100%(1)100% found this document useful (1 vote) 853 views50 pagesTSR 2603 - Planes of Chaos - Book 1
Planescape Planes of Chaos 1
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+THE*
TRAVELOGUE
CREDI+S
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2603
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TABLE ef CON+ENTS
WELCOME 10 Chaos 4
Traveling the Planes, 4
Covering the Distance A
Surviving the Environment 6
Dealing with the Natives 6
Into Tut Anys 8
The Plain of Infinite Portals...
Zrintor, the Viper Forest ..
Naratyr 1.
Anwonea’s Joys (ann Soekows)
Grandfather Oak
Mount Olympus
The Gilded Hall
Tite NATURE OF Lint
The Anarch’s Guild
The Converts...
Limbo’s Natives
The Slaadi
The Githzerai..
Pinwheel
PANDEMONIUM, Tit HOWLING L
The Harmonica .
The Sealy Dog Inn
The Dispossessed
The Legend of Shekelor
Tite BAFTLEFIELDS OF YSGAR
Yagdrasil
the Ring-givers :
The High Grove of AlMeim ....
Breidablik
The Infinite Staire
BE G@@D
IF CAN'+ 8© G@@D
BE QUICK
— MAS+ER NES@+ +He DARK
Cn, “Rh : -Edited by Foxit PDF Editor
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Lady of Pain, it serves as a crossroads to all creation, drawing all sorts
of creatures to its thorny bosom. Where else in the
multiverse could a basher ever think 10 see a deva
Wel Cope E FO vtec ising st apne on
Sigil has the character to draw them both in...
@} H @ S$ and the might to keep them both civil.
A Desple Is woes hgh Wf teria tems
with a desire to leave the city from time to time. For some, it’s
wanderlust. For others, it’s expediency (like a price on their heads}.
In either case, many of them find their way 10 the Chaos sidle of the
Great Road, where laws are loose and every cutter’s his own boss . . . at
least as long as he stays out of the clutches of some~
thing more powerful.
This book's a guide for cutters
who're about to
hhead for the
Chaos planes:
Ir'll share a
few secrets of
the places they'll
find there and the
souls they'll meet. That means
that this book is intended for both players and the Dungeon Master. The
Book of Chaos and Chaos Adventures, on the other hand, should be read
only by the DM — others should kecp their noses out of them, berk!
TRAVELING +He PLANES
Bloods know that when it comes to crossing the planes, a soul’d best be
prepared. A basher can’t just expect to stroll from one place to another
like on a prime-material world. For one thing, the planes are so big
there's infinitely more ground to cover. For another, even in the most
“normal” regions, the terrain itself — whether it's mountain, river, gorge.
or whatever ~ is wrought on a grander scale. And, of course, many of
the planes are just plain deadly in their own right. Clueless berks can be
roasted, drowned, dissolved, frozen, crushed, or just plain killed before
they even know what's hit them, if they don’t take a bit of care. Then
there's the natives, many of whom have served for ages as the stuff of
prime world nightmares. The moral is, a cutter’s got to know what she’s
about before she sets out across the planes.
—N
MY S+AyY, +e
+RAVELER! WELCOME .
— A XA@SIFECH Named
SIVAL « «+
Fon F@DAY C@VERING +HE DIS+ANCE
Everyone knows that a body can't expect to get anywhere traveling
planes cross-country. The planes are just too bleeding big, and there's
lots of places that are far too remote to walk to. Sigil’s the best example
of that, because it can only be entered by portal. But even outside of
Sigil, portals, conduits, or spells are almost absolutely necessary for
long-distance travel. ‘Course, that doesn’t mean cutters never walk amy-
where. For one thing, if they're using a portal or the like, they have to
walk to it to begin with. And it’s not likely to drop them exactly where
they want to be, so there's some walking involved again on the other
end, Ofien as not, that'll lead to another portal, gate, or whatever, which
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takes the travelers closer to their destination but : For Evaluation Only.
leaves them some ground to cover.
For most cutters, then, a trip from their kip in Sigil
to, say, the town of Windglum in Pandemonium, in-
volves a series of short journeys to reach their next
jumping off point. First, they'll have to walk across Sigil
to the first portal they're planning on using. Unless they
know of one leading directly to Bedlam ~ the town
where Pandemonium’s gate is currently located — they'll
have to settle for dropping somewhere else in the Out-
lands. If they’re a small group with a powerful enough
wizard, they can then teleport directly to Bedlam, as-
suming the wizard’ familiar with the place. But like as
not, they'll have to travel across the Outlands for a short
bit, instead, looking for a local who can show them a
conduit or other pathway leading closer to that town.
Wherever that drops them, they'll probably have to walk
a short distance to enter Bedlam itself, then across town.
to Pandemonium’s gate. Once through the gate, they'll
have to walk some more to find a passage to the plane's,
third layer, then again to reach Windglum itself, And
while the walks themselves aren't long in each case, a
cutter still has to deal with each environment.
The ironic thing is, there’s likely a portal some-
where in Sigil leading directly to Windglum, if only the
travelers could've got someone to point it out to them
But given the politics of Sigil, that might have taken
even longer.
SURVIVING +H6 ENVIRONMEN+
Forewarning’s the secret to surviving on a plane with a
hostile environment. Before crossing through a thresh-
old to another plane, a basher needs to know how to
endure its conditions. The trick to that is simple: Ask
someone who's been there. If there's no one available
before the journey who knows, a basher should be
ready to ask some of the locals when he gets near the
threshold. They've been dealing with the environmi
for as long as they've been there, and they know its
dangers. Even if they're naturally adapted to the condi~
tions and aren't threatened by them personally, the lo-
cals have seen lots of adventurers come and go. They've
had the benefit of seeing how those visitors survived or
didn’t, and can pass along their secrets to those who
ask. ‘Course, convincing them to help can be a bit
tricky sometimes. But it's worth the trouble to avoid
dying from ignorance.
DEALING WI+H +e NAFIVES
Naturally, travelers not only have to survive the plane
itself, they also have to know how to deal with its na-
tives. Here again, the main trick to getting by is to ask
Usually, there'll be someone he can dicker with for the
necessary knowledge. If nothing else, there'll be a
basher who's set up shop on or close to the plane in
question, and who makes a living by provisioning visi-
tors and advising them. That advice includes knowledge
of the natives a cutter can expect to encounter, and the
niceties of getting along with them. Just be sure to
bring along a lot of goods to trade with, because these
information brokers can be expensive sometimes, espe-
cially if they know they've got a basher over a barrel.
If, despite asking ahead of time, a cutter meets up
with something she wasn’t wamed about, the next best
thing to being prepared is to stay calm, Not everything
that meets a cutter wants to kill her, so staying cool
ives it time to have its say. By the same token, those
things that do want to kill a cutter on sight often mis-
take calmness for confidence. That makes them hesitant
to fight, at least till they've sized the cutter up to see
how much of a threat she really is. And while they're
doing that, she can size them up as well, so when the
fight does come, she knows whether to stay or run.
That brings up the third trick to dealing with the
natives: Don’t be afraid to flee. It’s much better for
bashers to pack it in and move along when outmatched,
because they can always come back better prepared. In
effect, they've won even though they fled, because now
they have information they didn’t have before.
Pianae Pouics. IF Sigil is, as some claim, the heart
of the planes, faction politics is the lifeblood pumping.
through that heart. And Sigil’s factions reach outward
to the rest of the planes as well, affecting much of what
transpires there,
However, not everyone on the planes gives a fig
about Sigil’s factions. The most obvious example is the
denizens of the prime worlds, who ate as clueless about
the factions as they are about other planes in general.
But even on the other planes, a lot of souls are either
ignorant of the factions or disdainful of them, In fact,
in some places, local philosophies or concems outshine
Sigil’s factions in importance. Within the githzerai
strongholds in Limbo, for instance, the politics of ter-
rain shaping is extremely important. And from Ysgard
there has spread a philosophical outlook whose adher-
ents are known as the Ring-givers. These and other ex-
amples are detailed later in this book, with the planes
on which they're most commonly found.
Among Cagers, it’s common practice to refer to
such groups as sects, so as not to confuse them with the
factions who run the various aspects of Sigil. Now, that
may seem a pretty pretentious attitude for Cagers to
take, but considering how snobbish and self-absorbed
they can be, it’s a wonder they deign to recognize out-
lying groups at all.
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IN+#e
Se ire tiecian
and he knows the dark
B Y SS of the Abyss better
than most. Catch him
athe right moment
and he'll even pass on some helpful advice about the
place. According to old Rule-of-Three
actly three priorities in the raging madness of the Abyss:
surviving finding an exit port, and getting out
Only a barmy or a Bleaker goes into the Abyss mor
than once. Sure, there's always some addle-cove who
ont believe is that bad, A blood knows it’s worse
Even in the Abyss there's bad and
there's worse plac
layers steal memories, others ro
bodies fom within, some slowly
freeze all living things into stone.
Those ae
the good
layers.
On the
a berk’s got ex-
Copyright (c) by Foxit Software Company, 2003 - 2009
There's a tanar'ri living in § FOr Evaluation Only.
the air is pure smoke, Fires, lightning.ana poison aon t
bother tanar'ri, so some of the layers that they inhabit
slerable. Still, the
most layers of the Abyss are desolate bui
dark of it's th
not unlivable, at least not for bloods with priestly and
wizardly magic at their disposal, Trouble is, eventually a
berk’s bound to walk through the
rong gate and wind
up on a layer she can't survive. A trip to an unknown
layer is a quick way (0 wind up in the dead-book
So the Abyss is a nightmare where everything rots
and nothing pure can survive. Most cutters sus-
pect as much. Here's the chant on how
to come here and live to brag
about it, according to
Rule-of-Thret
ways to do business with the
tanar'ri — guess how many. If'a bloods
good enough, he can deal from strength. If he
ain't that strong, and not many are, he’s got to either
play the tanar'ri off against each “o,
other or pay outrageous bribes
that might not hold firm. Th
third, truest, and most costly
way for a basher to
There'ssurvive a trip to the Abyss is to make himself usef
‘one of the bloods here, a true tanar'ri with a stronghold
and the power to enforce a pass of safe-conduct
Rule-of Three says there’s also three (naturally) quick
ways for a cutter to give the tanar'ri the laugh. They've
worked many a time to give a basher a second chance
Tanar'ri are always suspicious of each another
When a fiend asks awkward questions, start talking
about his enemies and watch him twiteh, In the Abyss,
everyone's looking over their shoulders.
Never underestimate the value of a little gar-
nish, While a guardian of Bator takes his responsibili
ties seriously, a tanar'ri does his duty only if he might
be caught, So long as the bribe isn’t insulting, he'll
pocket it. Whether he stays bribed is another question.
Though the tanar'r all fear the
lords, they ain’t loyal. Remember that,
and tum it against them. Offer a tanar'ri
power or revenge, and he may turn stag
‘A word of advice to mages: The Abyss corrupts
both spells and mages. Furthermore, because some wiz
ards enslave fiends, the tanar'ri take their revenge by
hunting down spelleasters like dogs. What's more, any
magic draws attention in the Abyss, and that’s some=
thing a basher don’t want here ~ especially since magie
can easily backlash op its caster.
Knowing that magic brings attention is all
very grand — but the real question is, how much
canja basher get away with?-Mostly, riling the
tanarti is what brings down trouble. On the
open layels withouy a single ruling lord
75. RUNDE S Sas
UABIATURRES 5
MERCY. UP@SSTBLE, ayo
S POWER aL LWA MAFTERS.
? te wet cat ies 2°:
{go off more or less the way they're supposed to. ‘Course,
even iffa spell goes off, it ain't always helpful; the Abyss
corrupts everything, even magic. Summonings, div
inations, and alterations are risky, and necromancy
works almost too well. A mage shouldn't use it un-
less her back’s really 10 the v
Like evil itself, the forms of Abyss
infinite: towering beasts of sheer power,
tiny scavengers like gremlins and var-
gouilles, and servants like the spying eye-
wings and the quasits. The masters of the
Abyss are the tanar'ri, who tule absolutely
and without pity. Mortals that dwell in the
Abyss are a foul lot of killers, thugs, and
traitors: Those that rub shoulders with the
tanar'ri and survive to tell about it are
tough as coffin nails.
