Make Your Own Shadowlands Realm

TL;DR: Make up your own Shadowlands Realm, and tell us about it!

Mortal souls who cross the veil between life and death are judged by the mysterious Arbiter), who sends them off to one of the infinite realms of the Shadowlands…

https://wow.gamepedia.com/Shadowlands

A little worldbuilding exercise here - one of the most interesting/forgiving tidbits of Shadowlands was the note that there are infinite realms of the Shadowlands, and we’re only seeing five. Each of those five has its own purpose.

  1. Bastion: Carry souls to the after life.
  2. Maldraxxus: Defend the Shadowlands
  3. Ardenweald: Cycle of Rebirth
  4. Revendreth: Absolve sins.
  5. Maw: Contain irredeemable souls.

But, the cool thing about the word infinite, is that… It low-key means anything is possible - or, as I like to think, anything is canon, or at the least lore-friendly. (Don’t blame me, blame a game director who doesn’t understand what the word infinite actually means.)

So… Noting this little loophole that any realm you imagine is technically canon, what realm, or realms, would you create?

What is its purpose?
What aesthetic does it have?
Who rules it?
Does it have a government, if so what kind?
What souls get sent there by the Arbiter?
Do those souls get changed into a different form from their living one? If so, how?
What problems does it face?
How does it collect anima?

I’m working on my own head canon to post soon™, but I wanted to post it before I did, because I think it’s neat to see what others can come up with :smiley:

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There is so much motion in this world’s Death. It is as if there is no peace, not even if you have sought it for so long. So what if that is what you sought? You fought and bled your entire life to find peace, to find the calming of your pain. Agony finished. Hate upended. Serenity found, at last.

Each culture has a name for this place. Many even consider its role as a median between death and eternal happiness. Though the belief is now archaic, humanity had once called it Purgatory. The realm itself is known as Iremia.

Iremia is a place that is neither hot nor cold. Neither bright nor is it dark. It is grey, in its purest sense. Souls that enter this place often tend to fade into the eternal still, becoming pure anima once they let go of reality itself. Perhaps to some this is seen as unjust or rather cruel, taking souls that desire peace and giving them true nothingness. But many argue that this is the truest desire for serenity, this pure grey. The Quiescis don’t rather care for other belief, as they are the silent guardians of this ever-still land. To defile this peace, to deliver these souls away from their promised serenity, it is seen as the highest insult. Their leader, an ancient yet unnamed seraphic being, treats these insults with grave severity. It is said that incursions into Iremia have been met with extremely harsh punishment, to the point that there is word from the Venthyr that their own have ended up in the Maw for their trespass.

The mystery of Iremia comes much from its haze, its ability to crush abstraction. It stops duality. It stops conflict. That very ability contradicts the reality we find ourselves in, and many wonder if this power comes from the Unnamed that sustains their eternal silent vigil over this realm. Many even wonder if the Unnamed holds secrets that hide the truth of creation. If this place is free from duality, free from strife, it is free from the very struggle that created this universe. Did it exist before? Or is it the first land, this land of soothing grey?

Seeing this realm with your own eyes is a hard one to imagine, as your mind is trained to understand things in shades. To this place, there is only one truth. Your arrival is unwelcome unless there is a problem the Quiescis cannot tackle on their own. This often is never the case, unless it is a sustained effort from multiple outside forces. With the Maw shattering death itself, Iremia faces a dire situation. Its peace is being threatened by an incursion of true Dark, of the Void. To the Void, Iremia is more vile than even the Light. For the Light needs the Void, they are the duality which all things are built upon. This place denies the Void its existence. For those who seek all paths, to be denied existence by one of their paths is utterly terrifying. To terrify the Abyss by being manifest in reality, such a thing reveals the power of this serene realm.

This place is a place of many comforts. To describe it best, it is a cold and quiet kindness. You find neither heat nor sharp cold, but it is cool to stand within. The ground is neither sharp nor smooth, but it was built to deny strife. Its paths are well maintained, albeit underused, as only the Quiescis make use of them. The buildings are akin to mausoleums and religious temples, souls drawn to these places to rest. Each soul is taken care of as they fade, their desires slowly stripped by the march of time. The guardians of this land are garbed simply. They dress to defend themselves, and that is it. That, and their faces are obscured by masks that depict their role. The solemn guardians who eternally watch over the souls of Iremia bear masks of a pale blue, their entire face obscured. An odd symbol, almost akin to the runes of the Titans, is etched into their masks. The ever watchful patrollers have masks of a greyish green, their mouths visible. They are the rare few who ever utter a word in these sacred lands. Those who maintain the buildings and roads bother not to speak, their mouths covered by a silver mask. Lastly, the ones you hope never to see, bother not to wear masks. Instead, they wear a crimson veil, and are typically motionless within the largest temples in Iremia. If there is an incursion great enough, they are roused. The veiled ones have a wrath so terrible, that it is no slight wonder they are rarely woken. It is said they push their veils aside once they hunt and bring their enemies down, so that the last thing they ever see is a mournful face, deeply harmed by the greed of those who’d dare interrupt a place of never ending peace.

