Planes of Conflict - Text
Planes of Conflict - Text
PLANES-SE-CONFL
Designer: Dale Donovan * Developer and Editor: Michele Carter
Creative Director; Andria Hayday
Cover Artists: DiTerlizzi and Robh Ruppel Cover Photography: Michael DeHoog
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TABLE
OF CON+EN+S
Magical Effects
Nonplayer Character Abbreviation:
The River Oceanus
Yggdrasil .
Eaei conos s ss
Roaming Power: Stillong is
Other Sources
Other,
The Three Tig
Krigala, Sele
Stormhold . . .
Physical Conditions ..
Magical Conditions
Spell Keys .
Power Keys
Magic ....
Inhabitants of Bytopia ..
The Powers ..
The Proxies . .
The Petitioners .
The Factions ...
Other Encounters
TABLE
®F CON+EN+S
pi The Twin Paradises . ee
/ Dothion, Land of Pastoral Industry
The Baku's Graveyard
The Golden Hills .....
The Gemstone Burrow
The Mithral Forge .
Whisperleaf
Yeoman .
Shurrock, the Storm-Wracked .
CenterSpire ........
Lair of the Adamant! Dragon .
The Ridiculous Tower
Windwrath
+ MAGICAL EFFECHS +
Several rules apply to spellcasting on the Outer Planes that're worth repeating
here. (These rules apply to all Outer Planes, of course, not just the three featured
in this book.) First, abjurations don't affect a creature on its home plane; that
means protection from evil won't help a sod at all against a tanar'ri on the Abyss.
(If the spellcaster and the tanar'ri are on any other plane, though, the spell works
as usual.)
Second, summonings on the Outer Planes can only call up creatures native
to that plane or its neighboring planes. A summoner on the Gray Waste could
call up something from Carceri, Gehenna, the Outlands, or the Astral (not that
it'd be likely to help him at all). It's worth keeping in mind, however, that as a re-
sult of special conditions on some of the planes, summoned creatures are not
necessarily compelled to serve their summoner. Just a word of warning, berk.
+44
p"
TABLE I: SCHOOL AL+ERAFIONS BY PLANE
— No alteration to school.
* Alterations to school occur; the spell may need help to work, or its effects may be changed. See each plane description for details,
> —School is diminished on plane. All spells function at one level lower than normal. For example, a fireball spell cast by a 5th-level mage inflicts 4d6 points of
damage. In addition, spells higher than 4th level cannot be ca:
+ School is enhanced on plane. All spells ope if they had been cast by a wizard one level higher. For example, afireball spell cast by a 5th-level mage in-
flicts 6d6 points of damage, and the target's saving throw is made with a -1 penalty. Saving throws against enhanced spells that confer protection are made
with a +1 bonus,
School is null on plane. All spells of that school simply do not function. It may be possible to restore them with spell keys.
ioni: Spell keys may allow spells to function normally. Most keys add 1 to the initiative or casting ti of the spell. See each plane description for details.
soeiviarions: A Air (elemental); Abj Abjuration; Alr Alteration; Con/Sum Conjuration/Summoning; Div Divination; E Earth (elemental); Enc/Cha
ichantment/Charm; F Fire (elemental); /Il/Pha Illusion/Phantasm; Inv/Evo Invocation/Evocation; Nec Necromantic; PE Paraelemental Plane; QF Quasielemental
Pla W Water (elemental); Wil Wild magic
Third, certain wizard spells with planar pathways don't function without spell keys, simply
because there's no direct access to the Ethereal or Inner Planes from the Great Ring. That means
there's no calling on invisible stalkers or using energy drain on the Outer Planes without a specific
key. A complete list of such spells is given in A DM™ Guide to the Planes in the PLANESCAPE" Cam-
paign Setting boxed set (2600). A particular effect of this rule is that all conjure elemental spells do
not function normally. Instead ofastandard elemental being from the Inner Planes, the caster (with
the appropriate spell key, of course) conjures a pseudoelemental drawn from the plane itself. Pseu-
doelementals differ in several respects from normal elementals; see the Planes of Chaos boxed set for
detailed rules governing these creatures.
Fourth, healing and necromantic spells have no effect whatsoever on petitioners. A body
doesn't want to be mucking around with 'em anyway, as their powers usually have set them to tasks
or put them where they are for a specific reason. If a body comes across a petitioner herding sheep,
it's because that sod's power has decided that's the best place for him to be. It's generally not wise to
second-guess a power's decision.
Finally, every plane (and each power's realm) has unique magical and physical properties that
the DM should familiarize herself with before running any adventures on that plane. Similarly, the
nature of each plane affects different schools of magic in different ways. The chart above summa-
rizes the alterations to the schools of magical spells for the good neutral planes; for particulars, see
the "Magical Effects" section for each plane.
+64
Two sects are mentioned within the pages of this S Conn All who enter the sphere of song
book: the Verdent Guild, or Wylders; and the Guardians. are entranced and stand motionless for as long as Stillsong
(Full details on both can be found in the Player's Guide.) remains motionless, and 1d6 rounds thereafter. A saving
The Verdant Guild is a sect centered in the Beastlands. Its throw with a -10 penalty versus this effect is allowed. Any
members’ primary concern is preventing the despoiling of neutral good being who enters Stillsong's sphere must
the Beastlands by those who turn its primeval wilderness make a system shock check. Those who fail the check gain
splendor into burgs, farms, mines, and other symbols of a permanent +1 bonus to their Wisdom score, as Still-
civilization and progress. Wylders are known by the ani- song's music has opened their eyes to some secret ofthe
mal masks they all wear. The Guardians sect was founded multiverse. This benefit may only be gained once in any
in Elysium, and it engages in activities that further the being's lifetime. In addition, all good-aligned creatures
cause of good in the multiverse. Modeling themselves after within the sphere of music are affected as if the music were
the native inhabitants of Elysium, the mighty guardinals, played by a 20th-level bard (for morale and so on).
the Guardians monitor the incursions and outbreaks of evil
across the planes. PRIN NoNrLAvrR Characters. When Stillsong is
near the River Oceanus, delphons are never far away.
When Stillsong wanders other areas, he is often accompa-
ROAMING POWER: nied by 1d4 moon dogs.
+ S-ILLSONG +
Ser Beyond those abilities listed above, the only
Cnaracite. An unearthly chorus of voices beyond those of service Stillsong is rumored to render is to guide good-
mortal beings, rapturous melodies, and infinite harmonies aligned beings in need to safe sites (temples, shelter from
of heart-rending beauty. storms, and safehouses).