No faction rules from the Abyss,
for the Abyssal lords
won't tolerate thr
The real
allegiance of most
creatures of the Abyss is to
raw, naked powerGOP Pe
THE PLAIN @F
+ INFINI+E POR+ALS +
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The Plain is the
way to the infinite layers of the Abyss,
but it's a miserable place, its rocky ground cratered
with gaping holes and dotted with iron fortresses under
g red sun, The craters are portals to every other
layer of the Abyss, the entrance to the depths. A berk
can't get anywhere without passing through the Plain
first. More important, it’s the best way to get out of the
Abyss, with portals to Pandemonium, Sigil, and the As-
tral. Sure, bashers can make quick escapes from the
Ahyss by sailing down the Styx, but that leads deeper
into the other Lower Planes, and sailing: down the Styx
often makes a bad joumey worse
The Infinite Plain being what it is, a wise cutter
don’t plan on a long stay: He plans quick raids into the
depths or alliances with the local lords. Sure, the
tanar'ri have hot tempers and long knives, but they'll
keep their word as long as a basher is useful, or until
they're bored with him, whichever comes first. A berk
can't fight his way through every enemy in the Abyss,
so a sharp cutter chooses allies that he can deal with
when they turn on him.
The best way to travel the Plain and learn the
chant of the Abyss is by staying at the fortress of Bro-
ken Reach, A succubus named Red Shroud built it on
top of the Plague-Mort portal in the Outlands over two
hundred years ago. Like a stinging beetle’s nest, the
Broken Reach is defended fiercely (but haphazardly), 90
a quiet basher can slip past the defenders at the gate. If
a cutter don’t make a fuss going in, no one blocks the
way when he comes back out.
From the outside, the Broken Reach is a set of
crumbling towers, surrounded by outworks of trenches,
walls, and spiky barricades. The important sectors of
the Broken Reach are underground; the portal to
Plague-Mort itseff is beneath the main hall, and is,
sealed off with a 20-ton slab of basalt when danger
threatens.
The Abyss sees few willing visitors, but a berk can
hear the accents of Sigil, the gibbering of Pandemo-
nium, and the stutters of the githzerai among the hub-
bub. There's enough traffic that the Reach keeps small
but lavish guest chambers directly off the
main hall, Don't be fooled by its seeming
Civility: The Broken Reach don’t
give anyone second chances, and a
basher who isn’t prepared won't
sure of anyone, and it devours the weak. For the strong,
the Reach is a gathering point, a rallying point for fol-
lowers, a place for fiery speeches
against the baatezu; it focuses
power and attention. Combat is
more or less forbidden within the Reach,
but death-matches happen every hour
just outside the walls.
Red Shroud, a flame-haired taskmistress, en-
forces the rules with an iron will. She made her reput
tion as a poisoner and a font of dependable inform:
tion. Under her guidance, its thick walls have protected
it against five determined assaults, including attacks by
tanar'ri mobs, githzerai, and even a minor Abyssal lord
Red’s authority covers everything within the walls,
and she doesn’t let vendettas threaten her guests. Like
wise, Red encourages the molydei to search for con-
scripts elsewhere. But Red does demand obedience from
all her guests, and she expects them to help enforce her
fragile peace whenever anyone breaks the truce. Some~
times she orders the death of someone who simply en-
rages her, perhaps by wearing, turquoise (an oracle told
her the stone is unlucky}. or by snoring, or by ordering
cheap drinks, Sometimes she does it just because she ca
Rumors say that Red’s consort can influence her
but she draws and quarters anyone who suggests it
within her walls. Red's fourth {and current) consort is a
nalfeshnee named Ygrax the Skullbiter. He's been a bit
ddim ever since he was wounded in the Blood War, and
he seems content with a life of doglike panting whet
ever his mistress approaches, and is an obedient slave
to her every whim, It's too convincing to be an act
The Reach keeps good supplies of food and drink
on hand, and its armory can outfit a small company of
mercenaries in time of need — but Red likes to turn a
hefty profit, and so all costs for goods are tripled. The
bill of fare in the Reach usually reads something like
this: fried lemure, fish soup, stewed fireweed, tamor tu
bers, roast ratatosk, poached Varrangoin eggs, and
led abyssal bat. The cellars are decently stocked with
spirits, including Trav’s larval beer (1 cp), Redcastle ale
(ep), viperwine (venomous to everyone but tanar'ti, 4
gpl. Stygian mineral waters (4 sp), fermented boat's,
blood (5 gp, said to increase a basher's strength), and,
most prized of all, curdled aasimon blood (200 gp+).
A Bleaker dwarf with a withered arm has come
from Sigil and has spent hours negotiating with Red.
No one’s sure why. Some say it's because a raid’s sup-
posed to go off soon against Mithrengo, the nearest
fortress on the Plain. Others say Red’s expanding her
little empire, or she’s eliminating a rival — still others
say she's capturing a new consort. No one seems to
consider that she might not be behind the raid at all
That's how powerful the fear of her is among the
“ri Take it to heart, berk
+104Lookout spire
\
Mithrengo
Broken Reach
Pivanbrat
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ZRIN+OR,
+ +ne VIPER FORES+ +
Viper trees are common throughout Azzagrat, a set of
three Abyssal layers ruled by a single lord named
Graz’zt. Entire groves stand around many of the realm's
palaces and towns. Rumor has it that at least one of
Graz’ar’s layers was once part of the Gray Waste, since
shifted into his realm, and that this accounts for the
large numbers of viper trees in the woodlands called
Zrintor, the Viper Forest.
The forest stands on the first layer of the Triple
Realm (the 45th layer of the Abyss), a doused, muted,
and subdued layer. The screams and torments of the
lesser and least tanar‘ri and unfortunate planars fade
into the background, nothing stands out, nothing's very
noticeable, everything seems equally gray. This general
fading makes stealth easier but it also makes the first
layer of Azzagrat difficult to keep in mind. Travelers
can't remember details of the forest or towns they saw
here, though they remember the creatures and goods. In
fact, all of Azzagrat is confusing because the three layers,
are constantly overlapping and moving through each
other, fiery gates opening, between them at random.
‘Some cutters, exhausted and staggering after
fighting and bribing their way past layers and armies of
tanar'ri, enter the three layers of Azzagrat and let down,
their guard. After all, the three layers look like a safer
place than most in the Abyss; there’s no hordes of
clawed, drooling fiends, there's no fiery skies, no poi-
son geysers, and no ranks of least and lesser tanar'ri on
every side. The wide rolling forest of Zrintor provides
cover, food, and protection against tanar'ri, The fact
that the trees’ branches are serpents is a minor problem.
Don't be a fool! Azzagrat’s dangers are worse than
most in the Abyss, because a cutter can’t see ‘em com-
ing. The Viper Forest isn't a safehouse; it's a whispering.
wood of thinking, striking trees — creatures that allow
some visitors to pass through unharmed and attack
others mercilessly. Some bubbers even say that the trees,
can tear off their own branches, that they become
writhing serpents that follow and poison a body.
There's a secret to getting through the Viper Forest,
and most cutters don't tell it for nothing. I's like this:
Berks who stroll into the woods by day usually don't
live long. Those who go at night survive, because they
carry torches, lanterns, or other sources of fire. Light
Jone, even magical light, ain't enough. The serpent
trees fear flames more than anything, so don't ever let @
campfire go out in the Viper Forest. ‘Course, just avoid-
ing death don’t mean a berk’s out of the woods.
Forest fires are a danger throughout Zrintor;
when they rage, nothing but the will of Graz‘zt can
quench the fires, and Graz’2t enjoys the screaming of
the trees as the flames render them into ashes. The fires
2o003- 200 |
volatile trectop to the next in moderate winds, spre:
ing faster than a cantering warhorse. The fires are as
powerful as a dragon's breath, and much less suscepti-
ble to flattery and bribery. Also, the forest recovers
quickly from fires. New growth begins within hours, so
burning a path out is likely to roast a cutter instead.
According to Rule-of-Three, there's three ways out
of Zrintor. One of the common threads between the lay-
ers of Azzagrat is the River of Salt, a sparkling crys-
talline mass of moving minerals that are somehow liq-
uid and solid simultaneously. Floating a magical ship or
raft down the river usually leads quickly to the forest's
edge. A berk’s got to be careful, though: Creatures un-
fortunate enough to fall into the river are ground under
by the rasping masses of sharp salt crystals. Anything
that isn't choked by the salty dusts is usually reduced to
a reddish paste within a few minutes
That's the hardest way. It's sometimes easier just to
ook for the ovens. From place to place, gates open be-
tween the three layers, gates that burn like ovens of
green fire. Walking into one of them leads from one
layer's “oven” to another's; tanar'ti are unaffected by
fire, but sods who aren't ready are in for a hot time.
Naturally some of the ovens ain’t gates at all ~ that's
the tanar'ri idea of a joke.
The last way takes the most courage, but it always,
works. The Abyssal lord Graz'2t rules his realm from the
shadows in the realms largest city, a place called Zel-
atar — a city of alu-fiends, cambions, nabassu, shadow
fiends, slow shadows, succubi, and tieflings. Graz’zt
himself rules from the Argent Palace, a place of ivory
towers and cold, mirrored halls. The palace is a fright
eningly clean, echoing place where visitors often lose
their guides to the ravenous, mad bodaks that guard it
The Palace is said to contain a direct, mature conduit to
the Plain of Infinite Portals and other layers of the
Abyss. as well as conduits to Pandemonium and
Gehenna. The city of Zelatar also connects to the other
two layers of the triple realm, where Zrintor don't exist.
Go to the city, find one of the other layers, and walk
out where the forest ain't.
The trouble with this method is that Graz’2t and
his councilors hunt petitioners and planars in the Viper
Forest, and the closer a basher gets to Zelatar, the
greater the chance he'll become their prey, Graz’2t is a
sporting lord, though: Those who survive for a day and
4 night are allowed to go free. Tanar’ri that
survive his hunt are transformed into
yore powerful forms.
+134Edited by Foxit PDF Editor
+ NARATFYR
Bashers who've been to Naratyr shudder at the memory,
but any fool set on plunging into the Abyss needs to
know about the Lower Reaches. Called the City of the
Dead, Naratyr is the capital city of Kiaransalee, the
drow goddess of vengeance and the undead, and the
entire layer is her realm. Like the rest of the Abyss, it
ain't for the weak or the cowardly. Naratyr is a town
built on icy river bluffs, with its lower reaches right
along the waterline and its heights in the airless ice of
Thanatos, the 113th layer of the Abyss. Don’t sound
safe, does it?
The city is the only habitable, civilized part of
Thanatos, the Belly of Death, a cold layer of ice, thin air,
and a black, moonlit sky, a place that belongs to the un-
dead more than to the tanar'ri. Nothing truly lives here:
no fields of forests, not even twisted groves of hardy
viper trees. Quick as thought, any poor berk that dies in
Thanatos becomes ane of the power's servants, undead
mostly but sometimes manes, dretch, or rutterkin. The
transformation takes an hour or so, and, for the plane
petitioners, it’s permanent. No one knows how planars
change back, but sometimes they do ~ if they're lucky
enough, and have powerful enough friends.
Built near the waters of the River Styx, Naratyr is a
curiously silent and cold city, its streets often empty for
hours at a time, Peaceful, really
THE LOWER REACHES
The Lower Reaches are important to a planewalker be-
cause they're safe. There ain't many bolt holes available
in the Abyss, so listen close. The undead won't enter the
Lower Reaches because it’s only for the unthinking un~
dead. Lesser tanar'ri won't go because they're terrified,
The greater tanar'ri think they'll be transformed into
undead, though no one’s ever seen it done (except
maybe in the Winter Palace itself). Even the Abyssal
lords won't follow a basher into the Lower Reaches; the
chant is that Kiaransalee sucked the life Force out of the
last lord to rule Thanatos, and the Lower Reaches are
her feeding grounds.
The truth is, the Lower Reaches
are a chilled, ignored sanctu-
ary of the Abyss, a place that
the drow and the undead sim-
ply don’t give a damn for. If the
living wander among the trash, well,
they'll just be undead that much sooner.