This would never function as a covenant, but I think its fun. Maybe you’d be sent there by the Kyrians because the Maw is helping the Void further its incursion. Rage against the dying of the darkness, perhaps?

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Machinatorium.

A realm where few souls from living beings are welcome and even fewer manage to make their leave to any of the other realms. A refuse bin of a realm meant and made for any sentient or semi-sentient machines in Azeroth, including various Stone Titan Constructs, such as the Earthen. What lands here tends to be the impression of a soul rather than an actual soul.

It’s because of the fact that the land is barren of life outside of the broken, hollowed out, and/or damaged remnants of machine ‘spirits’ that make this area so rife with danger for actual souls. These creations… or fractured assemblies arrive outdated and broken, their power constantly fluctuating on the edge of total loss and because of this, they feed upon one another like cannibals. Their assemblies twisted and turned for the sole purpose of devouring what little ‘life’ remains in the machines around them. Bit by bit, some of them gain more power and thus increase their survival for a short bit more and in turn, promptly assimilate the corpses of their enemies to grow all that much stronger.

While the idea isn’t entirely original, it’s possible that the machines here learned from watching their neighbors in Revendreth.

Purpose? - A receptacle meant to cater to and love those forgotten experiments that many scientists and creators end up tossing away in their pursuits. It’s sad enough to be forgotten, it’s another to be left on a shelf to watch your replacement upgrade do everything you should have been. This realm is meant to sooth the pain we’ve seen many of our machines in WoW end up feeling. Once they have moved past this, they are then meant to be refurbished, upgraded, and ushered towards another realm to help that realm maintain a balance and sense of purpose.

Aesthetics/Environ - Similar to Mechagon and the Junkyard/Scrap Yard in Tiragarde Sound. Piles of scrap metal, machines, rivers of oil and coolant, oil slicks, tunnels strewn through all of it. You could even incorporate flying/floating platforms that work as additional areas of difficulty that open up as a player acquires reputation or progresses through the story for that region.

Rulers: I’m not entirely sure this region would have a Ruler so much as a Steward that was meant to help each machine heal/repair and move on with their purpose. This person could employ the player to help set things straight and depending on what faction the player is aligned to, have series of WQ’s or Cosmetic Designs to go towards that factions aesthetics. If not that, then perhaps an all consuming ‘Ever’-grade. A massive machine construct that ended up devouring our ‘Steward’ who is now ‘ruling’ this realm by being the always upgrading, ever consuming, machine-lord who only ends up not feeding on us after we whoop its tooshy only to get someones help to re-write its purpose so we can begin getting everything back on track again.

Government: Feral-esque. Every machine out for itself but as story progresses, order returns.

Souls Sent Here: Broken Machine Spirits/ AI Impressions of Souls/Spirits. If actual spirits arrive here, it’d be purely by accident or because they came into the territory, at which point it’s like a beacon and machines within the vicinity would feel the power of a proper soul and would want to devour it to improve their own ‘soul’(/life)-span.

Problem/Anima Collection: These Machine Spirits arrive with a very finite amount of energy/potential anima and can only acquire it through one of two means. 1) Devouring one another to build up their charge in an effort to remain active or 2) Devouring/leeching off the anima of souls that are unfortunate enough to land/wander into their territory. Either way, both of these sources are finite where true souls and Anima prove to be much larger, durable, and powerful boosts to their Spiritual Impressions.


I know, I know! I’m a Goblin and I made a machine realm… Don’t hurt me!

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From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the Blessed Machine.

Your kind cling to your flesh, as if it will not decay and fail you. One day the crude biomass that you call a temple will wither, and you will beg my kind to save you. But I am already saved, for the Machine is immortal…

((Also… I’m totally considering the Machinatorium to be canon now))

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I’ve got a person in my guild that plays what they like to call a Tech’lin (mecha-goblin basically) and he’d probably hug you after reading that comment.

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“The Shadow Realm.”

It’s just normal non-existence death, but we call it The Shadow Realm. However, in WoW the only way to get there is by losing a shadow game of Hearthstone.

