assorted deities who share, among other things, a love of nature and something of a restless spirit, this is the place you’ll wind up if you live in a 2nd Edition AD&D world and happen to fit the criteria. Consisting of three layers – one of eternal day, one of eternal night and one of eternal twilight, the Beastlands have virtually no built structures in them. Instead, infinite grasslands, forests, jungles, swamps and mountains stretch out, home to uncountable animals, were-creatures, and humanoids with animal features, such as centaurs.

Despite the dangers of nature red in tooth and claw, the Beastlands – also know as the Happy Hunting Grounds – are predominately beneficient in nature, rewarding good and punishing evil. Most creatures and entities that dwell here simply wish to be left alone.

The souls of humans and other sentient races that come here after death tend to slowly acquire the features of animals, transforming over the decades in celestial ideals of various beasts, usually with their intelligence intact.
Which is to say: this is where all Furries hope to go when they die ;)

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The Ether

  • Type: an Other World that is a part of the system of Reincarnation.
  • Origin: Preincarnate by Shaun Micallef
  • Admission: absolutely everyone, including, in recent years, the souls of animals.

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The Gray Waste

  • Type: Hell
  • Origin: TSR’s Planescape line
  • Admission: followers of the deities who live there, those of neutral evil alignment.

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The Land of the Dead

The Land of the Dead resembles greatly the Land of the Living, although it is, apparently, both brighter and more cheerful. It appears to be inhabited chiefly by those spirits with unfinished business, although it’s hard to be sure of this, as only Emily (the Corpse Bride herself) is actually confirmed to belong in this category. It’s possible that this is a vestibule realm, where all recently deceased spirits go first, on their way to their ultimate destination. Certainly, Emily’s final fate seems to point in that direction.

The Land of the Dead has much to recommend it, including a bar featuring nightly gigs by a swinging jazz band, and a complete lack of werewolves (as there is no Moon). True, most of its inhabitants are a gruesome lot, and seem more than mildly crazy, and the decor tends toward the gothic, but these are simply points of view. And for all their craziness, the inhabitants of the Land of the Dead are kindly to a fault.

Visitors to this afterlife should be aware that they may find themselves participating in huge song-and-dance numbers at the drop of a hat. However, this is nothing to be alarmed by, and visitors are encouraged to relax and go with the flow…


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The Outlands

  • Type: Other World.
  • Origin: TSR’s Planescape line
  • Admission: followers of the deities who live there, those of true neutral alignments, or just having nowhere better to go.

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Wraithtown

  • Type: Other World
  • Origin: Un Lun Dun
  • Admission: the dead of Un Lun Dun and London. The living people of Un Lun Dun could just walk in, but usually don’t.

Wraithtown is an unusual locale, in that it partakes both of the mundane (well, as mundane as Un Lun Dun gets) and the spiritual. It is a neighbourhood of Un Lun Dun that also exists in Thanatopia, the necropolis to which all the dead of London and Un Lun Dun alike go to.

It is occupied by ghosts who are mostly insubstantial to the other residents of Un Lun Dun, but substantial to each other. The state of death, in Un Lun Dun is, unusually, both bureaucratic and efficient. Anyone who dies in the city of London, or in the abcity of Un Lun Dun, will have that recorded in Wraithtown, along with their ultimate fate.

Wraithtown is merely one curiosity among many in Un Lun Dun, so unless you’re dead, you’ll probably have a better time investigating the numerous other strange neighbourhoods of that abcity.


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Ysgard

  • Type: Other World, with some traits of a Heaven.
  • Origin: TSR’s Planescape line
  • Admission: followers of the deities who live there, those of chaotic neutral or chaotic good alignments.

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