Zombies, skeletons, and a few Dustmen
wander the Lower Reaches, picking through,
the refuse that the intelligent undead above
throw to the scavengers below. Granted, it’s
+144
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For Evaluation Only.
Upper Reaches with their vampires, banshees, and con-
stant ghast patrols; the Lower Reaches’ worst threats are
mindless puddings, cranium rats, and other scavengers
There’s even the Scavenger's Luck, a tavern with the
Finest rot-gut and the foulest rations on the layer.
THE UPPER REACHES
Upper, airless Naratyr is home to warring bands of
vampires, banshees, and spectres, all striving to outdo
‘each other in fawning service to their mistress. They are
constantly searching for living flesh to convert into
new undead slaves to please their harsh goddess. The
militia is called the Ivory Mace, a rag-tag gang of
ghouls led by ghasts or wraiths. The captains of the
Ivory Mace are babau; beware their deadly song,
Though Kiaransalee issues decrees from her night-
mare throne of zombies and skeletons, the city’s da}
to-day ruler is Rauva Cormrael, a powertul priestess
from the Prime, Her grip tightens when Kiaransalee
withdraws to the Forbidden Citadel, a fortress many
leagues away over the frozen wastes. Rauva’s manor's
high up in the Upper Reaches, guarded by scarab bee-
tles the size of horses.
Ain't many services in Upper Naratyr, except for
the tanar'ri and some undead. Upper Naratyr has but a
single tavern for the warm folk, and few shops: The
dead need no food or goods. Food, drink, and a warm
bed are available at the Bottomless Well, an inn run by
Crimson Mol, a constantly muttering basher who cleans
his mugs obsessively with a bloody rag. The customers
may still live, but their shuffling gait and numb speech
are signs of their deep weariness and helplessness. Most
of them are members of the Dustmen. The Dead are the
‘most powerful faction on the layer; they're good guides
for visitors, and they know where (0 find the best air,
food, and water. Most undead ignore travelers accom-
panied by a Dustman. The Dead know they've got a
lock on the living, and charge accordingly.
Undead slaves and servants are available for any
berk who can stand the stench, and the costs are right
enough, not more than a copper a day. Tanar'ri keep
huge entourages of useless servants just to impress the
Clueless. Most other goods ain't available; food costs
triple the usual prices, since so few need it
On the heights above even the thin air of the Upp
Reaches lies the Winter Palace of Kiaransalee. Its car~
pets are woven from the hair of its former occupants,
and the interior walls are made of flesh. In summer @
egent called Rotting Jack rules the city in Kiaransalee’s
place, ignoring Rauva’s commands. In winter, Kiaransa-
lee herself rules from Naratyr.
He DEAD are M@RE RELIABLE
+HAN +He LIVING,
— HISSBODA ef NARAFYRThe Upper and Lower Reaches of the city of Naratyr,
a realm of the undead on the 118th layeF of the Abyss:@D YY lores, bur nar of esa tand of fields, or
Pers: eerste
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“Course, like cnr the
acklash is stronger if a spell
Magic re
quires small sacrifices
to the nature spirits that
rule every brook and grove
of the plane. Spell keys in Ar-
borea take the form of ritual
offerings to the earth and na~
ture spirits that make the spells
function, Wine, oat cakes, milk
gold, olive oil, fine idols, un
blemished animals, and a mage’sblood
are typi-
cal offer
ings that
, make magic
possible. Unfortu
nately, each school and
sometimes each spell has
its own offering that serves
a key, enough to make even
iage’s head ache,
Arboreans live unrestrained
lives of hedonism. Lots of bashers
think it’s because Arborea is the home
of the Sensates, but that’s only half the
chant. After all, the curses of the powers
in bring about tragic ends, including such
ugly fates as exile, slavery, patricide, and
blindness. Comparing oneself favorably to the
gods, failing to make a sacrifice, offering an insufh
cient sacrifice, breaking an oath — these things are all
trouble. Sad truth is, any sod can make a mistake, but
in Arborea the powers might hold it against him. That's
chaos, but it ain’t pretty
The greatest numbers of petitioners are
the elves of Arvandor and =
the humans of Olympus. Sen-
sates can be found in both camps, and the fac-
tion seems.to rule the plane. In addition, the peti-
tioners of Arborea include almost all sylvan races from
centaurs, elves, gnomes, and humans to satyrs, nixies,
and harpies. They're the commoners of the plane, tend-
ing to the good of the woodlands and meadows.
Though not as wild as the Beastlands, Arborea still has,
many ancient groves in need of care. The Arborean pe-
titioners treat this work with as much diligence and
concern as peasants treat their crops els
where.
The petitioners are just pikers com
pared to the nature spirits that rue the land:
every tree, every brook, and every hillock of Ar-
borea, The elfin asrai are the water spirits, the powerful
reads rule every peak — including Mount Olympus
— and dryads and sylphs rule the woods and the \
+n
in many springs, sacred groves, and
cient caverns of prophecy and judg-
ment — small shrines alert travelers that a
spirit lives nearby. Ignoring them brings bad
luck, and any traveler barmy enough to give
em the laugh pays the price.
Worse are the bacchae: roving gangs of bubbers,
capering half-mad mobs of pleasure and destruction
that roam the countryside. If they tell a basher to drink
with them, she drinks. Trouble is, she’s like to become
one of them if she starts to enjoy their company and
they accept her. Petitioners in Arborea don't always
stay petitioners until they merge with the plane ~ they
become bacchae as often as planars do. How it happens
isn't clear, but the magic of music and dance is said to
trigger it. The powers blame the creation of the bacchae
‘on Dionysus, though Pan is sometimes named as well.
Whatever their origins, they're a danger to all trav
especially those who provoke them. Most any-
thing provokes the bacchae: failure to offer
wine, offering inferior wine, ot failing to
be as joyous and drunk as they Y
Philosophers of Thrassos and the
Guvners still argue whether petitioners
who become bacchae ever regain (a
their normal form. ‘Course, what
really matters is that they lost i
eet
in the first place. A basher should
just be grateful
that no
planar's ever
become one
against his
will,+ GRANDFA+HER @AK #
First thing to know is that only the Clueless ask to meet
Grandfather Oak. It ain't a person, it’s a town, though a
cutter wouldn’t know that from all the elves who go
about calling it “him” or “our grandfather.” Entire vil-
lages are nestled in his branches, and each one of his
flat leaves can bear a dozen elves’ weight. The elves'll
rattle their bone-boxes about Grandfather's moods,
whims, and wishes, but the plain facts are that Grand-
father Oak is the greatest and oldest tree of Arvandor, a
gigantic tree with entire tribes of elves living in the
leafy top and in the wide hollows between trunk and
branches. A great dell between two of its roots is a
chapel to Labelas Enoreth, the elven god of longevity.
Grandfather Oak's name and respect ain't so
strange: just think of the lonely astral sailors who refer
to their ship as a woman. The elves have shi
ing wood for countless generations, and elven genera-
tions at that. Grandfather's living quarters are built in
the higher branches using deadwood brought up from
the forest floor. The oldest shelters have become over-
grown with Grandfather’s wood. The elves also keep
many guest chambers, small entrances carved into the
trunk itself, like squirrel holes. Food grows on vines
and orchards up and down the trunk.
Before rushing off to see Arborea’s wonderland,
remember that there's a sweaty side to living at the top
of an oak. Criminals and visitors are sometimes pressed
into pulling up water, earth, and deadwood on the tree's,
ancient winches and pulleys (if a sweet elven lass asks a
cutter to help her, he'd best say no). Since hauling
water up the tree is such back-breaking work, the elves,
also use rain-gathering gutters and huge collection bar-
rels. When an elven cook turns a wooden spigot, water
rushes through the spliced branches and pipes and into
the pot
Gnarled and ancient, Grandfather Oak's high-up is
himself an ancient treant named Moss-Among-His-
Roots, Wind-In-His-Leaves. He's creaky and weathei
even for a treant, with cracked bark, yellowed leaves,
nd patched limbs, and a single remaining arm, Lots
of berks think that Moss-Among-His-Roots, Wind-In-
His-Leaves is dying, but the old tree has life in him yet.
Most planewalkers find that Moss-Among-His-
Roots, Wind-In-His-Leaves is too slow about his delib-
erations (even a yes-or-no question may take a day to
answer). A typical preamble to one of Old Mossy’s an=
swers runs something like, “Become one with the
woods, we are all trees in the forest. Hear the song of
the forest, and thrive as the forest thrives. Ponder each,
action, and grow slowly into the path that leads to joy.
Slow and steady, do nothing in
haste.” And that’s him just clear-
ing his woody throat. For quicker
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ever nani-eiven warliuE wit att Eye HU! Cuatacter. Ey
Judgments are recognized as just and binding within
the limits of Grandfather Oak, though some treants,
grumble at his “hurried, slap-dash” approach. Tree-folk,
of course, outlive even the elves, so most bashers un-
derstand that their view of time is more patient than
practical
‘The gray elves who live around the oak are bound
by their own laws, appealing not to Trillamir but to
their High King, Labelas Thenorean, and his court. They
keep to themselves near Grandfather's roots. King
Thenorean’s wise rule has been a blessing to the often
isolated gray elves, and his many children, grandchil-
dren, and great grandchildren are sought after as advi-
sors in all the elven courts. His warrior priesthood keeps
Grandfather Oak safe from giants, titans, and the giant
predators that roam the forest floor of Arvandor.
Knights of the post beware: Sharping and robbing
are risky here. The entire town turns out for a week of
drill and archery practice twice a year, so everyone's @
constable. The gray elves post a permanent guard at the
roots who catch those who hope to slip away. Patrols
wander up and down the trunk both day and night, and
even the quickest cutpurse can't outrun arrows. The elves
also depend on the warning of the nearby forest cre
tures; the cries of birds and squirrels are taken seriously,
A berk can’t just light a fire wherever he pleases:
Boulders have been brought up into the higher branches
as fire platforms for cooking, tanning, and metalwork
ing, and building fires elsewhere is forbidden, Since the
oak’s wood is green, fires don’t spread easily except in
late autumn, when dry leaves still hang from the
branches. Instead of fire, Grandfather Oak is lit with
magical light, so he has a soft, golden glow even in
windy nights.
‘All services requiring fire cost more than usual;
ironmongering, laundry, hot bathwater, and brewing
and distilling all cost double. Leather and horn are rare
in town; the elves substitute feathers and a forest form
of flax taken from Grandfather's acorn husks
‘The Oak was famed for its spider silk eons
the trade died after Lolth’s followers were banished. The
entrances to those workshops have grown over, and,
though no high-up has ruled against it, no elves go
here. No one knows what remains in the empty spaces
under the bark.
The town’s elven woodcarvers are exceptionally
talented and their work doesn’t cost a wagonload of
Jink. The greatest is Woodmaster Morellian, famed for
his black walnut carvings. Morellian is venerable even
among elves, for he’s seen more than 1,000 summers.
He carves onily one piece a year, auctioned off at mid-
summer. Morellian’s apprentice, a strange pale elf
named Pomeriel of the Birch, is expected to carry on his
work and is said to be a sorceress besides
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+ M@UN+ OLYMPUS
The Olympian powers themselves dwell in halls and
temples on Mount Olympus, which towers above all
other places in the realm of Olympus. Far above the
clouds and cares of petitioners, a lucky wayfarer may
catch a glimpse of the powers as they send their proxies
up and down the mountain to their many supplicants.
The legends say that just being closer to the mountain
brings a faster answer to a worshiper's prayers.
Travelers claim that just by standing on the peak, a
basher can sec for miles in any direction, Just by focus
ing right, the Guvners declare, a soul can see almost
anything going on within a hundred miles, and sharp-
eyed cutters who squint just right can sometimes see
into the other two layers of Arborea, to the stormy wa
ters and spiral sea-city of Elshava in the second layer
and the white sand wastes of Amun=thys, the only
realm of the third layer.
Mount Olympus is 4 cloud-wreathed land of
plenty, its slopes strewn with abundant olive graves, its
lush foothills echoing with bleating sheep and clear
‘shepherd pipes, the south slope home to fertile vine-
‘yards, and everywhere the small orchards of oranges
‘and apples. Its woods and defies are filled with the
laughter of satyrs, nymphs, and syiphs. =
Hidden
paths lead
through the
mountain to
other planes: @
wrong turn can lead
a pilgrim to the depths
of the Gray Waste or to
a random prime world.
