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History
Introduced in the Manual
of the Planes (1987),
Arcadia started out with
very little information and
the book simply states that
it’s layers are unknown and
mysterious. In 2nd edition,
the book Planes of Law
(1995) provides more
information about the
plane, including locations
found on the different
layers and revealing that
not all is good on the plane.
3rd edition expands only
slightly on this lore, adding
little more to the plane. 4th
edition removes the plane,
though an Astral Dominion
known as Hestavar shares
some of its traits, though
not many. 5e brings back
the plane, though fails to
mention how many layers
there are or touch on much
of what makes the plane
unique.
An Outsider’s
Perspective
A Native’s
Perspective
The plane is about harmony with good and order. The layers
themselves exemplify this goodness and order everywhere.
Forests are neat rows of trees, farmlands have perfectly
square plots of corn, wheat, and more, all kept neat, tidy, and
not inter-mingling with other plants or crops. Inhabitants are
expected to keep to order as well, cities should be arranged in
neat rows with buildings all conforming to each other.
Inhabitants are expected to get along with each other and to
be working towards the greater good, willing to give
themselves completely over to the cause. Those who refuse
to follow the laws and do good are not individuals that will
last long in this plane, either being killed for their evilness or,
if they are simply neutral, kicked out of the plane quite
forcibly into the Outlands and Arcadia’s gate-town of
Fortitude.
Atmosphere
Arcadia’s weather and seasons follow the strict order of this
plane. Every day is 24 hours with 12 hours of daylight and 12
hours of night with no sunrise or sunset. There are 27 days
per month and three months per season. There are four
seasons with weather that, while abrupt, is mild. Winter is a
sheet of snow that covers everything that should be covered,
spring brings blooming flowers and the omnipresent smell of
flowers, summer is warm, but not aggressively hot, while
autumn is cool with the unmistakable presence of sadness
and hope for a new year. The first two layers experience
opposite seasons, so when it is summer in Abellio, in
Buxenos it is in the grips of winter. No one is sure what the
third layer experiences during this time as so few are ever
allowed to travel to it.
Traits
Travel to the Plane
Traveling to this plane is easy, and because so many see it as
a safe place to settle down, the ways here are well
documented and traveled. Saffron colors pools on the Astral
Plane take travelers to the pastoral lands of Arcadia, just as
the gate-town of Fortitude, located on the Outlands, is happy
to allow outsiders in… so long as they aren’t evil or filled
with ill-intentions. You can also travel to this plane from its
neighbor planes of Mechanus and Mount Celestia through
portals that link the two. Portals to those planes take on the
form of white ivory or black steel with different curtains of
color denoting where they lead to; white curtains lead to
Mount Celestia, black to the Outlands, and silver to
Mechanus.
While walking across the plane is simple, it isn’t without its dangers. Groups of petitioner militia, called einheriar patrols, move in full force across the layers, ensuring that any visitors are following the laws. If travelers are found
off the road, they must have a very good reason for it, and lately, the patrols have been more strict than usual, interrogating farmers tending to their fields. You can’t be too sure that travelers or a farmer are not simply disguised
demons or chaotic creatures trying to pass themselves off as lawful and good.
The top layer, Abellio, is laid out neatly and orderly. Rows of trees appear like well-maintained groves, in neat rows with no leaves that have fallen to the ground. The trees themselves are actually quite special with metallic bark
made of copper, gold, iron, or silver. The leaves are a brilliant color ranging from dark green to oranges and yellows like the tree leaves get during the Material Plane’s fall, though these leaves never fall. Some trees even have
special fruits that always spoil after a week that replicate the effects of magical potions, though these trees are highly guarded and protected.
The rest of Abellio is also as well laid out as the forests with city blocks carefully planned, rivers crossing the cities in straight lines and roads leading to all the important places in the plane, though that doesn’t mean all the places.
The Storm Kings, four powerful beings who control cloud, lightning, rain, and wind; have fortresses at the four ‘cardinal’ directions on this plane and no road leads to their lairs.
The petitioners of Arcadia are on journeys of enlightenment, much like the petitioners of Mount Celestia, except they are not looking to the self for enlightenment, but looking to the greater good. Those that reach the next step in
their journey are allowed access to the second layer, Buxenos. Outsiders can try and enter that layer, as the conduits are well documents, but also well guarded and protected by those attempting to keep the plane pure. Large stone
arches and giant plinths act as the conduits that bring travelers from the first layer down to the second and fortifications have been built on top of all the known ones.
Planes of Law, 1995 TSR Inc.
Twinkling high above the plane are stars, though most people have no idea what those stars are meant to be. Some think that they are the domains of powers that have settled on the plane while others think they are different layers.
Some sages have tried studying the stars and then using magic to teleport themselves up there but no one has heard any stories of them returning.
Locations
Known as the Land of Perfect Good, the plane follows the orders and laws of the multiverse. There are three layers, in accordance with the Rule of Three, with each lying beneath the other. The layers are inhabited by the
petitioners who have begun their journey to good and law. As the petitioners continue their journey, they appear older and older with the first layer made up of petitioners as early adults, for humans it would appear that they are in
their 20s. The second layer’s petitioners are adults, and if they were human they would appear in their 30s. The third layer’s petitioners are the oldest, at least as far as anyone knows, and appear as if they are 40 to 50 in human
terms.