— Konnat One-Hand, a basher who learned respect for Nature the hard way
+84
+ PHYSICAL CONDI-IONS + brought from other layers, but even then Noctos seems to
draw the energy away from the source, reducing their
On all the Outer Planes, there is no place more natural, warmth and light.
more wild, or more alive than the Beastlands. The plane it-
self makes a body feel invigorated and more vital. A body
PRIMAL CHANGES
finds his mind alert, his reflexes sharp, and his stride
quick. Hunger pangs are acute, but food and drink never Such is the wild nature of the Beastlands that all animals
tasted better. Sleep is always deep and restful, and a basher are overcome by it. Any normal animal servitor, pet, com-
always awakens alert. panion, or mount runs off, bolts, or otherwise immediately
Many primes say that the Beastlands remind them of flees upon entering the plane. Riders are bucked off their
the deepest wilderness back home. Due to this “perfection mounts, pets loose their restraints, and all run wild as their
of nature,” all who possess wilderness skills such as track- natural instincts, brought to the fore by the primal nature
ing, animal handling, or direction sense find these talents of the plane, overwhelm whatever training they may have
enhanced by 10% (a +2 bonus on proficiency checks) dur- had. Exceptionally loyal or magical creatures such as a
ing their stay on the Beastlands. paladin's war horse, a ranger's animal follower, or a
The weather on the Beastlands is as wild as the beings mage's familiar return to the character before she leaves
that live here. The sky can be crystal clear one moment the plane. (Magical or fantastic familiars like pseudodrag-
and pouring buckets from the darkest storm clouds a body ons and imps are unaffected.)
ever saw the next. As an exception to the rule above con- The characters themselves, as living beings, also are
cerning bonuses to wilderness skills, the weather sense affected by the wild nature of the plane. As a character
nonweapon proficiency incurs a -4 penalty for checks due spends time on the Beastlands, he develops one "primal
to this unpredictability. The Signers who reside on the change" — a single trait from one animal (both the animal
plane have a maxim: "If the weather don't suit you, cutter, and the trait are chosen by the DM) associ-
wait 15 minutes and it'll change." ated with the character's highest abil-
The Beastlands comprise three layers: Krigala, ity score. Each ability is linked
the layer of eternal noon; Brux, the land of with certain animals. For in-
neverending twilight; and Karasuthra, stance, a strong war-
the domain of the glowing moon. Each rior may slowly
layer rests under the sway of the two grow bear or go-
dominant celestial objects in the plane's TH€ ANIMAL WI+HIN rilla fur; an agile rogue
sky — the sun called Selera, and the may develop a snake's
FINDS EXPRESSION
moon known to the plane's bloods as scaly skin or the whiskers
Noctos, Selera rules the layer of Krigala, WI+tH®U+ or ears of a rabbit; a wise
her heat beating down constantly. This relent- HERE ƏN priest may sprout small
less exposure to Selera's rays makes Krigala a +He BEAS+LANDS. downy owl feathers on his
lush, thriving epitome ofdaylit wilderness. ce; and a paladin or charis-
Over the plane's second layer of — LYSANDER, matic bard could grow a pea-
Brux, Selera and her dark, aloof brother a WYLDER cock's flamboyant tail.
Noctos are balanced, resulting in a per- SPEAKING or The DM may choose to
petual half-light. His sister's antithesis, primal CHANGES assign a more appropri-
Noctos absorbs what he can of Selera's ate primal change if the
emanations, and reflects what he can't character's highest ability
off of his cool, gray surface. This light is score is not representative of his or her true
seen by the inhabitants of Brux as the half nature. Below is the list of ability scores and a
moon that lies low in their sky. Most cutters find few animals identified with each.
more comfort from the light of campfires and other + Sreenoru: Bears, eagles, gorillas, tigers
manmade sources of illumination; they expose the layer's + Drxteery: Antelope, monkeys, otters, rabbits, snakes
long shadows and drive off the predators that are unaccus- + Consrmunon: Camels, elephants, horses, oxen
tomed to the brilliance. * bunusrscr: Apes, cats, dogs, dolphins, foxes, wolves
Over the midnight layer of Karasuthra, the full aspect + Wispbow: Lions (as wise kings of the jungle), owls, tor-
of Noctos reigns. Here, the moon absorbs all of the energy toises, turtles
that Selera sends, resulting in the layer's endless night. He * Cuamsma: Bear cubs, birds, deer, kittens, puppies
provides his own light to the layer, without which Kara-
suthra would be virtually without illumination. Indeed, a Sometimes these changes take days to manifest them-
body finds that normal light sources like torches, lanterns, selves, and sometimes changes are evident after only
and bonfires simply don't alight on this layer. They can be hours. Lawful beings tend to resist these effects the
*10*
longest, probably because they repress many of their nat- characters, being the type most given to wild, uninhibited
ural reactions. They don't exhibit signs of their animal na- behavior, notice effects in only 1-6 hours. In any case, the
tures until they've spent 2-5 days on the plane. Neutral primal changes are complete by the time a basher's spent a
characters begin to show symptoms in 2-24 hours, Chaotic week on the plane.
These primal changes last as long as charac-
ters remain on the Beastlands, plus a
period of time equal to their
time here after they leave
the plane. Note that peti-
tioners are not affected
by these changes;
most of those cut-
ters are animals
already. Both PCs
and NPCs are af-
fected by these
changes.
Primal
changes are not
meant to hinder
the characters or
endanger them
in any serious
manner. They
should be able to
continue to func-
tion normally (al-
though they may
be sodding uncom-
fortable). Overall,
these primal
changes should
not have a major
effect on the cam-
paign, though the
characters and
players may think
that they do. They
are intended to en-
hance the role-play-
ing of being part of
a place as wild as
the Beastlands.
After a time the
primal changes
fade, leaving the
characters none
the worse — ex-
cept possibly for
some ill-fitting
clothes and dam-
aged reputations.
+ MAGICAL CONDI+IONS + FitMENTAL As noted above, the mortai's presence
causes all spells of Elemental Air to fail without a key.
Most magic works the way a cutter intends it to on the Other elements seem to be affected by the strong primal
Beastlands, with the following exceptions, nature of the plane itself. Elemental Fire spells are en-
hanced in Krigala, perhaps due to the constant burning
ALTERATION. Due to the presence of the mortai, a type presence of Selera; they're diminished in Karasuthra as
of living cloud creature (see PS MCII), all spells that ma- Noctos draws their heat away (but as with Necromancy,
nipulate the wind, air, or weather fail automatically on the the caster is not limited to spells of 4th level and lower).
Beastlands. Some such spells include feather fall, fly, gust Elemental Water spells are enhanced on the Beastlands in
of wind, and wind wall. Note that though fly affects the the presence of large bodies of water (Oceanus, Bear Lake,
subject of the spellcasting and not the environment around the Forgotten Lake). Similarly, Elemental Earth spells are
him, the nature of the plane is such that only creatures enhanced near mountains or large rocky outcroppings
normally able to fly can get off the ground. such as the Forbidden Plateau.
CONJURATION/ SUMMONING.