The spirits of stone guard
these paths, for the powers
are jealous of their shortcuts,
The portals of Olympus are
open to anyone brave enought
travel them, the way the'branches
of Yggdrasil are. There's adark to”
them, though: Some af the secret paths
reveal themselves only to worshipers of
the Ulympian powers. Others attempting
to Follow 4 Seat see oeseraee
hidden paths are vy
and a waste
‘of time worse than the Hive
for those who ain't worshipers.
Considering that the portals of
Olympus only lead to three Lower
Planes and a number of odd Prime worlds,
hough, doesn’t give a basher much reason to go
poking around where he doesn’t belong,
Each temple has a small outer shrine for offerings
es, a huge statue of the deity made of ivory,
and sac
gold, silver, or precious stone. The temples and homes
Of the powers themselves are the site of many portals to
other planes; the entrance to the power’s actual home is. Edited by Foxit PDF Editor
Copyright (c) by Foxit Software Company, 2003 - 2009
For Evaluation Only.
7
usually
well disguised,
‘some say by Hermes or
Pan, the trickster gods, others say
by Hephaestus, the smith.
Zeus's domain is the greatest of all, a citadel
of polished marble and gold that stands at the highest
peak. Here the father of the Olympian gods rules alo
side Hera, his wife. Oddly, only their worshipers can sce
the entrance to their temple.
Aphrodite lives in a nearby palace of mirrorlike
quartz and gems, where every surface reflects her own
beauty. The entrance is hidden within a magical mirror,
and at least one of its paths leads to the Gilded Hall of
the Sensates. The stories tell that few who enter can
find their way out, and those who do are vain forever
after. For many of Aphrodite's worshipers, that don't
seem like much of a change.
Apollo's temple and stage of beaten gold radiate
internal sunlight. The Sensates love this place, and their
poets are often found here declaiming verses to honor
the
god of
poetry.
Plays are often
progress in
Apollo's amphitheater,
‘a white marble semicircle
© carved into the southern
mountainside.
The lair of Ares is a massive
battlement near the portal that leads
© down from Mount Olympus to all the spheres
RE where the pantheon is worshiped, mirroring the hall
Of Athena, who dwells in a palace on the far side of
that portal, Ares's citadel is said to be made of bone,
Athena's of iron, Berks who rattle on about visiting the
palaces are probably pulling a cutter’s leg, for both are
as difficult to enter as any fortress.
Dionysus's palace is overrun with vines, each hang-
ing heavy with grapes. Bacchae keep the hearth burning
nd the festival going even when the power's away, but
few others would dare
Hermes lives in a den of gambling within the
mountain itself. This hall is perpetually shrouded in
darkness to the eyes of all visitors except his wor-
shipers, and the entrance to Hermes’ cavern sometimes
leads somewhere unexpected — after all, he is a power
of travel.
Poseidon lives on the second layer of the plane
though he maintains a seaside shrine near Mount
Olympus. Hades rules in the Gray Waste and rarely vis
its Mount Olympus. The lesser powers ~ such as
Artemis, Demeter, Nike, and Tyche — have smaller
homes among the huge and dominating temples and
estates. Pan and the titan Prometheus live in the hinter~
lands of the realm, and they rarely come to Mount
Olympus at allEdited by Foxit PDF Editor
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+ THE GILDED HALL #
Between Arvandor and Olympus, near the city of
Brightwater, lies the Gilded Hall of the Sensates, a place
devoted to beauty and pleasure. The festivals never stop
here, every race can speak to every other, and all sad-
ness is banished within its gleaming walls.
The Olympians say that Aphrodite herself crafted
the achingly beautiful spires and gracefully curving
halls of the Gilded Hall, and that the waters
of Canathas, the fountain of youth, were
used t0 mix its mortar. Fiends have been
killed by the sight of it, so powerful is the
Gilded Hall’s sharp and piercing
beauty. Miraculous cures
have been achieved by those
who've been allowed to stay
by the hall’s ecstatis, its magical restora~
tion of the spirit,
The elves have their own name for
the Gilded Hall: They call it Perlamia, and
visit it as pilgrims. The elves claim that Hanali had a
hhand in building the hall, laying the enchantments that
create its shimmering beauty. Their poems speak of Per-
lamia as a person, a creature that does nothing but
spread joy. Their sagas say that Perlamia sings when the
hall is empty or silent, and that it speaks to the down-
hearted, telling them how to recover what they have lost.
Others claim the palace of the Sensates ain't alive, but
haunted by the spirits of those caught by its splendor.
Describing the Gilded Hall is a thankless task. It
stands midway between the realms of Arvandor and
Olympus, and though it lies in the valley between the
two, it seems to command the surrounding countryside
as surely as if it were atop a hill. The palace of the Sen-
sates has an overwhelming, thundering glory that stops,
Viewers in their tracks and strikes each heart in a differ-
cent light, as if it were magically tailored to appeal to
every eye differently. Bariaur compare it to a fine rear-
ing filly, and dwarves speak of it as being constantly
smelted and recast. Elven poets say it lives, constantly
breathing, reborn, and they have despaired of finding,
words for its beauty, its radiance, and the joy it brings
to even the most downcast of souls.
The Gilded Hall has been the target of fiendish at-
tacks because of its beauty, which the tanar'ri and
baatezu alike cannot abide. Least fiends are slain by the
sight of the Gilded Hall, but all others are just enraged
by it. Raids from the Lower Planes are common.
In purely architectural terms, the Gilded Hall
is a palace of melded,
flowing domes and
eighteen large
and small
towers, all
to point. Its entrances aren't obvious at first; the visitor
must follow a path of discovery toward the entrances,
which are hidden behind hedges, walls, or curving
paths. Its enormous gardens are always blooming, and
the smell of flowers is enough to make a basher sick
after a few days. Sensates seem immune to the stench.
The view from inside is almost as dazzling as the
outside — wrapped in mirrors and gilded with sheets of
gold on every surface. The view is rich, luxurious, and
open to all visitors who agree to obey the rules of the
Sensates — which are not rules at all, but the motto of
the hall: no compulsions, only persuasio
‘The party never ceases in the Gilded Hall. Different
wings wake and sleep during the night and during the
day: dinner parties, hunts, picnic outings, garden par-
ties, masked balls, and all-night drinking binges are all
part of the hall’s daily schedule. Oddly, the Gilded Hall
never becomes overwhelmed with dirt and trash.
Though it brings out the beast in most visitors, the
Gilded Hall is one of the few places where the bacchae
seem tamed, even civilized enough to bathe. As long as
they are within the palace walls, they neither destroy
property nor convert others into bacchae.
The Sensates have trouble leaving the Gilded Hall:
it traps them like flies in its web, for what fool would
want to leave paradise? Some Sensates have lived out
their entire lives within the mirrored halls, and it’s said
many are buried on the grounds.
When the Hall’s Sensates aren't drinking and
dancing, many of them spend their time looking for
Canathas, the pool of beauty that the elves call Ever-
gold, Evergold is the Fountain of Youth, the elixir that
halts all corruption. All it takes is a single sip and the
years fall away, and a berk becomes a driven man, as
commanding and inspiring as a factol, The Sensates are
always yammering about it
But a berk’s gotta think: If it were that easy, every-
one and his brother would already be as handsome as a
deva, and one look around Sigil shows a basher that
ain't the case. The trouble with the Evergold is that its
effects are temporary and only the powers seem able to
find it — which don't stop every empty-headed Sensate
from looking for it in Hanali’s crystal palace in Arvan
dor, or in Sune's sector of Brightwater, or elsewhere.
Regardless of where itis, the pool always shimmers and
shines with a rich golden luster that make it impossible
to mistake for ordinary water. The basher who brings
some to the Gilded Hall can name his price.
THANK Y®U,
WILL.
mere WINE?
— AIDAN oF tHe
SENSAFESInterior of the
Gilded HallEdited by Fos Foxit POF Editor
Copyright (c) by Foxit Software Company, 2003 - 2009
"Any euttér headed for Limbo needs:
beware ofthe plane's chaotie.ele-
ental natiare!’Sec, Limbo's composed of this
Sort OF stew of things. The bréth” is unformed
earth, air, fire, and water in such a
@ mix that itdoesn’t really reséffible any of its four
© elements. The natives call this batkground elemental
mix by lots of different. terms: broth, soup, chaos mat
ter, and primal chans, fora few examples.
Chaos matter is hard to describe to those who
haven’texperiericed it befozp. f's a sort of swirling,
hazy, dry fluid that’s just opaque enough to
cut off visibility beyond a few yards,
Bie gaan gray 0 4 7
it; a berk just hangs theré Pr6v!
Tem is, body can’t breathe-i,
thorotigh 20
For Evaluation Only.
‘complex an environment,
oe
thinking terrain into being ig
that-as soon.a8 the cutter stops,
oficen-)
aisSolvingg hack
into soup. However, there are sOme
ot with ike jnnareBility fo min=
tain, terrain withouty =
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and it dissolves things it cofyes oo
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though, the slaadi are immune’
tits effects = they:swim along
‘through it comfortable as can. be — and Lfinbo's peti-
Honers actually take their physical being from this
Droth, So naturally they're comfortable in ittoo.
But'don't go getting the idea that primal Chaos
just stays chaotic. It isn't even stable in that way. Parts
GE Metaup ateyorever BoslesMPig Into more normal
types Of terrain — meadows, mountains, streams, and
Even woods, — eventually t0 dissolve back into broth
Witat makes Limbo liveable to souls other than the
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sponds @ a thinking beings
Re Sous iy cofeeaugrng ite
task, a cutter.can make it coalesce into firm ground
with bitathable aif, regular-gravity, and even plant life,
‘Matter of-fact, really bright individuals can think
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Bcycnic anime, The Tefal lal ae
Table-at the bottam ofthis,
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arch isiikethaviggaiperfech ame
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or they're not. Butnnlike assoul With a perfect memoryesey
angmnarch’s talent fas to be trained t@wWork. Si
the native cultures OFLinibo have a way of fect
budding anérchs from the rank and file, so:that they”
can train them, int the Chaos-shaping proficienty:
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tyEdited by Foxit PDF Editor
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For
THE AN.
Evaluation Only.
(Chaos Masters, Groundsmen)
Stet Puiosoriy. Unlike many sects, the Anarch’s
Guild has a specific local focus of purpose, rather than
one that can be adopted across the planes. But in this
case, the term “local” still covers a lot of ground, be-
cause the sect is pretty widespread within Limbo,
Outside that plane, however, the sect has no real
purpose to speak of, so the chance of encounter-
ing one of its members elsewhere is just about
nil
See, the Anarch’s Guild exists specifically
fo train anarchs in the chaos-shaping pre
ciency. And since chaos shaping wot
only within the mutable conditions
Limbo, there's not much point to tf
guild elsewhere, That's especially t
considering how valued anarchs are
in those areas of Limbo inhabited by
anyone but sl nd petitioners,
Other races dwelling here need an an
arch or two if they Ww:
their habitations continue to exist. So d
treat anarchs as something special. As a
sult, not too many anarchs have any
son or desire to wander away from hot
It’s a cushy job,
Pr
figure.
Jey PLANE OF INFLUENCE. Limbo. Ga
ALuirs AND EveMies. There really aren't
any traditional allies or enemies to this
guild, other than those applicable to the:
githzerai in general.
The Anarch's Guild is
actually a githzerai institution.
