Tuesday, October 14, 2025

The Articles of Dragon: "Plane Facts on Gladsheim"

Judging by the fact that this is the third post in a row about Dragon issue #90 (October 1984), I think it’s safe to say it was a good one. The funny thing is, before rereading it for these posts, I don’t think I’d have singled it out as anything special. I have a pretty good visual memory, especially for the covers of books and magazines I read as a kid or teenager, and recalling a cover usually brings the contents rushing back. I certainly remembered the cover of issue #90, but, until I revisited it, I doubt I could have told you much about what was inside, let alone why it might be worth talking about all these years later. Go figure!

In the case of the other two articles from this issue I've already discussed, that makes some sense. However, in the case of Roger E. Moore's "Plane Facts on Gladsheim," I'm a bit surprised. I was always a huge fan of Moore's articles, many of which are among the best ever to appear in the pages of Dragon. Likewise, I was fascinated by AD&D's planar cosmology from the moment I first saw it in Appendix IV of the Players Handbook. I wanted to know more about all these strange otherworlds that Gary Gygax mentioned there. Consequently, Moore's article on the Astral Plane was like catnip to me. Even now, I'd easily list it as one of my Top 10 Favorite Articles – probably even Top 5. 

That's why I'm surprised I didn't remember that issue #90 included Moore's attempt to do for Gladsheim what he had done earlier for the Astral Plane. Rereading it, though, I begin to remember why. But before I get to that, I'd like to talk briefly about the article itself. At over a dozen pages in length, there can be no question that Moore has been thorough in describing the realm of the Norse gods and other "chaotic good neutrals," to use Gygax's gloriously baroque terminology. He presents the overall "geography" of the plane, with its various realms associated with gods, giants, and other beings, as well as how they relate to one another. It's useful stuff but, if you're already well versed in Norse mythology, none of it is new information.

What is new are his notes on how various AD&D spells and magic items operate on Gladsheim. Indeed, the bulk of the article is taken up by these notes, as Moore describes a wide range of changes, tweaks, and restrictions in how these things work here. On the one hand, this is very much to be expected. Starting with Queen of the Demonweb Pits, AD&D largely took a game mechanical approach to describing the planes. The planes were places where the rules of the game worked differently than they did on the Prime Material Plane of your home campaign setting. That is what set them apart (along with some new random encounter charts). Now, there's nothing inherently wrong with that approach and I think, in the case of both Lolth's layer of the Abyss and the Astral Plane, it works reasonably well. In the case of Gladsheim, though, I don't think it does – or at least, it's not enough to do so.

For me, the problem – then and now – is that Gladsheim is boring. As described, it's a realm that's not too dissimilar to most vanilla fantasy worlds. That's not Gladsheim's fault really; it's more a consequence of the fact that Norse mythology is so rich with cool monsters and magic and gods and so forth that fantasy writers, including the writers of Dungeons & Dragons, have been looting them for decades. Unlike, say, the bizarre void of the Astral Plane or the malevolent chaos of the Abyss, Gladsheim is just like northern Europe – which is what a lot of fantasy settings are already like. What really sets it apart?

Moreover, as a realm populated by lots of gods who are worshiped on the Prime Material Plane, the scope of what characters can do in Gladsheim is necessarily limited. Cause too much mayhem and they'll draw the attention of Odin or Thor and that's not likely to end well for them. I get the sense that Moore might have recognized this on some level, because he also wrote an accompanying adventure, "Aesirhamar," that's set on Gladsheim as an example of the kinds of things he expected characters could do here. I appreciate that, even if I'm not convinced his answer is an especially good one. However, I'll save my comments about the adventure till next week, because I think it's worthy of a separate post. For now, I'll simply say that I can now see why Planescape opted for such a strange and idiosyncratic approach to the planes. Like it or hate, at least it's different.

6 comments:

  1. "For now, I'll simply say that I can now see why Planescape opted for such a strange and idiosyncratic approach to the planes. Like it or hate, at least it's different."

    I feel much the same way about the planar cosmology of 4e, which was a nice change of pace after far too many years of the Great Wheel (even with the refresh from Planscape). Also arguably more useful across the course of a campaign than previous planar models, since even low-level characters could survive adventurous forays into other planes. The Elemental Chaos might have been its best new concept, taking a long step away from the intensely boring mono-elemental planes of TSR.