SPELL KEYS
Most Conjuration or Sum-
moning spells work nor- UP, UP All spell keys for the Beastlands take the form of natural
mally on the Beastlands, items. In general, the larger the item, the higher level of
but all monster summoning spell the key empowers. Note that examples of keys
spells draw only resi- OH are provided for schools that have no general
dents of the plane (of LM changes; the school may be unaffected,
appropriate Hit but any specific spells involving air or
Dice, of course). wind are still inhibited by the mortai,
In other words, — a BASHER A list of common key forms for each
a spell-slinger's whe DIDN'+ KNOW spell school follows:
going to be mighty dis- FLY SPELLS
appointed if he's hoping FAIL iurare: Stones and pebbles
to summon Arborean
on +He BEAS+LANDS (needed for elemental aura)
elves or Elysium ALTERATION: Blown leaves
guardinals to CONJIURATION/ SUMMONING: A food-
whack on his foes for stuff for the type of creature being sum-
him, He'll also be surprised when moned (oats or hay for horses, a haunch
that lion he's summoned doesn't of fresh meat for great cats); a large
immediately spring to his aid; the quantity of the element for the de-
beast's been brought by his magical call, sired pseudoelemental
but it's under no compulsion to serve his Divination: Silver ore
whims. ENCHANTMENT/CHARM: Rock crys-
tals, quartz, geodes
Divination. All Divination spells that call upon other- Iiusion/Prantasm: Feathers (needed for whispering wind)
planar knowledge or beings, such as contact other plane, INVOCATION/EVOCATION: Branches from trees struck by light-
do not function on the Beastlands. This is Nature's plane, ning (needed for wall of fog, stinking cloud, and cloudkill)
and “unnatural” resources just don't have a place here. Necromancy: Bone from the general type of creature the
caster wishes to affect
ENCHANTMENT/CHARM. Despite their appearances, the FitMENTAL: Naturally created air effects for Elemental Air
"normal animals" of the Beastlands really aren't normal. (smoke from a fire), a bonfire for Elemental Fire, and so on.
No basher is capable of controlling the Beastlands' crea-
tures with spells that control or charm normal animals.
POWER KEYS
Neckomaney. All harmful and damage-causing necro- Most powers of the Beastlands are so strongly nature-ori-
mantic spells such as chill touch and energy drain are cast ented that few of them present power keys. Unless there's
on the Beastlands as if the caster is one experience level some dire threat to the domain of their Prime worshipers,
lower than her actual level. (Unlike normal “diminished” the power's realm, or the Beastlands as a whole, most of
effects, however, the caster is not limited to spells of 4th the gods here favor the view that nature is self-correcting.
level and lower.) Death is a part of life, but in a place as Stronmaus, the giantish storm god, and the powers of
vital and vibrant as the Beastlands, it doesn't come easily Krynn and Toril are the most likely to issue power keys.
by unnatural means. The giant god's keys usually take the form of a metallic
*12*
rendering ofa lightning bolt or a hollow glass pendant, in- Chislev “the beast" is a female representation of na-
side which swirls a tiny storm cloud. The Krynnish gods ture incarnate. She is at one with her world's flora and
issue power keys in the shape of natural items (see spell fauna, feeling every furrow dug in the earth and the rip-
keys above for examples). The powers of Toril issue power ples of each raindrop on the smallest pond. She gets along
keys in the form of books, tomes, scrolls, or sheets of mu- well with Habbakuk, and their priests and proxies often
sical notes. work together. Chislev resides in Zhan, The Grand Forest
Beyond the World, a realm in Karasuthra she shares with
her mate and fellow power, Zivilyn. Zivilyn is a god of
INHABI+AN+S wisdom, and he chose the Beastlands as his home because
+ OF +HE BEAS+LANDS * he treasures the profound wisdom found in nature. Hab-
bakuk also spends much time in Zhan's preternatural
The Beastlands are vibrantly full of life. Some bloods spec- woodland.
ulate that the plane — the land itself — is a living, breath- When he's not visiting Stronmaus, the lesser power
ing being of some sort. One chant says that the Beastlands Remnis hunts the skies of the Beastlands. His hunting par-
may be a power of some sort, an embodiment ofall that i: ties, soaring above the savannahs of Krigala, Brux, or
wild and natural in the multiverse. One thing's for certai: Karasuthra, are a sight to chill any blood's marrow.
A body can't turn around without seeing or nearly step- Screeching and screaming out ofthe clouds, he comes in
ping on some critter. That must be why so many powers the form ofa gigantic golden eagle with green glowing
with a good, strong, wild streak in them choose to put eyes and 55-foot wingspan, followed by giant eagles, rocs,
down roots here. and all manner of hunting birds — hawks, falcons, fishers,
kestrels, and others even a ranger would be hard-pressed
to name. In addition, Remnis usually has with him a hand-
THE POWERS
ful of the only sentient petitioners he's got; they're rare
The sole greater power to make his home on the Beastlands and are known by different names depending on a where a
— actually, above it in this case — is Stronmaus, the gi- sod is from. Most primes call them avariel or, even worse,
antish god of weather and storms, He cavorts in his cloud winged elves (a name they detest). Bloods know them by
castle with other powers possessing similar interests. Aer- what they call themselves: al karak elam. Most of them
drie Faenya ofthe elven pantheon occasionally flies in for worship the elven deity Aerdrie Faenya, but a few prefer
a visit, as does Syranita of the aarakocra. Remnis, the god the more primal nature of Remnis.
of eagles and other flyers, sometimes hunts on the Beast- Among the numerous lesser powers of the Beastlands
lands; when he does, he stops and visits with his giantish are Balador and Ferrix, gods of the werebears and were-
friend. tigers respectively; Quorlinn,
The intermediate powers of the Beastlands include the peery, deceitful deity
Puchan of the East Indian mythos, the god ofguidance. He of the kenku;
watches over those traveling through the wildernesses of Skerrit, the god
the Prime Material, shows shepherds the best lands to of the sylvan cen-
graze their sheep without harming the environment, and taurs; and Deneir and
generally establishes the boundaries of his worshipers’ re- Milil from the prime-material world
lationships with nature from his realm in Brux. called Toril, two servants of the greater
Kura Okami is the one of the rain gods in the Japan- power Oghma the Binder.
ese pantheon. An old cutter of apower, he's a bit forgetful
at times, causing one area to flood because he forgot about
THE PROXIES
the last storm he sent, or subjecting another part of the
plane to a drought because he neglected to water it. He re- As many ofthe Beastlands' powers deal directly and al-
sides in Karasuthra. most singularly with nature, they don't often feel the need
From the prime-material world known as Krynn are to send proxies out and about. The majority of the powers
the last three intermediate powers: Habbakuk, Chislev, and prefer their proxies close to the petitioners, in order to lead
Zivilyn. Habbakuk is a deity of natural harmony, and as them or at least serve as good examples of behavior,
such he splits his time on the plane between the land and Deneir and Milil occasionally send proxies from their
the water. He quite enjoys taking the form of a great, blue Library to All Knowledge to carry messages, tomes, or
dolphin and swimming the river Oceanus. There, he com- some new dark to or from their lord Oghma. Tomas Book-
munes with others such as the balaena and the asrai, and binder (Pl/d human/B15,P(Deneir)10/NG) is the most po-
makes use of Oceanus' waters for travel, food gathering, or tent of these proxies. No one knows quite the route Book-
a quick bath. Like the Beastlands, though, Habbakuk has binder takes to reach Oghma's House of Knowledge on the
his fierce side. When confronting evil, he is as unrelenting Outlands, though most assume there’s a convenient portal
as the spring floods. near the Toril gods’ realm.
+134
Of the other
deities, the Krynnish
powers are the most ac-
tive with their prime-ma-
terial world — it seems
they're always working to re-
build the natural harmony of
the place after some local disas-
ter or other. Their proxies Silvar-
ian (PI/d half-elf/D14/N) and his
human partner and lover, Ansala
(Pl/2 human/R16/NG) are most
often seen about or in Faunel, the
gate-town of the plane, They jour-
ney everywhere together, and are
deeply and passionately in love.