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The Eternal Fields/The Mother Ocean/The First Land

Known by many names to many people, this Realm of the Shadowlands is, like all of the Realms, theoretically infinite, comprised of pristine wilderness. Snow and ice-covered mountains dotted with fertile valleys, canyons filled with steam vents and mineral geysers, thick forests and sweltering jungles, seemingly endless fields of wild grain and tundras that stretch for miles, wild rapids and calm rivers all leading to an ocean of nearly infinite depth.

Here is where the Arbiter sends Souls that might someday be useful to the Covenants, or Souls who in life were possessed of an eternal wander-lust that made them unsuitable for the rigid doctrines and roles of the Covenants.

For each ‘biome’, a single powerful individual stands guard, both over Souls whose use to the Covenants may be required, and over beings who might interfere with these Souls. While not as powerful as the leaders of the Covenant, each will rise to the aid of the others, and those who foolishly believe they can raid a single Biome of the Realm without retaliation will find themselves surrounded and hunted by not only the Rulers of the other Biomes, as well as thousands of hunters, nomads and wanderers who seek to defend their way of ‘life’.

From deep ocean trenches untouched by light, or full of bioluminescent coral and beings that glow with every colour of the rainbow, to thick forests of trees the size of castles, smothered in silence or alive with the raucous cries of all manner of beast and bird, this Realm is alive with flora and fauna, all manner of people and cultures that valued a nomadic existence or found themselves possessed on an endless wanderlust. What is missing from this realm is any sort of settlement. Tents, wagons and natural shelter abound, but any attempt to build something more permanent or study than a wagon generates a destructive reaction from the very Realm itself. Thunderstorms will gather and set fire to the offending structure, or earthquakes will consume it, and its inhabitants, whole. Terrible ocean currents will appear out of nowhere and scour the surrounding seabed down to the very bedrock, or the mountains themselves will crack open and spill molten rock and fire down upon those who dare to try and tame this land.

To the Tauren, this realm is known as the Eternal Fields, where the Tauren may dwell in a peaceful nomadic life, following herds of kodo, deer and other prey-animals across fields rich with wild grain and criss-crossed with cold, clear streams of pure water, hunting wolves and mysterious beasts in primordial forests and engaging in endless simple feasts and celebrations with their families and ancestors.

To the Taunka, they are drawn instead to the frozen mountains and tundras where they find peace pitting themselves against the hostile environment and the dangers that live there, but the danger is never truly insurmountable, a constant whetstone of challenge and competition that keeps these spirits honed to a razor’s edge.

Other races find their way there as well. Orcs who preferred a wandering life as a hunter, merchant or adventurer, Humans who wandered from place to place to find a home that suited them but found nowhere felt truly right, Elves of all kinds who sought to see what lay beyond the horizon or behind the next bend in the path, Draenei who found a certain peace in their eternal flight across the stars from the Legion, any race or being that does not need or desire to constantly build or settle down to feel content.

Edit: half the post got eaten.

Anima is gathered as the vagabond Souls of the realm continue in their endless wandering, both enriching the Realm and being drained away to feed the Guardians of the Realm and to empower the Arbiter and her mysterious objectives.

With the anima shortage, however, the Realm is shrinking, and at an increasing rate, which means the Biomes are becoming too small to contain and sustain their populations and conflict is breaking out over resources, even as the Guardians struggle to maintain order and make the heartbreaking decisions of which souls to keep, and which souls to ‘let go’ to keep the flow of Anima at a steady pace to sustain the Realm and support the Arbiter, these souls reduced to pure anima and lost forever to keep the Machine of Death limping along for one more day.

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Island of Four Seasons

Souls experience the cycle of the year in a place of varied geography - In order to restore their inner balance in preparation for their next life.

Sort of an idealized Mini-Pandaria:

high mountains, fertile valleys, forests of bambus and giant kypari trees, shores full of coves, cliffs & little islands …

The major difference from other realms of the afterlife is that it so closely resembles a physical place on Azeroth that at first the dead may think they’ve just had a near-death experience. It is not until they encounter relatives and ancestors that they begin to question where they are & why they are there.

The major difference from Azeroth is that the indigenous beings closely resemble the various peoples of Pandaria - except that they all live in perfect harmony. Mogu tend the land and work side by side with the rest, as the Titans originally intended. Hozen are still tricksters - playfully helping lost souls to stop taking themselves so seriously. Mantid tend the forests & jungles, helping souls steward the natural wild. And so on.