Given how insular the mem:
bers of that race are, it’s a
wonder that anyone from any other race ever learned
the chaos-shaping proficiency. Nevertheless, over the
ages the githzerai have taught a few non-githzerai
souls here and there, usually in return for some really
reat service to a githzerai cause, Some of those i
viduals, in turn, set up their own training schools in
other places, following the Anarch’s
Guild’s traditions and teachings,
but not officially recognized as
branches of that guild. Whenever
the githzerai refer to a branch of
\
the Anarch's Guild, then, they
KX specifically mean one in a githze
rai city, To anyone else, the title
refers to any location that’s teaching chaos-shaping
mastery, githzerai or not. Adventurers should be aware,
however, that some of the non-githzerai branches have
really bastardized the traditional teachings, and
there’s no guarantee that they know any-
thing about the chaos-shaping profi-
ciency at all
Bewerirs. The main benefit of
being a member of this sect is the
chance to learn the chaos-shaping.
proficiency. Those interested should be
aware that in the hands of a master,
higher levels of training, in that profi-
ciency allow for some really amazing
effects. For example, githzerai cities
are noted for being of such large size
that only a god should be able to
maintain them, There are three possi-
ble reasons for this: There are lots of ge-
nius-level githzerai anarchs; githzerai an-
archs divide up sections of the city and
maintain them separately; or githzerai an-
archs are able to train themselves to achieve
phenomenal results with the chaos-shaping.
proficiency.
The first possibility ~ though conceiv-
able = doesn’t seem likely. The second
possibility is contradicted by the fact
that the anarchs in each city tend to
dwell close together, typically within
one centrally located Anarch’s Guild
facility, and that puts them away
from areas they would need to be
inhabiting in order to
The third possibility, however,
is very likely, especially given
that githzerai cities typically
possess exotic wildlife that’s probably thought into
being rather than culled from some other plane
Resrmictions. Members of this guild have a duty to
help maintain their local city. Anarchs found wander-
ing the planes as adventurers are usually scomed by
their fellows. ‘Course, the most significant restriction is
that chaos shaping doesn’t work outside of Limbo.
TH@SE wee CON+ROL
+e +ERRAIN,
C@N+RO@L +42 BA++LE
— ANARCH’S GUILD PROVERB
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THE For Evaluation only.
(Chameleons, Turncoats)
Srey Puiosorny. It's a common saying among
Chameleons that the more a body learns, the more
‘questions he has, Learning is, more than anything else,
1 process of finding out how little a body really knows.
Just as soon as a body thinks he’s,
learned the dark of things, along.
comes a new bit of infor-
mation to prove him
wrong, Eventually a soul
has to admit that the
multiverse is too big for
a mortal to ever really un
derstand. Even the powers seem
in the dark as often as not, so
only a berk ever swears that
anything's 100% sure.
But that doesn’t stop people
from trying to understand. See,
believing exactly nothing leaves a
berk with exactly nothing to do. A
body can’t chart a course of action if
he thinks every direction is equally
senseless. So people go about their
lives, piecing together things they
earn, till they've got some sort of
workable structure of beliefs to
guide their action
Problem is, all too many berks
try to make those structures permanent
They start ignoring bits of knowledge
that contradict their views, and start
harping on the points they're most
sure of, Pretty soon, they're
preaching their credos to everyone
who comes along. as if convincing
enough other souls makes their
theories the truth. But deep down in-
side, where they won't even admit it to themselves,
they're full of fear that they might be wrong, Mean
while the multiverse just goes on about its business, not
giving a fig for what they do or don't believe
On the other hand, there’s something really liberat:
ing in a soul admitting he don’t know for sure how
things work. Cutters like this still have to come up with
some theory to live by, but they know it’s artificial, so
they keep in mind that it’s only temporary. The more
they learn, the more they revise their theory, and when
ultimately they see something that works better, they
chuck the old theory out with few regrets. They know
that while they'll likely never find ultimate Truth, that
doesn’t stop them from working on improvement.
PrinaRy PLANE OF INFLUENCE. The
Converts are strongest in Limbo, where nothing is for
certain, and it seems that the sect took its start here. But
the group also suits the Outlands, where balance in all
things is emphasized. The Converts have no fac-
tol, being instead a free league of like minds.
Auuies an Enemies. The Conv
sidered too much of a null cipher to have
‘cnemies or allies, except those of what
ever faction they currently adhere
piiry. Membership
in the Converts is open to
any race or class. But crea-
tures of lawful alignment
never join, because they can-
not accept the sect’s teach:
ing that there is no way of
knowing ultimate truth
Benes. A Chameleon
can belong to one other
faction, as long. as
he meets its prereq-
uisites. He gains
the full benefits
of that faction.
Later, he can change t0
a different Faction, los-
ing the benefits of the
first and gaining those
of the second instead. He
can do this any number
of times,
Restrict
Chameleon is subject to its restrictions. In addition,
once he has left a faction, he can never return to it. He's
9 see the limitations in its world view.
While belonging to another faction, a
@H!
+ +HINGS
SEE
CAN | BE
FACTION
I'D NEVER L@@KED
WAY,
P@IN+
PAR+
Now? (b
— PERMILLON oF +He
CONVER+S
+274
!All right. So a basher’s ready (0 go to Limbo, aware that
the terrain is perpetually in flux, but knowing. that it
can be stabilized by a strong will. She sets off, confi-
dent that she can impose order on the place. All prob-
lems taken care of, right?
Wrong, Because a basher can't impose order on the
natives. They have to be related to on their own terms.
Trouble is, this is one area in which Limbo is 50 excep-
tionally chaotic that it isn’t even consistent to its own,
inconsistency. A basher can't even trust the plane’s in-
habitants to be dependably chaotic. Most of them are
downright orderly in some ways, at least sometimes. A
traveler has to know the dark of who acts how and
when, This is especially true of the slaadi and githzerai
GI+HZERAL COME
IN #wo +Y PES:
HARDHEADED,
10 S+UBBORN,
— MARIVUS QUINCE,
mencnad
Some cutters have characterized the slaadi as basically
giant, carnivorous frogs that just happen to be able to
talk — and that description is fairly apt. For most hu-
mans, it might be easiest to compare the slaadi to bar
arian nomads. The creatures have loyalty to nothing
but their own kind, and have respect for no other cul-
ture, They seem to view all other creatures as beasts to
be used as they sce fit. Slaadi cannot be reasoned with
or bargained with; they cannot be bought off with trib
tute nor appealed to for mercy. Like the Fated, they con-
sider themselves to own whatever they can take,
This all springs from the slaadi reverence of per-
sonal strength. And that, in turn, arises from their
physical relationship with the plane of Limbo. See, the
slaadi are perfectly at home in the raw chaos of Limbo’s
primal matter. This means that they have no real need
to collect personal possessions. A slaad just takes what
it wants, when it needs it. So to their minds, the being
most able to take is the being most revered. In other
words, strongest is best
The slaadi see nothing wrong in a stronger being
forcing a weaker one to do its bidding. This attitude is
so ingrained that weaker slaadi would never think of
banding together to overthrow a bully, the way that hu
mans do. Instead, they consider it a stronger slaad’s
right to bully them.
By the same token, this affects the slaadi’s mode of
battle. Whether hunting or raiding, they never actually
cooperate in combat. If four slaadi were facing one
human warrior, for instance, they would take turns
fighting that soul. Only if the first slaad were
defeated would the next begin to fight.
and so on, On the one hand, this
means that one good fighter could
conceivably hold off an
entire horde of sl
On the other hand,
it means that
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fighter can't just
defeat their toughest
member and scare the others
ay. And that tenacity can be
wing when a basher's trying
to leave in a hurry.
One very important note for new visitors to
Limbo: Relative strength among slaadi is reflected in
forehead markings. Red marked slaadi are the weakest
(though they're still the equivalent of a seasoned war-
rior), Blue are stronger, green moreso, and gray ab-
solutely deadly. Once in a great while, a basher might
actually meet something even tougher: a death slaad.
‘That's nothing to worry about, however. See. for most
cutters a death slaad means instant destruction, and
worrying about it ahead of time won't make things any
Technically, the githzerai aren't really native to Limbo:
they originally came here from elsewhere. But they've
been on the plane for so long that most cutters consider
them natives. In terms of their behavior, however, their
extraplanar origins certainly tell.
Originally, the githzerai ancestors were humans
enslaved by the evil illithid race. Eventually they were
lead to freedom by a great female warrior named Gith,
Upon gaining that freedom, the people immediately be-
29
divided. Ac
cording to legend, a man
named Zerthimon came forth to
challenge Gith for leadership of the newly
freed slaves. A great battle was fought between
the'two factions, in which Zerthimon was killed. But
his followers fled to Limbo, where they became the
githzerai, The rest of the people became known as the
githyanki, and took up residence on the Astral Plane.
The two groups have hated each other ferociously ever
since
Because of their history as an oppressed race, and
a splinter group of it at that, the githzerai are a suspi-
cious, insular people. Unlike the githyanki, they're not
evil, but they're certainly not at all friendly to outsiders
They burn with the fires of fanatical faith in them~
selves, and hatred toward the githyanki. This leaves
them little time or energy for other things — such as
dealings with outsiders. Consequently, cutters who visit
a githzerai city feel always on the outside of things, and
continually scrutinized as a possible agent for the hated
githyanki. Foreigners are expected to stay within pre
scribed areas of githzerai cities, unless they're escorted
by a githzerai, and woe betide the berk who decides to
‘go walkabout” outside the foreign quarter.
‘As intense as the githzerai are, some souls find it
difficult to consider them chaotic. But keep in mind
that while the githzerai are fiercely loyal to their race
and ultimate leader, theirs is the loyalty of individuals,
not the compliance of slaves. Having escaped from
bondage once, they prize individual freedom above all
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+ PINWHEEL #
Deep within Limbo’s ever-changing, soup lies one bit of
terrain that remains surprisingly constant throughout
time without the preserving attention of powers or an
archs, Most commonly referred to as Pinwheel
its constant spin and the streamers of half-formed mat-
ter that cling to its edges ~ this location is the site at
which the World Ash Yggdrasil connects to the plane.
For most beings, the fact that Pinwheel is
home to a branch of Yggdrasil is explana
tion enough for the island's existence. As
they see it, Yggdrasil reaches into
Limbo and, by virtue of its own sta
bility, imposes stability on this locale,
giving rise to the island. But other
souls aren’t so sure. They point out
that Yggdrasil isn’t a thinking being,
so it doesn’t make sense for it to im-
pose stability on Limbo’s soup. To
their mind, a branch of the World Ash
could just as easily drop into chaos matter
without any local effect at all — and in fact
that's more probable. So they suspect that Yggdrasil
reaches here because Pinwheel is stable, rather than the
other way around. That leaves, then, the obvious ques
tion: How is this island stable without a guiding intelli-
sence?
A lot of beings have suggested theories to answer
that question. Some say that obviously Pinwheel is th
realm of a forgotten power, one who's destined to re
turn some day and claim it once again. Other, more
scholarly types hypothesize that the island is the center
of Limbo, and that as such it’s a sort of focal point, so
naturally it remains solid. A few berks even say the is
land itself is a sleeping god, and offer it worship.
Course, to most cutters it doesn't matter why
the place exists, its just enough that it does
Pinwheel is a vast dise of forested
ground 150 miles in radius, with its
due to
— air, Is heavily forested, and the
forest ranges from pine and fir near the site’s raised
center, where Yggdrasil can be found, to humid jungle
at its edges, The site serves as home for an incredible
variety of animal life, including some really big, really
vicious types. As a matter of fact, Pinwheel’s animal
that no one tries
population is so thick, and so sav
to dwell here.
Pinwheel bears a Jot of similarities to normal is
lands on other planes. For one thing, it has a roughly
circular shape, though that’s a bit misleading. The re-
ally solid, stable area is more kidney-shaped. But as the
island spins within the soup of chaos, that chaos matter
esces into bits of ground that swirl out like
streamers from the coastline. And in the
indented side of the istand, an eddy is
‘caused in a whirl of chaos matter as
Pinwheel spins. Within that eddy. the
streamers are longer
thicker, and more
entwined, filling
in the indentation 10
give the island a more circular look. But this
se no
region is usually referred to as the swamp, bec
matter how solid it looks, its still prone to change un-
sly.