    Something to be said for the Astral Sea and Divine Dominions as well, although WotC failed to do as much with them as I would have liked to see. Not quite enough deities for my tastes, and the teases of a 4e Spelljammer equivalent plying the Astral Sea between Domains were never really fleshed out well. Felt like the designers lost track of the prime goal of making all of the planes at least somewhat accessible to all tiers of play, which would have been something an astral 'jamming campaign could have facilitated for low-to-mid level characters if there'd been more support for it.

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  2. Moore (at least I recall that it was him) had an article about solo gaming that had the same effect on me (its upshot was basically: the setting should be an arena, if you must dungeoncrawl, randomize appendix A, wilderness? don't bother, but my recollection is almost certainly biased): it is boring to do but probably a necessity sometimes. What I do recall, however, is the nugget of advice I used whenever I played solo: "Snarfquest it!"

    Basically manage a small party that leaves a village for a year to individually collect as much gold and XP as possible. Whoever comes back with the most gets to be chief.

    This sort of mechanical goal-setting really provided me with a framework for a richer solo gaming experience than most people I knew. The Snarfquest mechanic allowed me to play Night's Dark Terror solo with a small party of tribesmen seeking their fortune. Any puzzle solving, secret caches, ambushes, traps, etc. were resolved mechanically rather than in roleplay, but other than that, I was able to have memorable (though different than "the real" game) adventures.

    Moore always had something pretty deep you could use, even if the subject overall was inapplicable.

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  3. This is one aspect of AD&D that I differ with your views on, James. Gary’s cosmology never clicked with me. To my knowledge, no human society or religion, viewed the other side, or the afterlife, like Gygax did.
    I’m okay with the astral/ethereal planes (though I feel they’re redundant), and probably the elemental planes (to a degree), but to then divvy-up the outer planes by alignment seems too “gamey”, even for me.
    It’s just too ordered and geographical, for my tastes.
    Now granted, I’m no theologian, philosopher, or historian, but just taking a brief look at three religions that obviously influenced the default setting for Dungeons & Dragons: Medieval Christianity, the Greeks, and the Germanic/Norse (heck, throw-in the Egyptians too), we don’t see anything vaguely like what Gary presented in AD&D.
    I think, much like he suggested (and gave advice on how) regarding the building of a physical setting, advice on building a realistic religion/pantheon/“other world” would have been a better way to go about things, rather than a dictated in black and white, one size fits all cosmology.

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    1. We probably don't differ as much as you might think. I have an affection for the Great Wheel cosmology, because it's distinctive to AD&D and plays a big role in how many of the game's concepts grew and developed. However, there are many, many problems with it, both from a world building perspective and from a simple logical perspective that make it less than ideal as a one-size-fits-all approach to fantasy metaphysics.

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    2. What always bothered me about the Great Wheel was the spatial geography it seemed to imply. In my mind, these realms or planes were exactly that, planes of existence, and hence didn't have borders or boundaries; they were universes to themselves, if that's the right language (yes, yes, the universe itself is not infinite in size, that's not what's at stake here). So to see them placed side by side, butted up against one another... I figured it was a way the scholars of the planes pictured the arrangement, a great metaphorical wheel which took account of all the planes which we know to be real in a way in which mortal minds could organize the information. Fine.

      ...until Gary started writing about the para-elemental planes, and what happens, say, at the "edge" of the Plane of Fire and the Plane of Air. This clearly implied the spatial geography of the planes literally "next to" one another and so my metaphorical reading went out the window. Now, I know the elemental planes are inner planes, and maybe a spatial arrangement works better there than the outer planes, but I don't know, man. I don't know.

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  4. I look forward to your take on "Aesirhamar," since, as I mentioned in my comment for the 7 Oct post on Dragon #90, we got a lot of traction out of both that adventure and the Gladsheim article back in the day. Your criticism of Moore's Gladsheim rings true, I think, but it depends on how you use it (trite comment, I know - that's the heart of anything rpg). We had started moving into the outer planes and loved Norse myth, so I thought about how I could use this as a campaign prompt. What I leaned into was, well, the mythic aspects of the place. Gladsheim itself was perfect, unspoiled, it was exactly like the cold, northern lands my PCs knew, but ideal, and yes, perhaps boring. There's maybe a bit of Platonism in this, looking back - the land of the gods was the perfection of the lands my PCs knew only as harsh and human. The trees were taller and straighter, the game plentiful, the winters always long and crisp, the summers always short and glorious. And yet... the land was also the land of Loki's progeny. His hatred of his kin (in my game) and the machinations of his three children by the witch, Hel, Fenrir, and Jormungandr, overtly threatened everything in Gladsheim and the Nine Worlds and covertly tainted every crisp winter, every glorious summer. So there was plenty to do in our Gladsheim.

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