Glorium

**Glorium** was a small gate-town leading to Ysgard from the Outlands.

“
*What is life, but struggle? What is struggle, but conflict? What is conflict, but battle? What is Glorium, but all of the above?*
”
— Flatnose Grim

## Description

This small gate-town consisted a number of longhouses, shipsheds, smokehouses, and workshops. They didn't bother with stockades or walls, feeling that nature provided them with sufficient defense; all they had was a wooden tower. The town was also lacking any inns or taverns.

At the edge of Glorium stood a small temple dedicated to the Norse pantheon but primarily to Odin and the Norns. The pantheon's other members were only acknowledged in an offhand way.

Like all gate-towns, Glorium was strongly influenced by the nature of the plane to which it was linked, Ysgard. It exhibited enough distinctions to prevent it from being pulled into that Outer Plane, but its inhabitants recognized that they were increasingly picking up Ysgardian habits, though they were unconcerned about this fact.

## Geography

The land around Glorium consisted of green meadows, rolling hills, and open forests. Glorium itself was nestled between towering mountains on the shore of a great fjord, a little-known tributary of the River Oceanus. Most resourceful travelers preferred to reach Glorium by sailing down this fjord.

There was only one tangible road leading out of Glorium. Crossing through glaciers and skirting cliffs, it was a rough trail leading into the back of the Dwarven Mountains. The road didn't see much traffic.

### Gates

There were two *gates* near Glorium—uncommon for most gate-towns, which usually had one—with both exiting into the plane of Ysgard. The best known of the two was a a big swirling maelstrom, referred to by locals as the **Watergate**, which was situated near the mouth of the fjord and was big enough for ships to sail through. Twice a day, the Watergate reversed itself, allowing people to come through from Ysgard.

The second *gate* near Glorium was at the end of the sole road leading out from the town. By following the trail one would come to a cavern, wherein resided one of the plane-spanning roots of Yggdrasil. What one could classify as being among the more well-known and reliable branches of the tree. However, there was a number of side passages within the cavern, running deep below the surface of the Outlands, some to quite unpleasant places, like the Caverns of Thought or Gzemnid's Realm.

## Defense

Glorium had a milita of freemen known as the *hird*, of which every resident was a member. They would quickly assemble upon the sounding of a war-horn, with one member remaining behind in the town's wooden tower to watch for incoming ships. The only time they were summoned in full was on the rare ocassions when they were being raided by the petitioners of Gzemnid or Ilsensine.

## Trade

The people of Glorium made their living off of fishing, hunting, and some degree of farming. They also conducted trade with the petitioners of the Dwarven Mountain, though not to a great degree, because of the treacherous nature of the road leading out to it.

## History

At some point, a group of adventurers from the Prime Material world of Toril came to the city of Sigil, having purchased a map from a sage in Shadowdale. When the group's fighter unfolded the map they began scanning it in search of Glorium, only to quickly be corrected by his rogue ally that they were actually looking for the gate-town to Bytopia.

Later when the Rogue March passed through Glorium, the town's inhabitants left the modrons to pass by peacefully as they marched their way to the *portal* to Ysgard as they had reasoned that, since the modrons weren't interested in fighting back, there wasn't any glory in fighting them.

## Inhabitants

The bulk of the 300 residents were living humans and petitioners of humans, strongly influenced in both appearance and attitude by the Norse pantheon.

They were a proud people, who highly valued notions of courtesy, honesty, and respect. They didn't take insults lightly and were not eager to forgive slights against them, instead challenging offenders to duels that would last until either blood was drawn or one of the participants fell unconsciousness. Despite this, Glorium's citizenry weren't quite as battle-crazed as the inhabitants of Ysgard.

The living inhabitants of Glorium were mostly fighters eager to venture away from town to make a name for themselves, making them willful henchmen and hirelings for outsider adventurers.

### Notable Inhabitants

* Flatnose Grim, the chieftain of Glorium and a human ranger. He was a short, bear-chested warrior who was equally renowned for his capriciousness as his strength. He often took great sport in showing the latter off by wrestling guests, bending horseshoes, and staging contests in which one threw 50‑pound (23‑kilogram) boulders.
* The Freki twins, a pair of ship-builders known for making very refined longships.
* Kostbera, the nagging wife of Flatnose Grim.
* Thumur, a blacksmith who made relatively affordable weapons. Some claimed he enchanted his wares, but the smith himself denied this.

## Rumors & Legends

According to rumors, the deity Gzemnid sought to annex this town and its *gates*. In relation to this rumor, some claimed that creatures in service to Gzemnid haunted the mountains, having reported seeing strange creatures within the cavern. Some had also reported seeing carved markings in the cavern that could be secret signs of Gzemnid's priests.

## Appendix

### Appearances

Adventures
**Referenced only**
*The Great Modron March*
### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 David "Zeb" Cook (1994). *Planescape Campaign Setting, Sigil and Beyond*. Edited by David Wise. (TSR, Inc), pp. 40–41. ISBN 978-1560768340.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 Jeff Grubb (May 1995). *A Player's Primer to the Outlands*. Edited by Ray Vallese. (TSR, Inc.), p. 18. ISBN 0-7869-0121-7.
3. ↑ 3.0 3.1 3.2 3.3 Monte Cook (1996). *The Planewalker's Handbook*. Edited by Michele Carter. (TSR), p. 10. ISBN 978-0786904600.
4. ↑ Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), p. 149. ISBN 0-7869-1850-8.
5. ↑ David "Zeb" Cook (1994). *Planescape Campaign Setting, Sigil and Beyond*. Edited by David Wise. (TSR, Inc), p. 27. ISBN 978-1560768340.
6. ↑ Wolfgang Baur and Lester Smith (1994-07-01). “The Travelogue”. In Michele Carter ed. *Planes of Chaos* (TSR, Inc), p. 42. ISBN 1560768746.
7. ↑ Jeff Grubb (May 1995). *A Player's Primer to the Outlands*. Edited by Ray Vallese. (TSR, Inc.), p. 2. ISBN 0-7869-0121-7.
8. ↑ Monte Cook, Colin McComb (1997-10-28). *The Great Modron March*. Edited by Michele Carter. (TSR, Inc.), p. 62. ISBN 0-7869-0648-0.

### Connections

The Concordant Domain of the Outlands
**Realms**
Caverns of Thought • Court of Light • Dwarvish Mountain (Deepshaft Hall • Soot Hall • Strongale Hall) • Flowering Hill • Gzemnid's Realm • Hidden Realm • Labyrinth of Life • Marketplace Eternal • Mausoleum of Chronepsis • Palace of Judgement • Semuanya's Bog • Sigil • Sleeping Lands • Tir na Og (Deep Forest • the Great Smithy • House of Knowledge • the Pinnacle • Tir fo Thuinn) • Thoth's Estate • Wonderhome
**Gate-towns**
Automata • Bedlam • Curst • Ecstasy • Excelsior • Faunel • Fortitude • **Glorium** • Hopeless • Plague-Mort • Ribcage • Rigus • Sylvania • Torch • Tradegate • Xaos