*15*
@+HER ENCOUNTERS of chaotic-good inclined petitioners who're too chaotic
even to take an animal form, or who collectively prefer the
First and foremost, of course, are all the animals. Any nat- form of cloud. Bashers who've talked to a mortai claim
ural creature from any prime world can be found here, as they heard laughter and voices from within the cloud even
well as normal creatures of the planes themselves. From when the mortai's thunderous vocal wind was silent.
herds ofthe striped horses called “zebras” to the dark and The wandering realm of the Seelie Court also appears
deadly aeserpent, the beasts rule the plane. on the Beastlands according to the whim of its queen, Tita-
The animal lords all make their homes in the Beast- nia. She seems to prefer Brux and Karasuthra over the sun-
lands. Also known to some primes as the “Generals of the lit layer of Krigala, but, being the chaotic cutters they are,
Animal Spirits," these bloods ain't powers in the sense that à body can never be sure where they'll show up next. (See
the Guvners would use the word. But to their animal-peti- A Player's Guide to Conflict for more.)
tioners, they're as close to powers as it comes. Some cut-
ters classify them as "quasipowers."
Now, everybody knows the chant that a deity gets her THE THREE-TIERED
power from her worshipers. Whether the animal lords de- * WILDERNESS #
rive any, some, or all of their formidable skills from the
indirect devotion of prime-material critters remains a dark The Beastlands comprise three layers, arrayed in receding
no one's got — except maybe the animal lords themselves, tiers beneath a sun named Selera. The highest tier and that
and getting most ofthem to talk is harder than convinc- closest to the sun is Krigala, the domain of eternal noon.
ing a Mercykiller to let a guilty sod off the hook. Some It's here that all the day-cycle (diurnal) creatures make their
sages among the Signers have a chant that maybe, just homes. In some areas, the sun bakes and scorches the earth,
maybe, the animal lords get at least part of their power creating deserts and arid savannahs. In other places, the
from the very essence of the Beastlands. It's that "living harsh light barely penetrates the thick canopy of flora in
plane" idea again. It's their thought that any place as wild, the dense rain forests and jungles. The transplanar river,
vibrant, and savage as the Beastlands must be alive, and Oceanus, divides this layer. The forests and swamps are
they back this up by correctly noting that no animal lord thickest near the broad banks ofthe river. Moving farther
resides on any plane other than the three layers of the from Oceanus' calm waters and rising in altitude are plains,
Beastlands. veldt, and desert. Soon, the desert gives way to scrub high-
Regardless, the animal lords aren't alone in their lands, hills, mountains covered with coniferous forests, arc-
guardianship role. The warden beasts (see the MS booklet) tic tundra, and finally glacier fields. However, this plane
serve each lord, and act as pseudo-proxies. They're found doesn't lay its terrain out as in a prime-material world —
anywhere their animal type is, whether on the Beastlands there seems to be little rhyme or reason to the placement of
or on any prime world. They generally take the form ofthe different regions. While glaciers don't exist next to tropical
animal whose lord they serve, only bigger, stronger, and deserts, geographic features are much more random than
smarter than the average specimen. on most worlds and planes. In general, temperatures de-
Other "quasipowers" unique to the Beastlands are the crease as altitude increases.
cloudlike creatures called the mortai (PS MCII). It's a con- Moving farther from the sun and descending is Brux,
firmed chant that all wind, air, and weather spells fail the land of perpetual twilight. The sky is forever caught in
100% of the time when cast anywhere on this plane. This the throes of aspectacular sunset (or sunrise, depending on
may be due to the will of the mortai, or it simply may be whom a cutter asks). All the plants turn their stalks to the
an aspect of their innate magic resistance; as they seem to sun in order to gather as much light as possible. From the
be composed of precious little more than air and water, cool twilit air arise mists and fogs, providing cover for the
any spell that attempts to alter either of these factors butts natural animals that otherwise have but brief forays into a
up against the mortai's resistance. Between that and the half-lit world. In Brux, they are not relegated to such fleet-
fact that a single mortai can cover cubic miles of territory, ing excursions. Here, the animals of dusk and dawn rule
it's no wonder that weather-wizards go away from the under the half moon. Here too, every type ofterrain is pre-
Beastlands frustrated enough to take on a Doomguard. sent, and life fills every shadowed niche. Tigers, bats,
Again, the club-bearing philosophers are trying to foxes, and more live here.
discern just what mortai really are. The Signers say that Karasuthra is the land of darkest night. Only the full
the mortai're just another representation ofthe Beastlands’ moon provides illumination to those creatures that live in
life-force. Others say that the mortai serve the various air, the darkness. The calls and yelps of predator and prey are
Sky, rain, and storm gods just as the archons may serve the all that break the stillness. Owls, panthers, and other
powers of Mount Celestia or the asuras serve chaotic predators stealthily stalk their prey through the quiescent
deities. To “prove” this, it's noted that at least one mortai is night. Remarkably, many plants grow and flourish under
always in the company of the giantish storm god, Stron- the pale light of the moon Noctos, providing forage and
maus. Yet another chant is that the mortai are collections cover for the small herbivores that populate this layer.
*16*
KRIGALA, lar of stone that is the plateau. Occasionally, some berk says
he saw some great shape or other moving near the pillar's
+ SELERA’S EMPIRE +
edge, or a huge form flying to or from the plateau’s trees.
Three aspects dominate the Beastlands' first layer (reflect- These addle-coved chants never describe the shape or form
ing the Rule of Threes). The first of these is the sun, Selera. of any creatures known anywhere else on the whole ofthe
Her light and heat define the layer's climates. In the deserts Beastlands — not even in darkest Karasuthra.
and arid savannahs, it almost seems possible to reach up The plateau is difficult to reach, especially since no
and touch Selera's surface, so inexorable is her radiance. Jly spells function, so all sorts of wild stories circulate in
Even in the deepest expanses of the rain forests Selera's the taverns and inns of Faunel and even Sigil about ex-
heat is unrelenting, though the foliage blocks out most of actly what lives up there. More'n one expedition of berk-
the sun's fierce light. No soul escapes Selera here. s've set out to find a way up the plateau, and come back
The River Oceanus flows through this layer of the weeks later the worse for wear, unable to handle the fierce
Beastlands on its way from Elysium to Arborea. Near the nature of the Beastlands while rooting around for a way
river's banks is life — both plant and animal — the most up. And those're the sods who come back at all. Many a
luxuriant. The tallest trees, the largest herds, and the "great hunter" has gone into the forest to scale the Forbid-
fiercest predators all live within sight of the great river's den Plateau and conquer its mysterious wonders, only to
banks. Many use the river to travel on this layer, as the get added to the dead-book for his arrogance. Some of the
rushing water provides an effective barrier to most land- Signers say that the Beastlands hide secrets up there, and
dwelling predators. Water-dwelling predators such as the the plane don't want just any basher trodding about on its
giant crocodile and airborne hunters such as the giant darks.
eagle are not hindered, however. In any case, no basher is
ever totally safe from becoming something's meal on the Drscurtion. Deep within the primeval rain forests of
Beastlands, Krigala, not far from the banks of Oceanus, a great, wide
Branches of the World Ash Yggdrasil also wend and pillar of volcanic stone rises hundreds of feet into the air
twist their way through this layer. The limbs of Yggdrasil above the canopy of the surrounding trees, Atop this pillar
aren't easy to find, though, as a berk has to climb high into is a vast plateau, vertically isolated from all around it. No
the mountains that form Krigala's borders to the sylvan one admits to knowing the dark of how, why, or when the
forests where the World Ash's limbs rest. Somewhere deep land thrust itself up. (There's a map of a small portion of
in these woods, rumor has it that a gate to the first layer of the plateau in Adventures in Conflict.)
