Atlas
Guide to the Imarel Multiverse - by T.A. Saunders ©2014 v1.0
Xos - The Frozen Dark
Where Indaris is light, warmth and growth, Xos is a frozen gloom of endless steppe and frigid mountains. To enter Xos as a mortal without proper protection, means death (1d4 rounds) from being drained by the entropy of the realm itself. Dying in Xos condemns the soul to be turned into a larva, which then must fight other larva for the right to even exist at all. There is no sun and no moon in Xos. Light is found by spires of frozen light that stand upon the highest peeks of the realm, which offers just enough light for a perpetual dusk. If one can avoid dying upon entering, there is the hazard of the ever-warring factions of demons that rage across the desolate landscape.
Each demonic faction seeks to impress Miron, so they might serve him directly, rather than one of the lesser Xosian gods or worse, another more powerful demon. The foremost of these demons is Ysil, who controls the strongest demonic faction. Ysil's greatest enemy is not another demon however, but the Spirit of Decay, Vex'nar. The various Xosian gods have holdings across the plane, with their own alterations based on their sphere of influence, the greatest of these of course is the frozen fortress of Hadahm. Traveling to Xos is incredibly risky but profitable if you're after use of a Xosian forge or out to make Xosium.