All souls sent there live in villages. In the center of the Island of Four Seasons is a metropolis the size of one of the major capitals on Azeroth. Marketplaces, artisans’ workshops, and Pandaren-style public spaces such as food courts, dojos and parks/gardens intermingle with residential districts. Each of those has a touch of other Azerothan cultures, but in a Pandaren ambience. For example, there is a neighborhood that would be comfortable for Gnomes & Goblins, full of mills powered by water wheels, alchemists’ laboratories, Jinyu waterforges, etc.

This unnamed metropolis is only the outer circle of the Island’s center. At its heart is a magnificent complex - a sanctuary similar an integrated Shrine of Seven Stars and Shrine of Two Moons with something like the Temple of Five Dawns as its axis, but multi-storied. The bottom story of the Temple is an open public space. There is a floor that is an archive similar to the Scrollkeeper’s Sanctum. Among the texts in this archive are complete and accurate biographies of every lifetime of every soul. Howevever, anyone other than the Soulkeepers who tries to read them will find that many passages are in some incomprehensible language, or blotted out. If a soul tries to read their own biographies they will find the scrolls completely blank. At the pinnacle of the temple is a cupola with an empty throne. In contrast to the embellished decor of the rest of the temple, the empty throne is plain stone.

A non-heirarchical Council of Elders (without any grandmaster or other single leader) meets as needed to discuss events with whoever is concerned.

The Timeless - the Covenant of the Island of Four Seasons - look like anthropomorphized versions of the August Celestials. There are two good examples in The Art of World of Warcraft: Mists of Pandaria: A tiger-person and a crane. Their leaders are Cloud Serpents who often appear as Pandaren - Master of the Bambu Flute, Master of the Wok, masters of all the everyday ways of using Chi.

The Arbiter sends souls here who either already have an affinity for Pandaren culture and philosophy, or else need to regain inner balance. All souls sent here take on the form of one of the peoples Indigenous to Pandaria: Mogu, Yaungol, Jinyu, Hozen, Pandaren, Grummle, Mantid. Which form depends on the deceased’s personality and actions in their former life. Some umntidy souls might even find themselves joining the afterlife as a Virmen.

The problematic disruption of the cosmic balance in the Shadowlands here is expressed as the footsteps of departed souls - something analogous to the Path of Elothir or Path of Cenarius. Wherever they stand for too long leaves a sha-like patch that seeps into the ground, blighting everything it touches. As souls wander the Island they undergo trials (encounters, quests, puzzles, etc.) with results that diminish or strengthen this effect.

Anima is gathered by the wandering souls in the form of gifts given to them by the denizens of the Island in gratitude for their activities. With a strong enough Soulbind souls have the opportunity to relive events of their former lives. Something like the Scenarios from MoP but more on the level of the humble questlines such as Tommy & Maybelle or the Halfhill dailies.

Along the way each soul gets transformed to the various peoples - becoming a Mogu, a Grummle, and so on - depending on its adventures & misadventures. When it has regathered enough anima & the Island has done its work they face a choice. They can return to Azeroth in any form (OOC whatever is available on the character screen) to begin a new life.

Or they can choose to stay on the Island of Four Seasons, becoming an immortal member of the Covenant, assuming the shape of one of the four types of anthropoid spirits who follow the paths of the August Celestials. if they make this choice they discover that the Island of Four Seasons is in fact a giant turtle, slowly drifting through the skies of the Shadowlands, crossing paths with all the other zones, …

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The Elderlands: home of ancestral spirits.

A part of the afterlife where those who served in life as esteemed elders, chieftains, culture-heroes and and other individuals so significant so as to be immortalized among their people for generations go. They live here, continuing to aid the living and the dead with their knowledge.

Aesthetically, it’d consist of rugged hills and grasslands, with a swamp, jungle, and some more mountainous zones around the periphery. Structures would chiefly be made of wood/stone/hide and resemble long houses, edifices in the likeness of individual heroes/spirits, and lodges, along with bonfires and the like. Hunting grounds, battlefields, feasting halls, and ceremonial sites all over.

The covenant would be the Forerunners: bodies concealed in in robes and their faces covered in distinctive carved masks and carrying staves or weapons to indicate their rank. Their most notable feature would be the fact that they can allow individuals to interact with the living through the various shamanic and ancestor worshipping traditions practiced throughout the cosmos.

Knowledge would be their biggest contribution. The Forerunners can interact with the living without GOING to the material plane or requiring others to come to the Shadowlands, which allows them see what’s happening there before dead people start showing up. In addition to being wise and capable seers already, they would be consulted by all the other factions of the Shadowlands as diviners, military advisors, diplomats, messengers, etc.

Basically like mortal shamans, but reversed. Instead of being the living who specialize in communicating with the dead, they’re the dead who specialize in communicating with the living.

