Mount Celestia
Mount Celestia
What it is. Mount Celestia—“the Seven Mounting Heavens,” the Radiant Throne—is the lawful-good pole of the Great Wheel. It’s an infinite plane configured as a single holy mountain that rises, layer by layer, from a silver ocean at its base toward a summit mortals scarcely comprehend. It embodies justice tempered by mercy, discipline softened by compassion, and the patient conviction that goodness is work.
Cosmology.
Great Wheel: A true Outer Plane of seven stacked, infinite layers. Gates from the Astral drop you into the lowest shore; to reach the next layer you must ascend to the highest passes of the current one. Neighbor links to Arcadia and Bytopia open at fixed stones along Lunia’s surf.
World Tree: Much of Celestia’s function was mirrored in Green Fields and the House of the Triad, but its sevenfold ascent remained the archetype of lawful good.
World Axis: Interpreted as an astral dominion drifting the Astral Sea, administered from the High Seat; Torm ascendant among the Triad. In all models the mountain’s ethic—growth through trials—stays constant.
Form & travel.
Seven infinite “layers”: Lunia → Mercuria → Venya → Solania → Mertion → Jovar → Chronias. Each layer has its own sky‐hue and character, with passes, stairs, ziggurats, or bridges as one-way exits upward; entry points reappear at each new nadir.
Lesser peaks: Three satellite mountains—Martyrdom (Ilmater), Trueheart (Torm), the Court (Tyr)—ring the great massif.
Planar feel: Gravity and time are normal; magic is “as written” except for local boons, sanctities, and permissions around holy sites. The sea at the base is holy water.
The Seven Heavens, layer by layer
1) Lunia, the Silver Heaven.
Starlit night over the Silver Sea, whose breakers are literally holy water. Polished white citadels stud island-mountains at the shoreline. Monumental granite portal-stones lead outward to Arcadia, Bytopia, and Concordant Opposition; touch to traverse. Many aquatic celestials wander the surf. Tyr’s Court appears here in some texts; in others atop his lesser peak.
2) Mercuria, the Golden Heaven.
Warm, sun-washed hills and vales, gleaming in a golden ambience. This is Celestia’s armory and mustering ground; mausolea for paladins and champions line its green slopes, honored on the annual Day of Memory. Bahamut’s Jeweled Palace often alights here (and on the 1st, 3rd, or 4th heavens): mithral walls, gem windows, and seven great wyrm guardians.
3) Venya, the Pearly Heaven.
Crops, terraces, meadows, and gentle snows, bathed in pearlescent light. Pastoral, safe, and fruitful—halfling Green Fields lie here in the Great Wheel telling. It’s a place of rest, community, and quiet joy rather than triumph.
4) Solania, the Electrum (Crystal) Heaven.
Fog-veiled valleys; soaring ore-rich ranges pocked with shrines, temples, monasteries, and libraries. Pilgrims ascend seeking difficult answers. The dwarven citadel Erackinor (Moradin and Berronar’s home) crowns its shoulders, with the Soul Forges hammering spirits into shape. Uroboros, realm of Jazirian, coils in airborne majesty above.
5) Mertion, the Platinum Heaven.
Vast silver-bright plains and savannas dotted by immaculate fortresses and black domes whose summits hide the ways up. Celestia’s hospitals concentrate here, especially Empyrea, city of healing fountains and master physicians; it serves as rally point for orders of mercy and crusade alike.
6) Jovar, the Glittering Heaven.
A gemstone vault: hills and halls encrusted with rubies, garnets, and living light. The seven-tiered ziggurat Yesteria (Heavenly City) rises step upon step; on its topmost terrace glows the Bridge of al-Sihal, a span of pure radiance. A solar named Xerona judges who may cross.
7) Chronias, the Illuminated Heaven.
The ineffable summit. Tales say Chronias burns away all evil—and any neutrality—within entrants, leaving only pure law-good, perhaps annihilating what cannot be reconciled. Accounts are scarce; those who return cannot or will not describe it. For many faiths, it is the final union of the perfected soul with Celestia’s essence.
People of the Radiant Throne
Archons. Native petitioners and stewards, taking many castes (lantern, hound, trumpet, throne, etc.). The first seven archons were said to be martyrs of law and good, seeded at creation; their successors once formed the Celestial Hebdomad, stewards of the seven layers.
Higher celestials. Solars and planetars marshal causes; devas guide and intercede; hollyphants (golden, trumpet-trunked heralds) serve as messengers and miracle-bearers. Visitors include ki-rin, lammasu, shedu, foo creatures, agathia, dragon horses, and swarms of mortal pilgrims. Collectively they’re often dubbed Celestians.
Petitioners. Lawful-good souls typically manifest first as lantern archons, rising by service and virtue; the ascent through heavens mirrors their ethical growth.
Divine realms on or about Celestia
The mountain hosts or neighbors many sanctuaries: Moradin & Berronar (Erackinor, Solania), Bahamut (roving palace among the lower four), the halfling pantheon in Green Fields (Venya), Ilmater (Martyrdom), Torm (Trueheart / High Seat), Tyr (the Court), Helm (roving Everwatch), Siamorphe (Alabaster Palace), Jazirian (Uroboros), Amaterasu (Radiant Light in Mercuria), Girru (the Undying Flame), Yondalla and Arvoreen (Venya), among others. In every case, realms model service, measured judgment, and elevation through trial.
Ethos & expectations
Lawful Good ≠ easy. Celestia prizes just means and merciful ends. You’ll be tested to rise, not whisked to comfort.
Climb to advance. Physical ascent encodes moral ascent: restitution before absolution; discipline before power; service before command.
Justice with mercy. Punishments heal as they correct; oaths bind the speaker more tightly than the condemned.
Hospitable, not indulgent. Healing is generous; shortcuts are rare. Celestia won’t let pilgrims outsource the work of virtue.
Visiting & surviving
Arrivals. Astral color pools (gold) usually spill travelers into Lunia’s surf; be ready for holy water. Granite portal-monoliths along the beach lead laterally to Arcadia/Bytopia; upward passage is earned on foot or by sponsor.
Magic. Baseline magic functions; consecrated sites and vows can amplify healing, protection, and restorative effects. Profane magic sputters or draws notice.
Law & courtesy. Consent, oaths, and surrender of arms are often requested at citadels. Celestia has little patience for oath-breakers, sharpers, or “ends justify means.”