1. Locations

The Refuge

Planar Layer

The Refuge is a vast fortress-monastery, though it has aspects of a spa as well. It’s filled with tranquil groves, soothing baths, and places to rest and reflect. The fortress walls don’t represent potential conflict, but rather speak to the absolute security of the place—within its walls, you are safe from all threats. The Refuge holds healers who can treat your injuries, mediators who can talk through problems, and sages who may not know the answers you need, but can point you in the right direction. This isn’t a place where adventures occur; it’s where you recover from your injuries and plan your next move, knowing that you’re safe and that there are answers to every problem.

Araam is the Architect of the Refuge and embodies the concept of hope. She’s a wise advisor, and while she may not always have answers, she helps people look at their problems in new ways and see that all problems can be solved. She’s the finest healer in Irian, and there are few injuries she cannot heal or curses she cannot break. There’s no monetary cost for the services of the Refuge, but Araam charges those who benefit to give hope to someone who needs it; they won’t be allowed to return to the Refuge until that debt is paid. While Araam isn’t a god, a Life cleric could say that their class features come from training in the Refuge and are tied to the power of Irian.

While not all layers of Araam’s realm provide the security and succor of the Refuge itself, they all can provide comfort and hope. They don’t have the absolute peace of Syrania, but they make people feel there’s hope. Irian has no match for the Immeasurable Market of Syrania, so if you’re looking for commerce, the Azure Sky has more options. But for adventurers who seek a relaxing vacation in the planes, the Refuge is unparalleled.