The central conflict of the zone/covenant would be that whatever the Jailer/Sylvanas are doing is clouding their visions of what’s happening on Azeroth and beyond. They know there’s something wrong, but they’re not sure what it is. Some Forerunners want to sit and talk it out- even if it risks the threat overtaking them before they can act. Others want to take more aggressive action- even if it risks making less informed decisions that make things worse.

Transmogs, in case it’s not obvious, would follow WoW’s general “tribal” aesthetic. Leathers, hides, bone, teeth, feathers, masks etc in various colors. Not all just brown/gray.

Abilities would obviously be a lot of support. Totems for classes that usually don’t get totems. Summoning spirits to act as temporary allies. An extra hearthstone that lets them travel to the nearest hearth location. Buffs that increase depending on how varied the other members of the party’s covenants are, thus reinforcing the idea that variety of views are better than hyperfocusing.

Vol’jin would be our contact character, although I’d like to see cameos by Modimus Anvilmar, Cairne, and maybe some as of yet unnamed Stormwindian/Kul Tiran characters so we can see some of the old traditions they left behind when they largely adopted the faith of the Church of the Light.

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The Frostfields.
This is an alternative to Revendreth, to give those who had the will but not the opportunity to be horrible, the opportunity. A land to test who someone is.

A vast frozen region, where new souls wander in the storms and cold, their anima seeping away to give heat to their surroundings. There are five great furnaces in this realm, around which settlements form. The aesthetic of these settlements is sort of like a mix between Goblin and Gilnean, this place is full of (intentionally created) debris, so there can be wildly different quality of materials building to building, or even wall to wall.

The settlements are ruled by the souls who arrive here, but the realm its self is ruled by the entities within the furnaces. They rule silently, distantly, and control the heat of the realm, as well as creating materials for the settlements to be constructed. It is entirely possible for a springtime of a sort to come, enough souls who overcome their nature to earn warmth and safety, a sort of feast of anima. The Flames, will every so often select individuals to be judged within the nearest furnace. Those they agree have proven themselves, one way or the other. Those who proved themselves to have only lacked opportunity to do horrible things, are sent onwards to Revendreth, if they did anything remotely selfless, otherwise they are burnt up to fuel the heat of the Flames. Those who rose above their natures, may choose their final destination.

The governments created by the souls who get sent there are often dictatorial.

The Arbiter sends to the Frostfields those who were truly horrible monstrous people, but who lacked the opportunity to do anything worse than hurt people’s feelings. Often because of a genocide or disaster killing them, other times because poverty was just enough of a barrier, or because they were rich in a time of peace and never had the inspiration before they died. Horrible people, who might deserve the maw, or Revendreth, but need to be better-judged first.

Most often, souls only stay long enough to have permafrost in their hair and on their clothes, streaks of it elsewhere on their body. Those who never make it to a settlement freeze solid, as their anima is drained away as fuel to feed the furnaces. Those who choose to stay, take on one of two forms. Flamekeepers, those who tend to the great furnaces and distribute the heat, have appearances similar to a Dark Iron, but more spectral. While Nomads, those who search for newly arrived souls, have frozen blue eyes, they constantly have ice stuck to them, and become hairy and beast-like to be better-suited for the snow.

With the anima drought, the temperature only keeps dropping. At this point, even if new souls were coming, they would just freeze solid instantly to fuel the dying realm. Two of the Flames have been devoured by their own furnaces, and there are conflicts starting, as people argue over why the temperature only continues to drop, the heat of the realm reliant on its anima.

Anima is collected through the act of putting items in the furnaces, through those who never find their way to a settlement, and through throwing a soul into the furnace entirely. With the drought, many are being ‘judged’ to keep the settlements alive.

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Rakham’s Den of Immortal Delights. :relaxed:

Or perhaps Immoral Delights depending on the day of the week? :smirk:

Definitely something akin to a constant battleground. Just a plane where the great strategists and warriors of the ages can compete against each other for eternity. They don’t begrudge each other, everyone being comrades in death, and instead treat it as a competition of sorts.

There are, of course, great feasts between the war games where the participants and leaders discuss previous and possible tactics and strategies!

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This is such a fun thread! I’m loving everyone’s ideas. Here’s one more:

Archivum: Store the accumulated knowledge of souls.

What is its purpose?

Archivum is an endless library containing books and scrolls documenting the lives and knowledge of all souls that pass into the Shadowlands.

What aesthetic does it have?

Archivum is partly inspired by the Library of Alexandria, Alice in Wonderland, MC Escher, and Karazhan.

The vast structure is designed with classical architecture and Mediterranean aesthetic with a twist of whimsy, illusion, and strangeness. There are infinite rows of bookcases, many of which defy the rules of logic and perspective.

