Celestia

home to Bahamut, Kord, and Moradin.

This is largely identical to Mount Celestia (see DMG)

Celestia_-_Franz_Vohwinkel.jpg This plane manifests as a massive island in an endless freshwater sea, dominated by an enormous mountain with seven peaks of increasing escalation. Each peak represents a layer of the plane. Each layer is an impossibly large mountain in itself, as the plane extends in more than four dimensions. In addition to length, width, depth, and time, Celestia must be traversed along a dimension of sanctity. The lowest layer is the most worldly, and the highest is the most pure,and only by achieving greater purity can a traveler cross into a higher layer, barring special portals or powerful magic. Transition from one layer to the next is not a simple matter of a physical climb, but a spiritual journey. Only one peak is accessible from each heaven; no matter how far you climb within a layer, the next peak is not accessible until you transition to the next layer.

Built into the mountain on each layer are temples, cities, shrines, and other marks of mortal civilization as well as the domicile of the gods. Palaces and fortresses often mark formal linkages between the layers, such as mountain passes. Each layer is also maintained by a host of angels, overseen by the Celestial Hebdomad, seven archangels who were once mortal martyrs of exceptional power and virtue.

Built into the mountain on each layer are temples, cities, shrines, and other marks of mortal civilization as well as the domicile of the gods. Palaces and fortresses often mark formal linkages between the layers, such as mountain passes. Each layer is also maintained by a host of angels, overseen by the Celestial Hebdomad, seven archangels who were once mortal martyrs of exceptional power and virtue.

Optional Rule: Blessed Beneficence
Creatures of good alignment gain the benefit of a bless spell as long as they remain in Celestia, and finishing a long rest in Celestia provides good-aligned characters with the benefits of a lesser restoration spell.

The layers (and peaks) are as follows:

Lunia (Silver Heaven). The lowest of the heavenly peaks, Lunia is illuminated by a silvery starlight that reflects across the waters surrounding the mountain. Lunia is the only layer from which the water is accessible. On the main island and the small barrier islands surrounding it, palaces and fortresses of white stone are erected with a variety of architectural styles, matching the variety of inhabitants.

Lunia is the home of supplicants just beginning their journey. Some are mortals seeking enlightenment. Others are penitents seeking redemption, and still others are the exalted of the plane, slowly shedding their worldly shackles to become beings of rarefied spirit. Lunia’s inhabitants are the most worldly, and they often trade and treat with visitors.

Lunia is overseen by Barachiel the Messenger. Barachiel’s angels are borderguards, customs agents, and Celestia’s diplomatic corps. Barachiel and his subordinates are the angels most likely to depart Celestia and deal with agents of other deities.

Mercuria (Golden Heaven). Here the light from the stars grows brighter, almost dusk-like, and takes on a golden hue, giving the layer its name. The slopes are tame, the valleys lush, and the plateaus broad. The rivers, runoff from the glaciers above, rush swiftly down the mountain, occasionally gathering into basins or spilling over falls before eventually transitioning down to Lunia. These features all support a vast number of settlements. This layer is also dotted with tombs, mausoleums, catacombs, and memorial shrines providing eternal rest to countless fallen heroes. Many of these are empty due to the immortal nature of Celestia, but in many cases the mortal remains of great heroes were actually transported to Mercuria to be interred.

Mercuria is home to many supplicants near the beginning of their journey up the mountain, as well as home to many angels and exalted who remain here to tend the layer’s many shrines and tombs. Mercuria is overseen by Domiel the Mercy-Bringer. Domiel and his subordinates are sworn to protect the sanctity of these sites, as well as the other temples and shrines of Mercuria.

Venya (Pearly Heaven). Here the mountain begins to grow cold. Snow lightly dusts the mountain, reflecting the growing light of this layer in a pearlescent glow that gives this heaven its name. Carefully-tended orchards and terraced fields of crops are common. The crops of the Green Fields are always plentiful, and never fail or falter. The other prominent feature of this layer is The Glass Tarn, a placid, apparently bottomless lake formed in a bowl-shaped valley between three high ridges. Occasionally a supplicant will cast something truly important and valuable into the lake as an offering, and will be greeted by a light rushing up from incomprehensible depths. If the offering was sincere, this often takes the form of a prophecy featuring the supplicant, or sometimes a blessing. If the offering was insincere, then the light takes the form of an angel sent to punish the transgressor.

Venya is also home to the god Kord, who lives on the peak of Venya, keeping it wreathed in perpetual thundersnow. He resides in a castle of iron-hard, unmelting blue ice. Kord’s einjerjar clash constantly with the exalted of the neighboring layers Mertion and Mercuria, not out of a true urge for conquest nor out of any dislike toward the Celestine exalted. Instead, it is due to Kord’s own passion for physical competition and military pomp, and to test the battle-readiness of the Celestines constantly; Kord was the most successful invader of Celestia in its entire history, and now turns his expertise toward ensuring that no one else repeats his success.

Venya is overseen by Erathaol the Seer. Erathaol and his subordinates spend their time studying mystical lore, observing the movement of the stars and planes, and examining prophecies. The angels of Erathaol are also historians, lorekeepers, and scribes for Celestia.