Ysgard exists. The chant also says that a per (PS MCI) fol-
lower of Heimdall named Erik Boldswift guards the portal.
Besides the pers that can be found guarding the ma-
ture color portals in and around Yggdrasil, the squirrel-
people known as the ratatosk (Chaos MS) also inhabit
the great tree. These 4- to 5-foot-tall beings resemble
flying squirrels with furred flaps of skin between their
arms and legs. These intelligent creatures worship Ygg- Life thrives on the tropical
drasil itself and consider themselves her chosen ones. plateau. Numerous plants, trees, ani-
(They regard the tree as female.) Normally skittish mals, birds, and insects were thrust sky-
tricksters, the ratatosk defend themselves and the ward with the land. The plateau itself is
World Ash to the best of their abilities. concave; from the edges, the ground slopes
downward toward the plateau's center. The plateau
thus gathers all the rain that falls upon it in numerous
small creeks and streams that drain into a sizable lake at
the plateau's center. Abundant life fills the lake as well,
with giant fish and other impossibly large creatures leap-
ing high into the air to catch the huge insects that buzz
and drone too near the water's surface.
THE FORBIDDEN PLA--EAU
Spica Features. The Forbidden Plateau is a self-suffi-
(Site)
cient ecosystem. Only flying creatures could escape the
Hearsay, What attracts attention to the Forbidden Plateau is plateau if they wished, but few do, except occasionally to
the chant that strange beasts live atop it — strange even for ride the thermal updrafts that rise along the sides of the pil-
the Beastlands. Deep-throated, roaring rumbles, impossibly lar or to soar over the lands below searching for food. There
high-pitched screeches, and thunderously loud bellowing actually exist a number of ways to ascend the plateau, al-
all can be heard from the jungle surrounding the great pil- though climbing a several-hundred-foot basaltic pillar of
+174
rock is beyond any rogue's ability to clamber up sheer sur- most experienced planewalker, and it's to these ferocious
faces. A cutter (such as a dwarf) who knows where to look hunters that most of those who reach the plateau fall prey.
and what to look for can find tunnels, crevices, and caves (Statistics for the reptilian inhabitants of the plateau can
that take a body to the top. Flying mounts also do the trick be found in the Monstrous MANUAL" tome or MC3,
body's lucky enough to have one. FORGOTTEN REALMS Monstrous COMPENDIUM Appendix.)
Once a basher's on the plateau things get interesting, Dinosaurs aren't the only beings living on the
as the mysterious inhabitants of the plateau soon make plateau; there's also a race of green-furred humanoids
themselves known. The animals that rule the Forbidden known on some prime worlds as beastmen. These 5-foot-
Plateau are dinosaurs! Like a world lost in time, the tall bipeds are found only atop the plateau. Less inclined
plateau is ruled by the terrible lizards. Dinosaurs of all toward good than their prime-material counterparts, the
sizes live here, from the smallest ground-running critters tribes of beastmen here do not take incursions into their
up to the beasts that shake the ground with each multi-ton homeland lightly. The beastmens' coloration allows them
step. Plesiosaurs live in the plateau's central lake along to hide in shadows (as thieves) with a 90% chance of suc-
with many species of fish, both normal and giant versions. cess while in their forested home. Also, when the beastmen
The plant-eaters include ankylosaur, diplodocus, and attack foes unaware of their presence, their opponents suf-
triceratops. The meat-eaters include the allosaur, the fer a -6 penalty to their surprise rolls. In combat, the
deinonychus and its relative the velociraptor, and the fear- beastmen fight with stone axes, spears, knives, bolas, or
some tyrannosaur, blowguns. They also capture intruders in vast weighted
In such an isolated environment, the hunter dinosaurs nets woven from vines and creepers and dropped onto the
soon notice anything foreign to the plateau — scents, interlopers. The tribes live in the trees, in houses woven
tracks, strange noises
=and move to investigate, Though from the living branches of the forest. These structures
the plateau is vast, there’seasy-escape
no forthosewho serve as homes to extended family groups. The beastmen
become the dinosaurs’ prey. Being chased bya 25-foot-tall and-the dinosaurs are the reasons most expeditions to the
lizard through unknown territory is no plenic for even the plateau never return.
AC 8; MV 12, Cl 12; HD 2; THACO 19; #AT 1; rtifact, long-lost ancient
Dmg 1d8 (spear); SD camouflage; SZ M (4-5 feet); ML zation, or a power who wants his, her, or its privac
steady (12); Int average (8); AL N; XP 270. (For more in- no cutter knows for certain.
formation on the beastmen, consult MC5, GREYHAWK* Ap-
pendix.) SIGNPOS-
(Town)
Nobody's got the dark of why the
plateau, the dinosaurs, and the beastmen are here. One RAC A true frontier settlement, this burg is no less
chant says that the Beastlands wanted to preserve these wild than the rest of the layer of Krig; The wooden pal-
animals that've died out on many prime worlds. But if isade surrounding the town is rough-hewn, and so are
they're all in the dead-book, why do they exist on the those who make their homes behind that wall. Dust blows
Beastlands? Dinosaurs must still exist somewhere or they through the streets as a coach or caravan rumbles and
wouldn't need a place to call their own on the Beastlands. clatters down the road, raising the eyebrows (at least of
This speculation brings uj even more questions. Since who have them) of the townspeople, traders,
swords, and Signers.
*20*
scattered throughout the Glade. Skerrit's petitioners either Drsowrnos. Atop the tallest hill in
sleep in these structures or under the filtered, subdued light a rough, scrub area of Krigala stands a
of Selera on the luxuriantly soft, sweet-smelling grass. ring of stones. Actually, three concentric rings
ofstones that fill the hill's crest were erected here
Special Conpiions. Such is the serenity of the Glade long ago to serve as a small shrine to some nature power.
that creatures that spend a day or more here are granted a Several of the stones have fallen and rolled down to the
+1 bonus to all Wisdom checks for the duration of their base of the steep hillock over the years. There is but one
stay on the plane. Peace of mind can be a rare commodity approach to the stones, a narrow path leading straight up
on the Outer Planes. the hill.