Up near one end of the kidney, the istand is pierced
through with enormous holes, and chaos matter from
beneath comes bubbling up to form “lakes.” These pools
are laid out in a chain, and together form something of
a natural barrier to the wildlife on the island. When an-
archs visit, they pull the chaos matter up from those
pools and create enormous walls of stone or vegetation
to fully encircle the region. (‘Course, this wall dissolves
back away once they've left) The area inside is a full 50
miles across, and serves as an excellent neutral mi
place for Limbo’s inhabitants. For that reason, there's
been a huge guidon constructed in the center of
the region, in the form of a three-sided pyramid of
granite and marble, Fully four stories tall, it’s big,
enough to withstand the curiesity of Pinwheel’s biggest
animals when there’s nobody here to pow-wow
Again, like most islands, Pinwheel rises at its cen~
ter to a mountainous peak. That’s where the branch of
Yggdrasil connects. Up here, the forest consists primar-
ily of pines and firs, As a cutter descends, those give
way to leafy things like maples and oaks in the middle
range. Then finally, out near the coast, the forest
becomes a veritable jungle of exotic trees, vines,
experere)
See
Pe
spot within
ed
Cd
eee
stable
existence, free:
eas
ares
oe
ee
read
neutral
er)
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P AN DE pe N PO Ma, cin terecrenion es sins a
% anyone ever comes here. But Pandemonium
THE sees its share of travelers as well
So, what are the troubles the plane
How L ING La WY DD recent wert. tney'r tree-fotd (oto
ing the Rule of Threes): deafness, madness,
and blindness
The most noticeable thing about the plane of Pandemonium ithe
noise. Course that's something Hike saying that the most noticeable
thing about fires that's hot. Pandemonium cestes nose the way Hire
creates heat, Wins blow through the planes twisty
maze of caverns eternally, incessantly, and
~ in most places — deafeningly. There
fone iee
tops to not
aneteye
wracking
moaning, but
that’s about the best
of it. For every one such “safe”
place, there's a dozen where it blows with hurricane force or worse.
Naturally the locals have learned all the quietest, safest routes and
stick to th Unfortunately, that doesn’t solve their problems entirely.
See, the noise isn’t just deafening; it's also maddening. The constant
howling is enough to drive a basher batty after a while. As a matter of
fact everyone who hangs around the plane Yong enough eventually gors
crazy. The trick is keeping that madness from crimping a cutter’s style.
Anyone who's been to the plane for any length of time knows the dark
of what that mean. For those that havent been Hee st mh wae
explaining They eer igure outa survive when he ie comes,
or they'll lose control and die. That's Nature's way.
R vasive as the noise — the plane is dark, Pandemonium is utterly and
completely without light sources. The only light anywhere on the plane
is that maintained by beings living hee: And with the raging wind,
— TWI+CHING keeping most lights alive is pretty tricky business. Flames are out of the
@RLAND® oF tue question except indoors, behind tightly sealed walls. That leaves magi
MADH@®USE cal light as a trave only alternative, and even that has its problems.
For one thing, some parts of the plane soak light up like some sort of
sponge. For another, carrying a light makes a body extremely visible to
thing lurking inthe darkness. Finally, between the wind and the
plane’s magical nature, casting even a simple continual light spell can
be iky
Funny thing a sal would think tata traveler would notice that
darknes ist thing of, Given that mes folks ely on sight a thei
number one sense, it would seem that blindness would rate right up
there as Ie number one concern, But tha Just goes to show ust how
thoroughly noiy Pandemonium The howling wind such nin
diate problem that even blindness takes a back seat in terms of immedi-
For the plane that's supposedly the least populated of all the Outer
Planes, there's a surprisingly high number of folks dwelling here, and
theyre of just about every imaginable race Many of thet are bashers
FIGH+ING WIND
BIGG
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who were banished here by one powerful enemy’ OL
or another, and for one reason or another ’
never managed to leave, There are whole
cities full of these sorts. Some ane.
fairly open to travelers; others are
ary or even downright hostile 16
outsiders, Add wind madness to
that mix, and it can be trou-
blesome to figure out how
to deal with' people en=
countered on the plane,
Cutters are best to Keep =
an open mind, an
open eye, a civil
hand on a sword +
everywhtre they.
go on the plahe,
The plane
also sees a Jot off
travelers from. 3
the Abyss and
Limbo. Quite
often, creatures,
who don't wai
to be see q
stepping from 4
one of those
planes into
the Outlands,
ke a lite
ide trip
hough
Pandemo:
cially given ay
that the portalll
such on
this plane are
usually un-
this plane just arent
much interested it a
fighting over possessidl
of it, They have their
own little hidey-hole
realms, and that’s about a
much as they care for)
Course, the Bleakers tra
here quite a lot as wel, £6,568
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+ THE HARMONICA +
Most of Pandemonium’s layers are composed of pas:
sages that're apparently natural in origin. But the
plane’s second layer is unusual in that its caverns and
nels all bear the marks of chisels, as if they'd all
-n hand carved from solid rock in some ancient mil-
lennium. It's chilling to think of all those endless miles,
of tunnel carved by beings long since extinct, for some
unknown purpose.
Now, normally a soul can ignore those ancient
chisel marks and just go about its business. Over the
ages, the winds have smoothed them a bit, giving the
tunnels a more natural look. But there are places where
the ancient laborers’ handiwork just can’t be ignored
One such is a site that travelers have taken to calling
the Harmonica,
There've been a lot of theories put forth as to the
original purpose of the enormous cavern called the
Harmonica. Some souls believe that it’s a sort of am
phitheater, built for demigods to look down on
arena competitions on the floors far below. Others
think it’s
nothing
more than an artwork done on a st
dous scale, Still others believe it to be a place
for invoking dark powers. A few believe it to be Pande-
monium’s physical heart, driving the constant winds
throughout the plane like lifeblood through monumen-
tal arteries of stone.
There are all sorts of rumors as to the site’s magi-
cal powers. There are those who believe that a cutter
who finds its very center will receive immortality
Others say that it can grant a soul's fondest desires. But
for every story of the site granting a boon, there's at
least one dark legend of harm it gives. Curses, lycan-
thropy, disintegration, disease, mutation, and having
one’s spirit torn to pieces and eaten by dark powers, all
these have been attributed to the site at one time or an-
other.
Basically, the site is a huge, spherical cavern about
ten miles in diameter, filled with hundreds upon hun-
dreds of stupendous columns, But given the site's size
cutter to see enough of the cavern to truly appreciate its
gargantuan scale
Keep in mind that gravity is toward the walls on
this layer of the plane, which means that a cutter can
walk completely around the sphere in any direction
Between the columns, the walls are pierced by multiple
hundreds of tunnel entrances, which means the site can
be accessed from all sides. It also means that the site is
a meeting place for winds from all corners of Cocytus.
{It reverberates with a sound so powerful, the vibrations
can be felt in tunnels up to 20 miles away, like the
tremors of an earth-
quake.)
Stairways spiral up-
ward around each of the
columns in the cavern, ostensibly
to provide for climbing, There are
several problems with this, however,
For one thing, the stairsteps are all
waist-high on a human, which makes for ex-
hausting climbing, especially considering that the
columns are each literally miles high. For another
thing, the columns are also pierced with holes of all
sizes, and the wind filling the cavern rushes through
them unexpectedly, making any perch treacherous, to
say the least. The wailing set up by the wind rushing.
through these holes runs from one end of the scale 10
the other, and beyond. At the lowest end, the sound re
verberates below the threshold of human hearing, set-
ting up a painful vibration in a being’s bones, and mak-
ing the rocky steps seem slippery from their shivering.
But it rises from there discordanily, eventually to reach
tones so shrill they shatter glass and crystal and make
the brain feel as if it were afire. Few souls have ever
made their way more than partway up a column before
either giving up and turning back or being blown off
1d dashed against a cavern wall. But some who have
made it to the top of a column have learned a final,
cruel jest of the site’s designers: Apparently only a very
few of the columns actually reach to the center of the
cavern, The vast majority peter out less than halfway
there, Unfortunately, given the scale of
the site and the dark-
ness, there's no good
way to tell if a column
reaches all the way, other
than climbing it
Anyone hoping to visit the Harmonica
and climb to the center of the site should be
advised that, because of the wind, it’s virtually
impossible to cast any spell that uses somatic or
material components.
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+ THE SCALY D®G INN
On the third layer of Pandemonium — called Phlegethon
by most — there's alittle town called Windglum, which
serves as a common meeting ground and outfitting
place for travelers. That's despite the fact that its cit
zens are, by and large, some of the most suspicious and
unfriendly souls on all the Outer Planes. See, they have
a real chip on their shoulders toward outsiders
they're all here because they were banished to the plane
by one enemy or another.
The meeting place most frequented by travelers in
this paranoid little town is a hostel known as the Scaly
Dog Inn. Ir’s the one place in town where a plane-walk-
ing cutter can sit down and feel at home among like
souls,
The Sealy Dog has been around for a long time
and it’s always been a place the locals sent visitors to
for lodging. Until recently, it’s had a pretty unsavory
reputation. Just a little over a year ago, however, a new
fellow named Hagus Gimerack was banished to the
plane, found his way to the town of Windglum, applied
for citizenship, and bought the Scaly Dog with jewelry
he was carrying on him at the time. He set about ex
panding the place (by buying neighboring bits of real
estate) and repairing its reputation (by cracking the
heads of troublemakers who came to visit). Before long,
‘word got out that the Scaly Dog was under new man.
agement, and the number of customers began to in-
crease. AS a result, the inn continues to expand,
Hagus Gimerack is an outgoing cutter, friendly as
long as it’s business, but not much interested in any
thing else. Like most everyone else on Pandemonium
he’s a bit touched with madness, but he doesn’t let it
show as often as most. Maybe that’s why he’s so de
voted to the inn, because it gives
him a concrete center to focus
on, keeping the madness at
bay.
> don’t want to have a lot to do with out
siders, Gimerack has to staff the inn
with people who are just passing
through. That precludes a list-
ing of staff members in this
account.
The Scaly Dog is a pretty un-
usually laid out place, due to the strange way in which
it has grown, It occupies parts of three buildings 1o-
cated at the Intersection of Barker Street and Bent Axle
Road, plus a set of rooms upstairs, built over the inter-
section itself:
Originally, the inn only occupied the area now
known as the Common Room. What's now the private
dining room served as a kitchen, and customers slept
on pallets along the walls. Right after buying the place
Gimerack picked up an upstairs apartment across the
street (the right half of what's now the second floor),
and had a stairway built in the alley just beyond the
downstairs privies, to give access to that set of rooms.
Putting the guest rooms upstairs meant that the
could stay open to serve food and drink
later hours, which certainly didn’t hurt business at all
In fact, just three months later, Gimerack was able to
pick up the other half of the upstairs, plus the store:
room downstairs behind the bar. Only problem was, the
little kitchen couldn't keep up with the increased busi
ness, so he turned it into a private dining room and
bought the corner storefront across the street to make a
bigger kitchen. The paired stairs were built at that time,
so that food could be carried up, across, and down
rather than through the street its!
Acquisition of the building that now serves as
owner's quarters, servants’ quarters, and secondary
storeroom happened just months ago; Gimerack plans
another set of stairs leading from those quarters to the
upstairs hallway in order to completely connect the inn.
Services found here are the usual for an inn, In ad-
dition, a lot of travelers find the place handy as a sort
of hiring hall for adventurers. If nothing else, it's a rel-
atively safe haven against the constant winds.
— WILFIN S+RABILE,
RULER OF
WINDGLUM
+364Be Teaveler3 Seeking shelter trom Pandemonium's maddening wind’ may fihd lodging at the
BSpabiRog Inn on the plane's third layer. Thaligh it’ faund within tHe xehophobie town of
GWindglum, it’s friendlier to travelers thari almost all. gther,jocations onthe planes.
es oe 3
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THE Dilorwsenseny
(Exiles, Chippers)
Sect Puitosoray. In order to understand the fellowship
that calls itself the Dispossessed, a basher first has 10
understand its unofficial parent group, the Banished,
Pandemonium and Carceri are the
{ovo most common planes for be-
ings to find themselves exiled 10
hen they offend some signit=
icant ruler, wizard, or
power, Pandemonium in particular has so
many of these exiles who have taken up
permanent residence that planar trav
lets have come to refer to them
specifically as the Banished. But
the Banished aren't really organized
into any official sort of group, any
more than peasants are, oF hermits.