A beautiful turquoise river cuts through the middle of the library, which is open to the sky. Along its banks are stands of palms, papyrus, and blue lotus. The papyrus is harvested to make paper that becomes the books and scrolls. Native wildlife includes hippos, crocodiles, and ibises.

Who rules it?

Archivum is ruled by the Head Librarian. It is an Eternal One, like the Winter Queen, Primus, Archon, etc.

Does it have a government, if so what kind?

Other than the Head Librarian, the Archivum does not have a rigid hierarchy. There are many different occupations that Librarians (denizens of Archivum) may pursue, including papyrus harvesters, scribes, bookbinders, sorters, shelvers, janitors, and security. There are also different divisions within the library, such as the various schools of magic, history, technology, languages, sociology, etc.

What souls get sent there by the Arbiter?

Souls of those that have devoted themselves to knowledge, whether magical or mundane, may find themselves in Archivum. The gnomes, for instance, were created by Mimiron (who was himself imbued with the powers of Norgannon, Titan of Celestial Magics and Lore) to be custodians of knowledge, and many find fulfillment continuing this mission in the afterlife. Dwarves, especially those who were archaeologists and museum curators for the Explorer’s League, may also find themselves in Archivum. A great number of Tortollan wind up here as well, with an infinite number of scrolls and stories to keep them delighted.

Those who were mages in life, students of the arcane, often make a good fit as Librarians in the afterlife, where they can continue to unravel the mysteries of the universe. Warlocks and shadow priests, especially those who learned the forbidden dark arts more for theory than practice, end up here as well. Oftentimes, these souls spend some time in Revendreth before being sent to Archivum. No knowledge is forbidden in Archivum, although some of the most dangerous secrets are restricted and require permission from the Head Librarian to access.

Do those souls get changed into a different form from their living one? If so, how?

What problems does it face?

The Archivum houses the most dangerous knowledge and secrets in its restricted section. Other cosmic forces, such as the Light, Void, and Fel, often try to infiltrate the Archivum to steal these secrets to aid in their great struggle against each other. Smaller actors, such as Brokers or mortals, may also try to sneak into the restricted section to steal secrets, whether for fame, fortune, or power. (The notorious Manastorms are persona non grata.)

Plus, it’s hard enough herding books on a good day. Due to the diversion of new souls to the Maw, there is no longer enough anima to bind knowledge to the papyrus. Sometimes, various thoughts, dreams, and memories accumulated over eons manifest as specters that haunt the stacks. Librarians are now having to contain these wild specters and either scrounge up enough anima to bind them back onto their pages or else allow the knowledge they represent to perish forever.

How does it collect anima?

Whenever a soul is sorted by the Arbiter, a small spark of knowledge and imagination makes its way down the river into Archivum. The Librarians inscribe these sparks onto the papyrus to preserve as books or scrolls. This binding of idea to paper requires the Librarian to imbue a bit of their anima into the text.

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The Maw #2 except instead of dark shadows and stuff all you can see is this:

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The Summerlands

This realm is inspired by the Elysian Fields of greek myth, a paradise for all souls who call it home. It is as close to the realm of the gods as mortal souls can ever aspire to be, as souls who finally reach this final resting place have lived multiple lives and can finally retire from the reincarnation cycle, their souls rid of any mortality and purified to it’s pure divine form.

Souls here enjoy vast fields of vibrant green grass and endless gardens of cascading flowers, beautifully sculpted by the minds of those who wander through. They can enjoy the banks of large deep-blue lakes and rivers, enjoy the sights and sounds of rushing waterfalls, or walk the endless shores of the ocean that surrounds this island-like realm.

City-like hubs of marble gazebos, stadiums and theatres, terraces and palaces little the land, climbing the hillsides and offering breathtaking views of the beautiful lands. The air is sweet and the breeze is just the right temperature. And above all, the Eternal Sun, manifestation of the divine Light that burns at the core of existence, shines down all day, every day, crowning a clear blue sky.

Those wanting to enjoy a different setting can wander through the Evernight Woods, a lush forest where the tree tops are so wide they block the sky completely. An infinite number of lightning bugs dance in the trees above, creating a living starfield effect, whilst down below, bioluminescent plants and flowers light one’s path through the many trails and walkways.

The Summerlands are ruled by none, as any desire for power or control was shed by all souls before they were able to pass to this place. The sole purpose of all those present here is to enjoy the many luxuries this realm has to offer for as long as they like, only leaving if they should so choose to reincarnate and return to reality as a teacher or guide.