To the east and north of the hill the scrub land con-
Principal NoNPLAYER CHARACTERS. Deelah Chestnut (Pr/? tinues, with herds of hardy grazing animals and the ani-
centaur/P7/Sign of One/NG) welcomes newcomers to the mals that make those herbivores their prey. To the west is
Glade — or tosses out intruders. As a shaman, she is well re- the southernmost reach of a large, deciduous forest that is
spected in the Glade, and the other centaurs usually follow inhabited by deer, bears, wolves, wild turkeys, pheasants,
her advice. Arcadeon Russetmane (PI/d centaur/R10/Sign and more than one dryad. Issuing from the forest is a small
of One/CG) is responsible for patrolling the borders of the stream of unusually cold water. While the stream is not
Glade, along with his band of lance-wielding warriors. Less large or deep (even halflings can wade across), it does flow
open than Deelah Chestnut, he is more likely to tell out- swiftly. All who enter the stream must make a Dexterity
siders, especially humans, to pike it and keep moving. Elves check with a -4 penalty or fall into the water. Any charac-
tend to be the only exception to this personal rule of his. ter who enters the water (voluntarily or not) feels invigo-
rated and gains a «1 bonus to all Constitution checks for
Spevices. Skerrit's chosen aid sods who ask nicely, as the remainder ofthe day.
long as the favor won't endanger the Glade and doesn't The stream runs south of the Standing Stones,
harm or threaten the Beastlands in any way. Cutters are al- through an area of low-lying, dusty hills, and drains into a
lowed a spot in the Glade to rest or recover from injuries, large lake that is even colder than the stream. A dunking
but for no longer than necessary. Centaurs are private in the lake forces a system shock check. Failure indicates
folks, and their lord especially so. Berks that overstay their 1d2 points of damage. The lake water offers no other ef-
welcome find themselves run out of the Glade at the lance- fects. (More details and a map of the area described here
points of Skerrit's petitioners. can be found in the Well of Worlds adventure anthology in
the scenario called “The Hunt.")
CURRENT CHANT. The centaurs are said to be skilled in
herbal potions, poultices, and other natural cures. Some Tur Wasors (Pl/d. tiefling/R12/Verdant Guild/N): AC 3;
say that these reclusive creatures have uncovered the dark MV 15; hp 81; THACO 9; #AT 3; Dmg 1d8+3/1d8+3/2d4
of making a salve virtually identical to keoghtom's oint- (horns); SA charge; SD makes all saving throws; SZ M (6
ment. Whether this is true, and whether the centaurs could feet tall); ML champion (16); Int high (14); XP 2,000.
be convinced to part with any of the valuable salve if they
do possess it, is a popular topic in many circles. Some A tall man, the Warden's tiefling heritage makes itself
Signers also wonder if the salve has conditions or limits: evident in the stag's antlers growing from his forehead.
Does the ointment work outside ofSkerrit's Glade, and will The Warden wears a deer mask to cover his face and loose-
it work anywhere beyond the Beastlands? fitting clothes that allow him to move easily. The petition-
ers in the area all get along well with the Warden, and he
doesn't interfere with the normal processes of the Beast-
THE StANDING S+ONES
lands. It's only the sport-hunting berks that the Warden
(Site)
hunts. His trained hunting dogs and hawks have the fol-
Hi ansay. A blood who calls himself the Warden patrols this lowing statistics.
area for any berks who dare to hunt for sport. Worse, the
Warden doesn't hunt alone; he has his own personal pack Hounps [40]: AC 7; MV 15; hp 12; THACO 19; #AT 3; Dmg
of hunting hounds and flock offalcons to back him up. It's 1d4/1d4/1d6; SZ M (6 feet long); ML champion (16); Int
fortunate for any addle-coves he and his hunters catch low (5); AL NG; XP 35.
that the Warden doesn't believe in putting folks in the
dead-book. Hejust likes to give hunters a taste of what it's Howes [40]: AC 6; MV 1, FI 33 (B); HD 1; THACO 19;
like being hunted. Hearing those dogs bay, the hawks #AT 3; Dmg 1d2/1d2/1; SZ M (5 foot wingspan);
screech, and the Warden's hunting horn blow is enough to ML average (9); Int low (5); AL NG; XP 65.
chill any cutter's marrow. This Warden seems to be a mem-
ber of the Wylders sect that is making itself felt more and The Warden has trained his beasts
more as a force on the Beastlands. to attack in two different ways: to
*21*
kill and to subdue. In killing mode, combat is handled nor- Due to the cooler environment, mists, fogs, and
mally. In subdual combat, damage is recorded normally, clouds often arise from the land, further obscuring Selera's
but once a berk is reduced to zero hit points, he falls un- light. As her illumination is less intense, all of Brux's fo-
conscious. He cannot die from the damage he's suffered. In liage points its leaves toward her — as if in some form of
fact, when he wakes up in 1d10 rounds, only 25% ofthe homage to her light. Long shadows fill much of this layer,
subdual damage inflicted is actual wounds. The rest is making many a cutter more'n a bit nervous. On a plane as
merely bruises that fade in 1d6 days. wild as the Beastlands, there's no telling what that deep
shadow may hide.
SPECIAL resrosts. If the Warden and his pack and flock
are on the heels of some berks for some offense or other,
AL KARAK ELAM-JHANKHAL
the only safe spot those sods can hope to reach is within
(Town)
the Standing Stones atop the hill. The Warden does not at-
tack any who reach the stone rings. He will enter the rings, Cosmactes. High above the mist-laden lands of Brux re-
though, his dogs dragging the unconscious bodies of any sides the nest-town of the al karak elam, also known to the
berks who didn't reach the stones. The Warden warns the Clueless as the avariel or winged elves. These elves have
conscious bashers not to hunt on the Beastlands again, woven the canopy of branches into homes, as they've also
and instruct the berks how to use the Stones as a one-way woven their spirits into the life of the forest beneath them
gate back to Sigil. If none of the sods he was after reach and the plane around them.
the stones, the Warden instead leaves a note telling the
bashers to pike it for a day's walk upriver where there's a Roire. Jonaus the Suresighted (Pl/d al karak elam/C6/
gate back to the City of Doors. The note serves as a key. Sign of One/CG) serves as the community's foremost
archer (a highly valued skill), cleric of the power Remnis,
CURRENT CHANT. The dark of the Standing Stones is and informal ruler. Interested only in preserving his small
that the circles were originally erected to honor the fay community, Jonaus' indignation toward visitors is difficult
powers of the Seelie Court (who spend some of their time not to notice.
on the Beastlands). Offerings of wine and grains were
common sacrifices to the faeries of the Court, Over the Bonsoir tient. Despite the nest-town inhabitants’
centuries, the practice of making offerings to the Seelie de- veneration of Remnis, the god ofthe giant eagles, a group
clined in this area, and the Standing Stones fell into disre- professing increased devotion to Aerdrie Faenya is gaining
pair. The chant still holds, though, that with the proper popularity and strength. While most members of the
sacrifice of items precious to the Court, a cutter can use the species worship the elven goddess of the air, the al karak
circles as a gate to the first layer of Arborea. The problem elam that dwell here are less chaotically inclined and are
is figuring out what a fickle bunch like the Seelie Court more in tune with the natural world as a whole. What this
considers precious on any given day. bodes for the nest-town and the worship of Remnis on this
plane no sod knows.
*22*
AC 8 (10); MV 9, Fl 18 (C); HD 1+1;
THACO 19 (18 with sword, lasso, or bola); #AT 1; Dmg
by weapon; SA wing buffet (1d8 bludgeoning dmg); SZ
M (5+ feet tall); ML champion (15); Int high to supra
(14-20); AL N or CG; XP 650. See The Complete
Book ofElves for full details on this race,
*24*
Pinapa NoneLayer CHaracters. Brother Berrypaw the
URSIS
Black (Px/d werebear/D7/CG) is the most devout of Father
(Realm)
Bear's followers, and his ursine form is that of a smallish
CHARACTER. Warm, smoky aromas rising from the small, black bear whose paws still retain human thumbs. In addi-
carefully tended cooking fires, the noises of tent and tepee tion to his other abilities, he is capable of totally curing
flaps blowing and snapping in the perpetual breeze that any evil lycanthropic infection that has not caused an
blows this high in the mountains of Brux, and a hearty alignment shift in the sufferer. No price is asked for this
song bursting from a score or more hale and robust voices service, as it suits Father Bear to deprive his enemies of an-
greet a basher nearing Ursis. other worshiper.