Abellio
Largely flat with mountains and hills arranged in an orderly fashion, this layer is largely taken over by fields of grass and farming, forests, lakes, and more. Food is plentiful and even the beasts are focused on the good of all.
Petitioners of this layer seek peace and freedom through service and belief, which is why so many of them make up the guard patrols of this layer.
Mandible
Mount Clangeddin
A mountain in the shape of a perfect cone rises from the
ground, towering over thirty thousand feet, piercing the
clouds high above. The dwarven god of battle, Clangeddin
Silverbeard, oversees this realm, ensuring the order of the
dwarves within. The interior is carefully and exactly cut from
the stone within, forming great halls, forges, and the homes
for dwarves. Large training yards can be found in the
mountain along with forges that produce weapons of master
quality.
Buxenus
While Buxenus appears much like Abellio, it is well guarded
and protected from outsiders entering it. Those that somehow
make it to this layer must hide from the einheriar patrols or
be kicked out of the plane forcibly, unless they are evil, in
which case they are attacked immediately. Despite all the
precautions that the inhabitants of this plane have gone
through, rumors come out of this layer that it is being turned
into a large training camp, that the forces of good are hoping
to return the third layer, Menausus, to its rightful place in
Arcadia.
Heliopolis
This domain is ruled over by Ra, Isis, Osiris, and Horus who
have created a triangular realm. The triangle is split into three
equal pieces with each piece ruled over by a different power
with Horus wandering the realm and too chaotic to create a
realm. These four powers work together when needed but
represent different aspects that are sometimes at odds with
each other, like Ra oversees the destruction of the undead
while Osiris is the protector of the dead, including the non-
destructive undead.
Each of the three realms that make up the domain has cities
under the rule of the respective power and the laws for each
realm are different. Undead are immediately destroyed upon
arriving in Ra’s realm of burning days and cool nights. Isis
land is considered moderate and the source of all beasts in
Heliopolis, while Osiris’ land occupies the surface as well as
below for the souls of the dead are interred in his realm.
Horus travels from city to city in this domain, an avenging
spirit that strikes down those that need to be brought down.
Training Camps
Menausus
Once the third layer of
Arcadia, it now resides on
Mechanus as the training
camps by the Harmonium
forced the bottom layer to
become aligned with evil.
Massive layer changes
rarely happen in the
multiverse, and this is the
first one that anyone can
remember happening.
Smaller pieces of a plane,
the size of a city or smaller,
are constantly shifting
around as the inhabitants
re-align their alignments,
causing that plot of land to
no longer fit in the plane.
The fact that the
Harmonium caused an
entire layer to shift from
one plane to the next has a
lot of people worried,
though this closely guarded
secret hasn’t yet been
proven to the rest of the
multiverse.
Factions &
People
Beasts
The beasts of this plane are
much like their cousins on
the Material Plane, with
several differences. They
are much larger than a
normal beast, though they
lack the ability to speak
like those found on the
Beastlands. The Arcadian
beasts are also quite strange
as many of them have
metallic-like fur; foxes
have fur of gold, hares with
copper, and sheep with
silver-wool. The beasts are
not vicious and are more
likely to simply leave
petitioners and outsiders
alone unless they detect
someone is evil, in which
case they drive them out of
the plane with force.
Formians
Arcadia is the home of the
formians, though they have
recently been found on
Mechanus where they are
attempting to colonize
every gear. While in
Arcadia, they have no drive
for conquering territories
but focus on growing their
communities and working
for the greater good of the
hive. As ant-centaurs, they
can be quite large, standing
7 to 8 feet tall and they
come in a variety of shapes
and sizes. Workers are the
smallest of the formians
and have three-fingered
hands that allow them to do
some fine motor control
with them. Above the
workers are the warriors
and taskmasters who
handle carry out the orders
of the queen and ensure the
protection of the hive is
maintained. Myrmarches
are above them and act as
the royal guards of the
queen, protecting her with
their life. At the top of the
hive is the queen who is in
charge of the hive and
produces over a hundred
eggs a day.
The Harmonium
Storm Kings
There are four kings who hold sway over the weather on
Arcadia, each of the kings controls one of the aspects of
weather; clouds, lightning, rain, and wind. These four work
together to create storms that rage across Arcadia on specific
time tables and based on ancient laws that they agreed to
during the creation of the multiverse. While these individuals
are especially powerful, often thought to be demi-gods, they
can be defeated and there have been so many storm kings
that no one can keep track of it all, in fact, two of the kings
are actually queens, but because they have always been
called kings, they’ve kept the moniker.
Encounters
Greater Good - A village is worried about the new arrivals
and thinks they might be spies sent by the forces of chaos!
Unfortunately for the party, they are thought to be those
spies. The town has decided that, for the greater good, the
party must be run off the plane for fear of disrupting the
place.