The Summerlands are cared for by their inhabitants, who use the magic that is easily accessible to all to mentally sculpt and shape the word around them to an idyllic version of beauty. Inhabitants also enjoy the arts, painting, drawing and composing music, poetry and prose for themselves or to entertain others.

This is the realm of eternal, well-deserved rest.

And time moves inexplicably fast here. While those present appear as their ideal selves, reflecting their inner beauty and enjoying eternal youth, the world of the living seems to accelerate forward. One is never without their loved ones here, because in the blink of an eye, all those cherished to one and left behind have passed on, experienced the other realms of the Shadowlands, have been reborn countless times and then find themselves at rest as well.

There are no problems here, and anima is a distant thought, and worthless. All things are powered and blessed by the Eternal Sun.

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Got an idea for a tragic one, will post when I’m not stuck on the dumbphone at work.

I die. A humpback whale carries me to the ocean of peace where I float in pelagagic peace for an eon of sundappled, cytoplankton glinting eternity. Occassionally, I glimpse a massive turtle shadow above, but I am sure it is nothing. Attempts to swim up seem to bring me no closer to the surface. AP is farmed by catching the occasional loot box for 18 months, until the beta for the next expansion is announced. The expansion ends with a giant flushing sound and I am “ejected” into the Grizzly Woods outhouse where someone is performing the Heimlich Maneuver to dislodge a seed I had been choking on. “It was all a dream? But what about the whale?!”

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Not every soul is destined for greatness. Heck, most souls don’t achieve even minor fame or notoriety. Most live their lives, doing the best they can, and slip away having left no noticeable effect on the world. Or so you would think. Though these average souls won’t ever make it to a covenant, they go somewhere arguably much better.

The True Dream

A place of wish fulfillment and betterment, The True Dream is less of a realm and more of a collection of pocket dimensions where otherwise average souls can live out what they wish they could have in life: be it that business they never had the money or time to start, the places they wanted to travel, the family they wish they could have started, or any other infinite possibilities for the person’s ideal life.

If one were to find a way to step out of their pocket dimension, they would find an inky sky like the Milky Way, dotted with twinkling stars. In reality, those “stars” are the pocket dimensions, and they twinkle from the light of the Anima the souls emit into the spacious void, Anima that is released into the Shadowlands to be ambiently scattered throughout the other Realms. Of course, brokers from Oribos occasionally try to harvest the Anima here for their own means, which is when the True Dream’s defenses kick in.

Beware any who would try to mess with the souls and their dreams, for the inky darkness is not as empty as it first appears. The Star Cradles are the names of the formless entities that engulf and digest any intruder to The True Dream. They invoke the image of the Void, but are in fact more like white blood cells defending the “bloodstream” of the Shadowlands. They do not speak, and cannot be reasoned with. So long as you leave the dreamers be, they will also leave you be.

But because they are an unfeeling, unthinking force that does nothing but defend its realm, there’s been multiple attempts to try and capture a Star Cradle, for whoever could find a way to unleash one on their enemies would be a formidable foe. None yet have been successful, but that doesn’t stop many beings from trying. And woe to the Shadowlands the day someone succeeds…

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Paxillan

“There is a dreadful realm, vastly unknown, whispered as a terrible legend or fabled myth among the denizens of the shadowlands but If you’re reading this account then you are one of the unlucky few that have discovered the grim reality. The nameless realm exists and you are forever a part of it. A place of gluttonous consumption where everything you can imagine is ever hungry, fighting against entropy itself while the watchers above observe unceasing. Any place else would have been better than this for you are beyond the sight of the Arbiter, stolen away at the moment of your death. Whether the Arbiter knows not, or does not care that you were stolen here, is unknown. One thing is for sure, you bring anima and everything wants it”

The “sky”
There is no day or night cycle here. A disk of light will arise always in the south. No one knows why yet but it always rises at the same time, or what passes for time here. Some clever souls that arrived here long ago created a twenty hour clock to determine diskrise, always at 8th hour. The disk rises to the top of the dull grey sky, and then will go one of three ways. If it goes west, you have an hour before the darkness. If it goes east, you have almost until the next diskrise, setting at the 19th hour. If it goes north, a rare occurence, you stay below ground, for the hungering winds will come from the north, washing south. The disk will set erratically if it goes north, without consistency. The most startling feature of the sky however, is the many thousands of eyes that look down on the realm when it’s dark. All shapes and colors, blinking occasionally, always staring. Good luck getting used to this.