Powrs. Balador (MM), known to his petitioners as Fa- Srtvicrs. To those not infected with lycanthropy, the
ther Bear, watches over this area of the plane from his most Ursis can offer a body is a simple, hearty meal, a
semi-permanent village. Although revered by all were- place near the fire, and a blanket to sleep on — often in ex-
bears, Balador has no formal priests of his own. Without a change for a good tale. “And the taller, the better,” Brother
hierarchy to support him, Balador's personal power is lim- Berrypaw is known to rumble in his basso voice.
ited, However, his advice and counsel are sought by many Ursis is also the place to go for wise counsel in mat-
other good and neutral sylvan powers on the Upper Planes, ters having to do with the protection of all things natural,
for his concern for the sylvan lands both on the prime Balador's followers are almost as well known for their
worlds and on the Beastlands is unsurpassed. sagacity as for their power. The most often-asked price for
While Balador prefers his ursine and hybrid forms, his such counsel most often is a healthy quantity of honey
human form is that of a tanned, handsomely hirsute mead.
human male ranger.
Conor Cant. Balador's petitioners seem to know
Desciprion. Balador's tiny realm is like a quaint, com- more of the chant on the idea that the plane
fortable campsite. As god of the werebears, his domain is of the Beastlands are alive. While they don't
more ofa tribal village than anything, his petition- reveal the all-out dark of whether it's
ers arrayed around a central cooking fire. true or how they know, they hint that
Brightly painted tents, sturdy wigwams, they know more than they say.
and comfortable tepees are filled with
the sounds of laughter, the aroma of
pipeweed, and the simple joys that
good food and well-spun tales bring. FA
Nestled high in Brux's mountains, Father HUMAN BERK
Bear normally makes camp in an idyllic alpine SCREWS UP,
valley, often near the source of a river or HELL Likely SPEND
stream. One of Father Bear's and his peti- 3:960 CHUNK OF His LIFE
tioners' favorite activities is to assume bear PAYING FOR ias MIS+AKE.
form and go fishing for the large trout and IF a CRIF+ER
river salmon that inhabit all of the Beastlands’ MESSES UP,
waterways. HE'Stikety DEAD.
i+ MAY BE SAVAGE,
Principat Towns. Ursis is both the BU- ies SIMPLE.
name ofFather Bear's village and the 1A+ THE WAY er NATURE,
small mountain valley in which it usu- AND +HA+'S +HE WAY
ally resides. A few score tents and other portable @F +HE BEAS+LANDS.
structures make up the entire “town” of Ursis.
— GRUN+CLAW,
Special Conorons. As Father Bear's only A WEREBADGER
true enemies are the evil lycanthropic deities, PEFIFIONER
no evil lycanthrope can ever enter Ursis.
Also, a character who has been infected
by lycanthropy but has not yet suffered
any shift in alignment may seek a cure for
her ailment at Ursis. (This assumes the supplicant is not
already of an evil alignment.)
*25*
KARASU+HRA, bubble like some infernal brew, and rivers of boiling water
+ N@C+OS’ DOMAIN + flow throughout the cave with no rhyme or reason.
The true dark ofthis place is known to almost no one,
Above the third and final layer of Karasuthra, the moon (In other words, PCs should never learn the truth ofthis
Noctos rules. Riding high in the midnight sky, Noctos ab- place in an alehouse in Sigil. Any knowledge ofthis locale
sorbs most ofthe energy that distant Selera sends him, the reflects the hearsay.) In truth, the pair are
moon's surface glowing brightly as a result. lovers on the run from their pasts, who've
So strong is Noctos' reign over Karasuthra that he come to this place to hide and live
also prevents any nonmagical light source from their lives together in peace, The
alighting on the layer. Torches won't burn, and “dragon” is actually an agathinon
neither does lamp oil. Campfires cannot aasimon, and the "tanar'ri" is an
be lit, nor do flint and steel strike erinyes baatezu. Not long ago, the
sparks. Noctos absorbs the neces- agathinon, who now refers to him-
sary energy, not because DON'- BO--HER self as "Janarr," was on a mission
fire is antithetical to him or
to this layer, but simply be-
WIH nas on the Prime. Nalura, the erinyes,
also was operating there.
cause it is his role in the FLING oN SFEER BERK Before either identified the
balance of the Beastlands to THA* WON'+ WORK HERE — other as a hated foe (as
prevent it. Krigala is never N®C+@S DON't LIKE they had taken other
truly darkened, even under the ne COMPE+I+ION forms), both came to realize they
blackest storm cloud, and so were falling in love with each
Karasuthra is unable ever to — an UNSEEN other. They knew they'd be doomed
be lit. PEtI+IONER if found out by their respective
Magical light sources er KARASU+HRA masters, and the pair fled back to
such as spells and magical the planes. On the run for years,
swords, and normal light they finally settled in Karasuthra, in
sources brought from other an untraveled part of the plane churning with geother-
layers or other planes still func- mic activity. Over time, the pair developed the "dragon
tion. However, the radiance they give off and tana eel to keep unwanted visitors away. Janarr
is only 50% of normal, illuminating only uses his shapeshifting ability to take on the form of the
50% of the item's normal radius. Also, those light sources dragon and Nalura subtly alters her appearance to look
with durations (light spells, torches, lanterns) give light for more like a succubus.
only 50% of their normal duration, As an example, a lit A berk may ask how two such antithetical beings
torch brought from Brux burns in Karasuthra, but its light could be in love. Well, it's really just a simple matter of
is only half as bright as usual, it burns out 50% faster, and their respective natures. Both've fulfilled their purposes,
no other torches or other nonmagical light sources may be and both did their jobs admirably. Nalura seduced a
lit from it. paragon of purity, and Janarr turned a baatezu's lustful
nature to true love.
LABYRIN+H OF FIERY DOOM
SPECAL Fearcers. The pair chose to live here because
(Site)
they hoped the peculiar environment of the place would
Hrarsay. A huge, ancient red dragon of most vile temper contribute to the aura of fear their fabricated tale gener-
resides here in the all-pervading darkness, along with his ated, and keep nosy berks away — and because it reminded
tanar'ri lover. The dragon crouches upon a treasure horde Nalura of her home. What even the couple doesn't know
collected over eons, supplemented by the riches of the about the area is the cause of the unusual activity: this
tanar'ri's victims. Tales are whispered of this odious two- labyrinthine cave was once a part of Baator's fiery fourth
some and their heinous practices, held here in the eternal layer.
night of Karasuthra so that their evil acts remain unseen The incredible heat from its former residence lingers,
and undisturbed. causing the underground water here to boil, turning to
steam that vents from the ground. Though they've man-
Drsceiprion. Secluded in the darkest corner of the layer aged to remain safe both by geography and fear, it may
lies a cave complex. The cave's twists and turns are too only be a matter of time before the couple's retreat is dis-
smooth and mazelike to be natural. The area itself is said covered.
to have been corrupted by the presence of the two malev-
olent creatures, and there's plenty of evidence to that Coreen Caxt, Anyone who tumbles to the true dark
chant: acrid steam vents from the ground, lakes of mud of this place might also find out that both of the hierar-
*26*
chies the lovers abandoned are still in search of them. Both power of their
races believe that the presence of the other lover has “cor- benevolent
rupted” their instrument. There's said to be at least one deity. Less
group of devas and one of mercenary yugoloths looking towns than camps and congregations of
for the couple, which is now expecting their first child. extended families, Stronmaus' petitioners
spend most oftheir time in the open, gathering cloud-
stuff and the essence of storms for Stronmaus' daily feast.