I's just a convenient term for referring
to beings of a particular origi
of whom have a similar grudge
against the rest of creation. By and
large, Pandemonium’s Banished clump
together in insular little communities
that view all outsiders with at least some
measure of hostility
However, there are some mem:
bers of the Banished who take
their chip-on-the-shoulder atti-
tude out across the planes,
seeking to prove that their
worth against whatever the
multiverse can throw their
way. Many of them belong to a
sort of loose fellowship, with se-
cret handshakes, passwords, and
other recognition signals. They
call their order the Dispossessed
an obvious reference to the Bam
ished, which they consider a
derogatory term. (Interestingly enough, members of the
Dispossessed still usually refer to those exiles who elus-
ter together as the Banished.)
From the point of view of the Dispossessed, life has
cast them aside, treating them as if they weren't worthy
to play with the big rollers. Their major motivation is t0
show the rest of creation that it was wrong. in treating,
them with contempt, that they are each a force to be
reckoned with. So they wander about the
planes, rufMling, feathers and picking
fights to prove their mettle. Eventu
ally, most make a point of lookin
up the individuals who originally
exiled them and getting revenge.
7S
most
Printany F I 1. Not surprisingly, this
sect is strongest in Pandemonium, where it took its start
lis members also frequent Carceri, where exiles are often
even more in need of a helping hand. Finally, because
Cagers make such a big deal of their town's importance
quite a few Dispossessed are finding their way to
Sigil just looking for trouble as a chance to prove
that its citizens ain't such hot stuff
Ni Exrnies. Given their an
tagonistic attitude, the Dis:
possessed don’t really have
any allies, They won't admit
to ever needing anybody
clse’s help, and most every-
body finds their constant
posturing annoying. None-
theless, members of the Fated, In-
deps, Anarchists, and Signers often
find something to admire in this
sect’s take-on-the-world attitude. The
Harmonium, on the other hand, finds them
particularly antagonizing,
Bu Anyone who has been exiled is
eligible for membership in the Dispossessed. Cur-
rent members of the sect are always on the
lookout for newly banished bashers, ready to
offer a helping hand and an earful of bitter gall
to get a newcomer started on a life of vengeance
and one-upmanship. But woe to those exiles who
refuse the message. They are scorned by the Dis-
possessed as milksops 100 weak to stand up
and face a hostile universe, and as such
are fit only to be kicked aside like dogs.
i Due to their hard-headedness,
members of the Dispossessed receive a bonus
of +1 to saving throws versus all mental attacks. In ad=
dition, when rolling for hit points, Dispossessed roll
rivice and take the better roll
R Outside their own sect, Dispossessed
suffer a ~2 reaction adjustment because of their antag
WH® D®
+ALKING
Y®U WANNA
— AGN@SSUS oF tne
DISP@SSESSED
HINK
RK
U+SIDE?
+384It’s been pointed out many times that Pandemoni
hardly the most well visited of planes, That's especially
true of the plane’s lower layers. In particular, Agathion —
the fourth layer ~ is so inhospitable that virtually no one
goes here. No power holds a stronghold here
species call it home: no
So where do descriptions of it come from? We
there are wo primary sources, The fst sacred texts
tom various afferent wort (and who knovs wher
they got ther information from The second are rae
and consequently renowned ~ expealtions. Bot
vibe Agathe a layer of bubbles a sll oe, if
guerily connect by passages The sacred texts go an to
Speak ofthe layer as apace the gods stash thelr most
prectbns Hessureh aie mast HMLOUs muster Ad
an the legendary expediions bear witness tn agree
ment, One such example ithe legend of Shekel
Acconling to tlcs, more than ten thonsanel Yous
ago, Shekelor was the greatest mage In Sig But he
anted more; he wanted to replace the Lady of Pan
at ey’a mystical ruler Heving seen the sry tell
oles who fd ted to overoow ber, Shekel
cad
yvulnrelliy to expt in the Lady. Foal, insoi
Sel lang site tests founda hint hata wear
éven more anclent ies had nearly brought her do
Bu lately the Lady of Patn had prevale, ana
iegedly bourd te old wizard’ unguenchable A
an orb, then hid it away. Further searching y 4 4
cd Shekcor to believe that she bad
seocted the orb in Agetion; and
arcane texts for some secret that could reveal
eventually he pieced together
clues leading him to believe he
could fi
Shekelor quietly gathered a
band of mighty beings
and left Sigil to search
Agathion for the orb.
Nothing more:
as heard of
Shekelor for fully
half a century
In his ab=
\d the location, So.
sence, his
servitors,
went
in readiness for his return, and attempting to disguise the
Eventually, however,
People spoke here and
act that he was gon hispers of
his absence began to circulate. P
there
had beer
Then one day, unexpectedly, a portal opened into
the middle of a public hall of the City Courts, and
Shekelor himself stumbled out, ragged, bloodied, wild=
eyed, and shedding light through his skin as if his inter
nal org
1s were flamin
in an inferno, He loosed two
fistfuls of glittering gems upon the ground, and two,
words escaped his lips, “The spiders!” Then th
internal flames burst through his skin, and
Shekelor was
any wonder that
the Lady of Pain,Edited by Foxit PDF Editor
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THE BAP ELE EL DS eit ese
OF YSGARD © mormon ttnirmnersi tts
carthbergs grind together constantly in Nidavellir,
whereas in the other two layers the earthbergs rarely collide
The battlcields and mountains of Ysgard are strange; it’s weather
is as fierce and proud as its petitioners, as stubborn and as violent. Its
soarifig mountains, deep fjorts, and dark cavers are home to the most
bloodthirsty petitioners of the Upper Planes. Because Ysgard's petition
ers have been slain in battle a thousand times, they have no fear of
death: They know cach of the valkyries by name. Since the petitioners,
have no care for their own lives, they live for battle, and they treat all
visitors as potential kills. Fortunately, Ysgard’s sparsely settled.
This is a plane of biting winds and sharp seasons. Winter's a time of
darkness and bitter killing cold. Summer nights bring mild breezes and
roa GL@RI@US DEA+H the midnight sun though the light shines from the burning,
underside of the great earthbergs. When the earthbergs,
meron : Jf collide, cart
SKOL quakes shake the
= The RAIN sas LEAK. i ee
a VARERIt LONER Se igre iets tos
valkyries glide across the void on their winged ste
bout for most sods it’s not that easy
Ysgard’s magic is contained in the runes, carved mystic
symbols that gover spells. For a few spells, a cutter's got to
know not just runes but also kennings, a sort of word play that
calls a ship a "sea-steed” and calls an eagle the “vulture of battle.
The Ysgardians may all act like warriors, but scratch the surface of a
warrior and find a failed poe
The best-known realms are the realms of the Norse: Alfheir
Asgard, Jotunheim (home of the Norse giants), and Vanaheim. The
realms of Ysgard are built around the halls — places of feasts, rich al
‘and good company — located near traditional battlegrotinds, Don’t go to
their halls expecting an easy time: Ysgardians are stubborn berks, and
they think charity's an insult
Few towns exist in Ysgard; the rugged petitioners prefer to'make it
on their own, in small settlements and scattered villages. When they do
gather together they meet in the great halls of the plane for mead, song,
and batile, Many Ysgardians are members of the Fated. The Fated’s
fortress, called Rowan’s Hall or the Heartless Hall, is a single great
citadel of stone and timber, rising like a mountain from the midst of a
great forest. Some say there's a conduit to the Outlands froma there, lead~
ing to the grove of the Norns.
Outside the halls of the Norse, the bariaur, the fensir, and giants
live on the fringes. The fensir are an intelligent but secretive race, excel~
lent herbalists but shy despite their size and strength. The herds of
bariaur and clans of giants roam the plains between the Norse halls. The
bariaur flocks roam from hall to hall, never staying anywhere long, and
always ready to defend themselves from the bloodthirsty petitioners.
Most petitioners leave the bariaur alone, but a few leatherheaded, glory-
seeking fools never realize that the bariaur
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ask questions later. They . y
fine line between the
of the plains
the des
highlands, Like
all nomads, the
I ain't all
Norsemen in Y
from the Norse halls, the
moon gods rule a silver
realm ona milky sea, a
place called the Gates of the
Moon, Rumors say that the
over the boundary from Arborea,
connecting Ysgard to the planar
highway, but the link is as:
womeri proxies called
the lllendi. The cat-godd
keeps her realm her.
on, pleasure, and
sharp-clawed denizens
oll spring-at a cutter the momeft
he turns her back. Ysiard. may
be counted among the Upper
Planes, but not all ofits
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+ THE WORLD ASH, +
YGGDRASIL
Yggdrasil’s an odd place, even among the planes. It's a
tree, but it’s also a portal, a great highway between the
planes. It’s the home of the ratatosk, the squirrel-folk.
Never give one of the scampering little monsters a
handout; he'll follow a berk forever waiting for another.
Instead, hire the ratatosk as guides, for they know every
branch and portal of the great tree, even the root that is
said to lead into the rafters of the Carpenter's Guildhall
in Sigil — though some say it ain't the guildhall but the
gallows.
Bloods among the Athar say that the Norse pan-
theon gained its power from the World Ash; every cutter
knows the story of how Odin, their high-up man, hung
from Yggdrasil for many days and nights until the runes
were revealed to him. Less know that when the final
days and Ragnarok is at hand, the prophecies say that
Nidhogg the serpent-wyrm will gnaw through Yggdra
sil's root, When the tree falls, so do the Norse powers.
Yaggidrasil is a silver-barked ash, a tree with shim-
mering blue-black, oval leaves and a very rough, flak-
ing bark that resembles a plowed field of gray clay.
Footing can be treacherous, though spiked boots help.
The branches rise from Yggdrasil’s trunk like . .. well,
like enormous trees. Branches are miles long, and not,
all of them have portals at the end, so long dead-end
detours are common for groups traveling without a
guide or directions.
The World Ash is guarded by creatures that never
leave its shade, creatures that live and die on its bark
Yggdrasil’s eagles and the ratatosk are the least of
them. All along its length, Yggdrasil’s bark and heart-
‘wood are home to enormous burrowing beetles, and its
leaves and fungi feed entire herds of wild boar. The
biggest and most terrible guardians are at the gates,
where the roots and branches reach across the planar
boundaries — for instance, at the World Ash’s access to
Niflheim. Called the land of mists, Niffheim is a layer of
the Gray Waste that lies below Yggdrasil’s roots and is
guarded by Nidhogg, a fell dragon that'll put a berk in
the dead-book and crack the bones he leaves behind.
Even the battle-hungry Ysgardians think twice before
making those trips.
Besides Nidhogg, other guardians include aasimon
in the upper branches, yugoloths in the lower ones, and
Heimdall’s petitioners near Ysgard. Many a high-up
wants to control the entrances to his realm, but, be-
Yawdra-
sil’s branches
are ofien shifted by astral
winds, the gates move from
place to place, as a tree's branches sway and bend.
Mapping out Yggdrasil’s branches is difficult work,
but the list below covers the best-known and most reli-
able portals of the ancient ash: to a cavern near Glo-
rium, into the heart of Ysgard, deep into the foggy
wastes of Niflheim, and to the Prime. Its smaller roots
reach Loki’s secret Winter Hall in Pandemonium, the
Norn's well in the Outlands, the sunny glades of the
elves of Arborea, and the cold plains of Jotunheim
among the giants. In fact, Yggdrasil’s branches reach
through the worlds and planes to every place where the
Norse gods are worshiped, so there's more branches
than taverns in Sigil. Just because a cutter knows where
he's going doesn’t mean that he'll get there.
Yggdrasil connects planes very quickly and di
rectly, and few journeys on the World Ash take more
than a week. However, traveling along the trunk isn’t
without risks. Other than its creatures, the risks include
falling into the Astral and walking down the wrong.
branch to an unexpected plan
Falling is a problem because gravity shifts along,
Yggdrasil’s mountain-sized trunk. Along long sections
it’s simply toward the center of the trunk, but as a pla-
nar portal approaches, the great tree's gravity slowly
matches local gravity. What this means is that a tra
ler can suddenly find herself walking along the bottom
of a branch and plummeting to her destination much
faster than she intended, head-first. A smart traveler
watches to see where the moss is worn into a path to
see which side of a branch-portal is safe.