The anglers deep:
Stay in the light, the shadows themselves will consume you. They move and stalk the lightless areas of the deep chasms, attacking with predatory behavior to rend apart the forms of souls caught in their grasp. If the light disk sets, you must have a torch. If you traverse the caverns and holes where no disklight shines, you must have a torch. Make it from whatever you can get to burn for if the light goes out, so do you. Many have tried exploring this place for reasons beyond the understanding of me, but they do and more stolen souls arrive, eager to find a fabled safe haven on the other side. Maybe the idea has merit, maybe it’s just the big lure that pulls in the fish.

The mountains of teeth:
Watch your step here. Fall in a cave and you’ll be swallowed into the mountain for these things of rock and stone are sentient and looking for a meal. Occasionaly they will uproot and wander, sometimes a few hundred paces, sometimes far beyond the horizon. They scuttle on many thousands of legs, altering the landscape by the weight of their mass, sometimes settling on communities of lost souls, burying them alive under the weight of a mountain. Beware the mountains with skewer trees, as these trees seem to have some sort of symbiotic relationship with the mountain, skewering prey and passing them from tree to tree like a bristling wave of toothpics, to a central devouring pit. In return the mountain protects the trees by vomiting boiling acid or puffing scorching steam at any would be threat, a defence mechanism in which the trees themselves are resistant to.

Lakes, ponds and the rain:
There is a saying about the water of this place
“Do not go into the water today
Or it will simply take you away
You thought you could just cool your feet
But the water was looking for something to eat”
Ponds are fast. When They’re alerted to your presence, they flow like water but uphill, around walls and objects and they do not tire. Keep your duster sticks close and strike as the water reaches you. It hates the cordoran compound on the cloth end of the stick and will often relent after a few strikes. Just keep your guard up as ponds can leap or ‘reach’ out and grasp you rather swiftly. Lakes are slow, often unmoving at that, but your cordoran sticks will be useless here. The lake will pull you in and consume your anima before the sticks have an effect, even then only driving a part of the lake mass away. The rain is the worst of the liquid predators. Each drop is but a part of a giant sentient whole, falling on you and finding a devouring purchase in your mouth, eyes, nose, ears, rendering your form into a slurry of anima and dissolving garment if you have so chosen to wear such a thing. When the red storm cloud appears, seek shelter immediately as it heralds the rainfall. When it passes and the white cloud appears, the threat is coming to an end, just stay hidden, as the white cloud will pull the rain back up into the sky and everything that has been consumed will go with it. Water is not your friend here. Soul towns ring their perimiter barriers with cordoran compound and maintain such a defence against the water that hunts.

The entropic wind:
If the disk in the sky goes north, the winds will come south. When they do, get cover, deep cover. Most soul towns, smart towns rather, dig deep shelters to hide from the wind. Lasting until the next diskrise, the winds consume anything in their path. Mountains harden up and retract the skewer trees upon their slopes, water sinks into hidden caverns, most things that exist here, hide. The corrosive consumption of the winds is strong enough to cause damage to buildings in soul towns and sometimes breach defences, allowing many types of predators to break in. Many have tried to study the winds to gather some sort of knoweldge but few experiments are successful. Nothing yet discovered can deter the wind. No soul has ever survived it, even in experimental gear, and no-one has ever discovered the northern source. A few theories lean towards the breath of the watchers above, blowing on the realm as a pair of distinct, white eyes appear above the disk just before it sets, then the wind comes, kicking up dust like a giant sandstorm.

The pursuing tornados:
Predatory tornados may be a strange one but out in the flat waste they are rather abundant. If you chose to venture out of the mountains and the trees that hunt you, hoping for better pastures on the plains, you will eventually run into one of the most relentless predators of the dreadful realm. A survivor of the tornados warned that they were pursued for days, hiding and eluding the funnels only to find it hot on their tails the moment they left cover. If they catch you, they simply spin your form around and around so fast, your anima leeches away.

The haunt:
The most dreadful presence of this realm, the haunt is a creation from beyond comprehension. A dreadful silence heralds its approach, no wind, no sound, as if the very airwaves themselves go into hiding. If you see a green mist somewhere in your vicinity, chances are pretty good the thing has seen you and is on the hunt. Survivor testimony of the things attacks are hard to discern but those that have seen the form beyond the mist speak of a many headed entity, bearing skulls, beaks, long faces and multiple mouths. Others spoke of many arms, some ending in hands, others in mouths, weapons or branching limbs that made further appendages. Skeletal frames, tails, scales and eyes that stare out from knees, elbows, even ears have all been mentioned. The true form of the haunt may never be known as some say it may very well be formless or random in appearance. Never the less, if the silence descends, go far, get cover, stay low or you will be hunted.

If our characters ever went here, the would be little in the way of heroics or grand story lines, just survival on a day to day basis.

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