Solania (Crystal). The chill first experienced in Venya intensifies. The upper reaches of this layer are covered by massive glaciers, and the lower slopes are rich in gems and precious metals. The sky here shines with silvery light, no longer confined to starlike points, and the mountain is wreathed in luminous clouds of shifting sunset hues. Here Moradin dwells in the great dwarven castle of Erackinor, laboring in his legendary forge, Torzak-Belgrin over the creation of tools of ever-increasing power and beauty. For the past several centuries at least, Moradin’s focus has been on the creation of weapons and tools of war, which he not only uses to protect Celestia from attack, but distributes to ensure that all divine realms are inviolable, Smoke and steam from the forges form the silvery and chromatic clouds of this layer.

Solania is overseen by Pistis Sophia, the Ascetic. Pisitis Sophia is eternally serene and sincere, never betraying pique or petty desire. Pisitis Sophia maintains the many temples and monasteries on Solania, and often personally oversees the education of pilgrims seeking to improve themselves and ascend to the higher levels of Celestia.

Mertion (Platinum). The snowy, cloud-curtained slopes of Mertion are gentler than the steep inclines of some of the previous layers. Mertion is covered by massive citadels as well as grand domed aeries for the many exalted dragons who reside on this layer. Mertion is the site of The Palace of the East Wind, the aerie where Bahamut resides with several of his draconic servants and family, and Empyreon, also known as the City of Healing or The City of Tempered Souls. The many fountains of Empyreon have curative properties, and anyone who ails in Empyreon need only find the right fountain.

Mertion is overseen by Raziel the Crusader, sometimes called the Firestar. Raziel oversees the many temples and churches where paladins and knights templar are trained. After Barachiel, Raziel is the most likely to leave Celestia, leading vast armies of angels and exalted on grand crusades.

Jovar (Glittering). Breaking through the cover of clouds surrounding the previous two layers, the majority of Jovar is dominated by the Gem Fields, vast expanses of precious and semiprecious stones that catch and scatter the brilliant but diffuse light of Jovar’s sky in gorgeous patterns. Jovar is the site of the City of Yetsira, built from massive gems floating on massive platforms of invisible force arranged like a seven-layered ziggurat. Jeweled stairs, each step a single massive stone, connect the sections of the city to one another.

On the first terrace sits the Exchecquer of Souls, a palatial, onion-domed edifice of black marble and onyx. Here, lesser angelic figures and exalted are judged, reviewed, and vetted before being elevated to higher status. The Fourth tier contains the Radiant Arsenal where the greatest weapons and war machines of Celestia are stored. At the very apex is The Bridge of al-Sihal, a bridge of solid light passing through a silver archway, the only known entryway into Chronias.

Jovar is overseen by Sealtiel the Defender. Sealtiel oversees the protection and security of Celestia as a whole, and is the final guardian of the Bridge of al-Sihal.

Chronias (Illuminated). The appearance of the Illuminated Heaven is a mystery, but many believe it to be a realm of pure light, the crucible in which a purified soul merges with the essence of the plane. Chronias is said to be overseen by Zaphkiel the Archangel.

The Foothills: The Outsiders of Celestia.
The color sea of Celestia includes several rocky islands, often forming small mountains or hills. The outsiders who would have been exalted of Bahamut, Moradin, and Kord. The largest of these is Touchstone, a sort of graveyard of souls where outsiders gather to expire. Rather than joining with the essence of Celestia, these unfortunates slowly turn to stone, becoming another part of the tangled rocky mass that is Touchstone. Glimmers of identity remain in these statues, and sometimes lore can be magically gleaned from them.

Shepherds and spinners occupy the Fleece Isles while a band of vigilante privateers known as the Golden Noose, intent on proving themselves to Bahamut and Kord, man a fleet of astral warships to hunt down wrongdoers and bring them back to the Noose’s base on The Gallows for execution. A degenerate tribe of dragonborn outsiders on the island of Highcliff have taken to worshipping the fallen Primordials, and attacking any servants of the gods who draw near.

The Platinum Arks, Bahamut’s Answer to the Outsider Question
If the outsiders have truly done nothing wrong, one might ask how the god of justice can abide the idea that these once-exalted are denied their reward in the Seven Heavens. The answer is that he does not. While gods like Erathis and Moradin attempt massive multiversal solutions through the Game of Making, Bahamut chooses to deal with the immediate injustice on his own doorstep. Bahamut’s angels and exalted, aided by Moradin’s, are constantly erecting an ever-growing fleet of dominion ships.

These massive dreadnoughts are reminiscent of typical dominion ships of Celestia, but even larger. The below-decks portions of the ship are even larger than the exterior, similar to the interior of a bag of holding, but more comfortable. Though overseen by exalted dragons and warrior angels, these ships are built more like opulent pleasure cruisers. The ships emerge from the color veil of Celestia and take on a complement of outsiders, who are then afforded all the comforts and protection that Bahamut can provide.

Celestia

Out With the Old MattWalker