A traveler can fall into the Astral if he loses con-
tact with the plane-spanning wood. Unless he can grab
it again quickly, Yggdrasil usually dumps the victim
into the middle of the Asiral. Companions leaping off
after him, and ropes thrown out after him rarely snake
through the planes to quite the same spot. Ratatosk and
other native creatures are immune, but others need to
keep a tight grip.
Walking along the wrong branch can lead a berk
out into a forest that ain’t part of Yggdrasil, a forest of
viper trees in the Gray Waste, or the High Grove of
Altheim, or even a scrawny woods in the Prime, To get
back, turn around immediately and climb the nearest
tree; sometimes it works, sometimes it don’t. This is
what the ratatosk call “falling off the Tree.”
DOWN +REE NS E
BACK
— TISK +He RAFAF@SK
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il reaches through the layere and planes to all places where the ecient
Here it io shown. 2 Mimirs Wellin Jotunheim on the first layer
rter's Hall in Fande 1. anid to the depths of the Gray Waste, ~~
hogg the serpent- ally gnaws on the roots of the Tree.Edited by Foxit PDF Editor
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THE R For Evaluation only.
(Bargainers, Beggars}
p The universe belongs to those who can
give it up. A berk only gets as good as she gives: What-
ever a great blood gives away comes back to her. If she
can give her last morsel and convince others to do like-
wise, all the universe will be laid at her feet. Barmy as
this might sound to a tiefling on the streets of Sigil, in
Ysgard it actually seems to work.
The lust for material things binds a
soul to the universe, keeping a berk
in debt to it; poverty releases it. 4
from bondage to the world. The
multiverse is a set of sticky
traps to catch the greedy. A
Derk who ignores it can con
trol herself and the uni:
Through poverty, a
cutter gains her heart's dé
sire: peace, power, or affil
ity to the gods. A great
leader gives everything to
her followers. A great ma-
gician spends all she has
to gather knowledge, and
great priest devotes
her life to a power
! 1 The Ring-
givers are slowly gather-
ing power around the
Great Ring, but at the
cost of seeing their be-
liefs interpreted differ
ently on other planes.
They are powerful in
Yoqard and Limbo,
and rapidly gaining followers in Pandemonium (if a
basher doesn’t have much, it isn’t hard to give it up)
and — oddly enough ~ among tieflings and bards in the
Abyss. Abyssal Ring-givers believe the universe owes
them something in exchange for their gifts. These Ring-
givers can make pacts with tanar'ri that the fiends
(sometimes) honor for a time, and for this reason they
are sought after as guides in the Abyss.
“ NV
@+HER
WILL ¢
\ ‘Though they share the same
plane, the Bargainers and the Fated hate each other. The
Fated can take what they want from the Bargainers
(and do), but they always seem to pay for it in the end.
The Bargainers consider the Sensates depraved, will-
ingly throwing themselves into the un
verse’s traps.
The Ring-givers are allied
with the Ciphers; both agree
} that action is the key. The
Ciphers just don’t know
that giving is the right action,
I The Ring-
givers are open to all
ices, classes, and align-
ments, though lawful
nd evil members are
less common than chaotic
and good ones. Most
rogue members are bards, not
thieves. Iis priesis serve powers of
ideas and abstractions. No Ring-
"giving priest serves a power of mate
rial things, like creation, wealth, or
the elements.
Anyone who accepts
gifts is obliged to the Ring-giver. The
Bargainer gains a +1 to +4 adjust-
‘ment to her reaction roll with that
person, depending on the gift’s value.
In addition, once per level a
Ring-giver can claim a favor
from an NPC no more power
ful than twice her own level or
Hit Dice. The favor depends as
much on the NPC as on the Bargainer: Abyssal lords
provide much smaller favors than petitioners. The DM
must judge the Ring-giver’s generosity and lack of ma-
terial things and adjust the NPC's obligation accord-
ingly.
itesinuc nies, Ring-givers never own anything; they
accept gifis and wealth but always pass them on. They
share spells freely and even give magical items away to
strangers after a few days. Ring-givers neither buy nor
sell anything ~ others provide food and shelter, or they
make them for themselves. Evil Bargainers never give
gifts without claiming favors later.
— FACH@L INGWE oF tHe RING-GIVERS
+444Edited by Fo:
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+ THE HIGH GROVE +
or ALFHEIM
The elves of Ysgard gather for two great/fairs each year
in Alfheim. Hoth take place at the High Grove, at the
spring ahd the atitumn equinoxes. The spring festival
Freya's Fest, is'@ dance that celebrates the return of the
land’s femtility, vith the petitioners leaving two by two
‘until dawn, when the field is empty again. Frey's Fest, the
harvest festival in the autumn, is a huge gluttonous feed.
-aichancétp show off riches, a time for wasteful display
© by the righest cutters, and a chance to see old friends ama
f neW.ones befare the days grow short and winter
in: Every elf is welcome to share the revels
The High Grove itself is a stand of more than a
© hundred’énormous sequoias, tedwoad trees standing
“Tiundredg of fect tall and-as much as 50 feet wide. The
‘ees are epnnecied by rope bridges, and platforms circle
© spine of the larger giants: These platforms are the d
elves. The stalfeases that lead up to the plat
around ithe outside of the trees to the first
up.in Softlylined nests catved into the
hon ts ne swayit oe
yose for the Rl
& spel! energy. for
Fe the high.
od
harvests, Sometimes for revenge, and sometimes for
Pp ion fitpm enemies, but the elves always keep
hem as\seerghas they can. If a yisitor gfn't amelf, he
ain't welcome at their private parties’ though aifew
berks say there's a Way (0 creep in undetected. If there
is, no one’s tattlingsthelr bone-box about it — anno
fonder, since the elves would surefy feather the poor
idiots with arndws asisoon as they fieard about it
In the summer, a small pack/of ratatosk comes to
ard the Higit Groves In winterya great
druid called ‘of the'Benf Oak watches ovenit,
and the elve iS Beep ‘Watchful eye out as
he grove may be si
midst of the year, butt
”+ BREIDABLIK #
Every basher with a pair of eyes agrees that Breidablik,
or "Broad Splendor,” is the most beautiful hall of the
plane, Baldur's standards are very exacting; only the
most beautiful petitioners are found here, all others are
tumed away. Though they are as capable of feats of
valor as others, they're more vain, and mocking their
fear of scarring is a sure way to start a fight.
‘Those who know say that Breidablik is as beautiful
as the Gilded Hall of the Sensates, but rowdier, more
full of life, blood, and spirit. Breidablik has an uncon-
scious beauty, a handsome face that doesn't know or
care about its power over others. Even with a black eye,
sears, or a broken nose, Breidablik is fair, graceful, and
proud,
‘Though Baldur, the god of beauty and charisma,
owns the hall, he spends little or no time here, occupied
as he is elsewhere wooing beautiful powers and reward-
ing his followers. The Wise Councilors of Baldur the
Beautiful act as the hall's rulers in his stead. There's one
councilor for each of the aspects of Baldur the Beauti-
ful: a warrior, a sage, and a handsome man. At the mo-
ment, these three are Jarnskeggi the Snow-haired,
Nauma the Hair-splitter, and Toki Melnirson.
The entire eastern wing of Breidablik is an enor-
mous stable, where Sleipnir is said to have been born.
The white horses are famous for their patience, their
loyalty, and their intelligence, but they aren't for sale
All the white horses of Breidablik are loaned to heroes
of the hall by the Wise Councilors, much as a liege
Joans land to a vassal. At Baldur's whim, he provides
his horses as favors to his champions when they go on,
a quest
Each pillar is carved with the faces of Baldur’s
bravest and most handsome followers, thousands upon,
thousands of them. Some of these are overlaid with,
hammered gold or silver, and the sagas say that each,
face is a petitioner who now lives on, absorbed into the
plane. It's said that a priest of Baldur can call upon the
knowledge of any of them by casting a speak with dead
spell; since many of them were great warriors or mages,
this is no small feat
The goblets in Breidablik are all jewel-encrusted,
even if only with mica, agates, or pyrite; a toast is a
bright, glittering thing in Baldur's hall, where it is
inuly, as the kenning has it, @
“feast of stars.”
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fe been known fo stretch the truth.
The soldiers of Breidablik are the only militia in
Ysgard with uniforms — but none of the uniforms
match. Every petitioner carries a blazing spear, Baldur's
weapon. Bright cloaks with gold stitching are common,
as are weapons with gold inlays. Though the dazzling
look of the troops make some addle-coves think they're
easy marks, in fact Baldur's petitioners are as fast and
strong as any. Their bards claim that they are even
more dangerous because Breidablik’s petitioners place
more importance on battle magic than most Norse peti~
tioners
Fine clothes, rich jewelry, and other beautiful
things are sold from the long tables in the Dwarves’
Hall. More than anything else, the Dwarves’ Hall is
known for its goblets and embroidery. One old crone by
the name of Lena Svavasdottir sometimes wanders the
outer chambers and courtyards of the hall selling po:
tions of invulnerability to any champion who under-
takes a quest for her, but when she does she’s mobbed
by willing heroes, so striking a bargain with her is as
much a matter of luck as skill
Breidablik’s bards are, without question, the best of
the Norse skalds. Unlike the bards of other halls, they
sing of the glory of wealth, beauty, and love as well as
the glory of baitle. Novice bards can lea much from
Baldur's followers, especially the art of insult and satire
(reducing the target's reaction rolls by 2), but these
skills are shared only with the greatest of bards. Bards
also train to advance levels here.
Breidablik has seen three evil omens lately: ravens
roosting in the eaves, a raiding fensir who carried off a
brewmistress, and a thousand barrels of wine that sud~
denly soured into vinegar. No one is sure what has
drawn the Norns’ wrath, but the petitioners are expect-
ing raiding parties and demands for sacrifices soon
Dark rumors say that a lottery will be held to find a vic~
tim for a sacrifice in the old style.
Several dwarves have
died of poisoning
lately; no one
knows who did it
or why, for their
goods remained
untouched, Some
bards claim that the dwarves
sold false gemstones or gold tainted with
base metals, but others say that the dwarves
weren't forgets, but spies from Nidavellir. A few
claim the deaths were faked. The dwarves have
demanded a hefty weregild, a bloodprice, or they
threaten to take their own vengeance. The Wise Coun-
ilors are considering banning dwarves from the hall
entirely, though their glittering wares would surely be
missed.
+464Edited by Foxit PDF Editor
©) Copyright (c) by Foxit Software Company, 2003 - 2009
For Evaluation Only. |
OE
\Greidablik, Baldur's hall. All of the halls of the
Norse powers are constructed similarly.Edited by Foxit PDF Editor
Copyright (c) by Foxit Software Company, 2003 - 2009
THE
+ INFINI+FE SFAIRCASE
is the goal of ever
ries tell that it
jen the moo!
shore
Moon to all the cities that exist, anywhere
nthe plan all the cities that ever were or will
he, front the cities of the devas (though they have no
airs) to the darkened halls of Dis and the other
anthills of
all directions,
landing. Each landing has its own door, and each door
is said to lead to a different city
nite Staircase is the best sh
Here
se doesn’t just lead up and down, but in
hanges from landing to
Some say that the Inf:
tcut on the Great R
the chant: The keys to the doors of the Infinite
Staircase are mysteries, riddles, and puzzle:
lillendi, the snake-wouien that rule
Moon. Those who offend the Moon Goddess are
For Evaluation Only.
here by her servants,
The stories all
spiral, windin
don
y that the
through all time and space
say is that it’s an architect's nightmare, B
ment of the staircase is different, from windin
staircases to sweeping open narrow past
steep stone stairs and broad wooden ones. The sta
slit almost everywhere by torches, lanterns, or mag
the dark passages are said to lead to night
here all magic fails or where visitors age
nd dic
It's easy to get lost, as stairs branch off in all die
rections and circle round each other. Some even say
that the Staircase is never the same path twice, that it
is always under construction (though its build
only heard and never seen), and that strange crea~
tures of elemental time supervise its operation,
Though the staircase leads every
where, i's not easy for a basher to get
“where she wants to go. Since each
landing leads to a different city and
the staircase leads to an infinite
number of different planes, not
‘everyone can find or open the
right door. Legends say that @
the staircase
‘to the city of her heart’s de-
Sire, but only, once. The only
if a soul finds hetPoe Pa
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