Arcadia, also known as The Peaceful Kingdoms of Arcadia, is one of Quelmar's Outer Planes. Arcadia is a lawful plane, where almost all citizens are good, and those who don't strictly follow a good alignment are at worst neutral. Because of this, Arcadia is colloquially referred to as "The plane of the Goody Two-Shoes".
About
Because of it's lawful composition, most things in Arcadia follow strict principals. This even includes the day/night cycle. A day in Arcadia is 50% day, immediately followed by 50% night. There are no sunrises or sunsets in Arcadia.
Trees and bushes in Arcadia all produce magical fruit. The composition of an Arcadian tree's fruit will give the effects of one random spell. All fruit from the same tree are identical in appearance and give the same spell effect.
Spell Alterations
Like other Outer Planes, magic in Arcadia is influenced by the laws of the plane's existence. A few examples include:
- Divination Magic only works if it for the good of Arcadia's citizens.
- Necromancy similarly only works if the revived creatures serve the good of the plane.
- Wild Magic does not work in Arcadia
- Conjuration magic, and the creatures it summons, will be socially responsible and serve not only the conjurer, but all others---except for when those orders directly contradict the social benefit of the plane.
- Purposefully chaotic magic, cast with the intent of causing mayhem, will fail.
Drooz
Drooz (pronounced Drews) is a mind-altering substance found only in Arcadia which gives feelings of lightness and brilliance. During the day, users of Drooz find themselves better with Intelligence based saves/checks, and at night they become attuned to the mysteries of the realm, granted them advantages when deciphering the arcane.
Drooz is non-habit forming, unless smoked or taken orally. Drooz is typically applied via a patch applied to the skin, as is the law in Arcadia.
Notable Locations
Omelas
Omelas (OH-meh'las) is a town located exactly one journey's distance from a number of Arcadian kingdoms including Bastion and Mandible. This large town was perfectly constructed much like a compass rose: a series of concentric circular streets, marked at each cardinal direction by one of the town's four service buildings. To the north, a miller who processed the foods of the Omelas. To the east, a foundry where the town's various metallic furniture, structures, and items were forged or repaired. To the south, a bathhouse for recreational use. To the west, a Chandler who sold every imaginable item the citzens of Omelas may need, including magical artifacts.