S-FORITIHOLD
(Realm) 5 | Conprions. Nonevil bashers who alight upon
CHARACTER. Crashing thunder, lightning arcs flashing across Stormhold are granted the ability to resist heat and cold
the sky, rain pelting down with the fury of a god-driven (as the spell) for the duration of their stay on the Beast-
storm wind, and the booming laughter of the power re- lands.
sponsible for the awesome display, enraptured by his own Within Stormhold is a magical opal pool that appears
magnificent creation. 100 feet long to a body viewing it, but is endless to any in
its waters. This pool can heal any being Stronmaus so
Powers. Stronmaus (MM) — the giants’ god of the sky, chooses. The pool also can effect restoration and regenera-
weather, and joy — resides within the golden gilt-adorned tion upon a swimmer.
marble walls of Stormhold. As patron power to the cloud
and storm giants, Stronmaus delights in soaring above all 7 wir CHARACTERS. Cumulus Longstride
the layers of the Beastlands with his mortai companions, (Px/d storm giant/C16/NG) is Stronmaus' foremost proxy
creating powerful storms, reveling in the rain and light- and shepherd of his flock of petitioners. He possesses all
ning, and using his own powerful hammer to create the normal abilities of astorm giant plus the priestly pow-
mighty peals of thunder. The most powerful deity in the ers granted him by Stronmaus. Gregarious and hardy,
Beastlands, Stronmaus' presence is felt anywhere he goes. Longstride is usually naked to the waist, and he revels in
While he travels the Beastlands freely, Stronmaus favors good company, its height notwithstanding.
Karasuthra simply for the way the moonlight plays off the
battlements of his opulent flying castle in the clouds. Seevices. As fly and all other air, wind, and weather
Stronmaus often swims in a magical pool inside spells completely fail on this plane, reaching Stormhold as
Stormhold with his sister Hiatea, the giants' goddess of it soars above the plane could be difficult. If a cutter's
agriculture and nature, and Surminare, the queen of the lucky enough to reach it, he'll likely feel like a lilliputian in
selkies. Stronmaus frequently flies among his mortai com- à literal land of giants. Healing, rest, a dip in the magical
rades, as well as with Aerdrie Faenya of the elven pan- opal pool, and a fantastic view of a brilliant, pyrotechnic
theon and Remnis, god of eagles. display of storm-making are possible for nonevil cutters,
As Stormhold constantly roams the skies, a lucky berk
DrsciirrioN, The realm is a mighty palace with lofty even may find himself deposited (but not “dropped off") at
spires and soaring towers, all spun from the purest gold, a point nearer his destination — although Stronmaus isn't
platinum, gems, and marble the color of a storm's silver about to change the cloud-castle's course simply because
lining. It rides atop a billowing thunderstorm cloud. Glow- some sod wants to travel in style.
ing under Noctos' pale gaze against the night-black sky,
the castle Stormhold flies through the air above Kara- Current Ciiany. The Signers of the plane are currently
suthra, guided by several mortai that rumble and spark involved in debating the relationship of the mortai (PS
lightning bolts to each other in some form of atmospheric MCII) and Stronmaus. While the mortai live in the skies
conversation. above all three layers of the Beastlands, Stormhold is never
without at least one sentient cloud companion. These
Principat Towns. Dotted about the billowing thunder- Signers also wonder about the nature of the cloud that
head that mysteriously supports Stormhold are the com- supports Stormhold. Is it the power of Stron-
munities of the power's cloud and storm giant petition- maus, the will of the mortai, both,
ers. Living in the open, atop the cloud's per- or neither that allows a simple
ilous heights, the followers re- cloud to uphold a
joice in their miles-high giant's castle?
homes and the
*27
"The dual layers of Bytopia, called the Twin Par-
adises by primes and leatherheads — now here's a
place (two, actually) where a cutter can find a
good job or a comfy case. The two layers, Dothion and Shurrock, are covered
tae PASTORAL
in rolling hills, lofty mountains, and verdant forests. The
wicked storms in Shurrock can get nasty enough to blow
over a bariaur — but this plane still ain't as wild or as
feral as the Beastlands. Instead, it's pastoral, even down-
er BY -kePIA
"Also unlike the Beastlands, there're
plenty of towns and tradin' posts here, but
don't be expectin' no credit. If ya ain't got
the jink, well, a sod's likely to find himself
on the business end of a broom or a shovel
before he gets what he wants. The folks
here help a basher who needs it,
but the word
*28*
+ PHYSICAL CONDI+IONS + + MAGICAL CONDI-FHIONS +
During the daylight shared by Dothion and Shurrock, the Bytopia may well be the least restrictive plane for plane-
sky that lies between the two layers of Bytopia is aglow walkers, at least as far as spellcasting goes. There're no
with warm, ambient light. This light fades as night falls. overreaching conditions that affect the entire plane. Most
The “stars” seemingly in the “heavens above” are merely magic functions as intended, with only the following few
the lights and fires visible from the plane's opposite layer. exceptions,
The source of the day's light isn't certain. Some bash-
ers claim that there's another power, an unnamed sun god, Consukanon/SuMMonine. The only items and creatures
trapped in the sky between the two layers. Others shake that can be summoned to the caster are those that already
their heads and say that the East Indian power Savitri exist on the plane. Evard's black tentacles, for example,
lights the daytime sky. One chant goes that ageless eons automatically fails, since “black tentacles" are not found
ago, Savitri had a large realm on Bytopia where he lived normally on Bytopia (not that they're normally found any-
with his pious and gentle wife. It seems that Savitri was a where, as they're purely magical creations!). A body
noble and wise prince who sought not wealth in a wife, should keep in mind when judging such spells that this is a
but love. (In some versions of this legend, Savitri was a plane of artisans and craftsmen, but not one of mecha-
noble princess married to a wise hermit. Considering the nized machinery.
powers may take any aspect they choose, both or neither
versions may be true.) Upon finding such a woman, Savitri Divination. While divination spells function normally,
fell in love and they were soon married. But only one year a slightly modified procedure must be followed. All scry-
after their marriage, Savitri's wife fell dead, the cause of ing spells (clairvoyance, clairaudience, and so on) must in-
her death unknown. When Yama, the god of the dead, ar- volve the elements of this plane or its products. For exam-
rived to claim his wife, Savitri followed Yama to the un- ple, if a caster were to use clairvoyance, he'd need to look
derworld, leaving his realm on Bytopia. Savitri convinced in some reflective surface (a pond in Dothion or Shurrock,
Yama of his deep love for his wife and the god of the dead or a mirror crafted on the plane) to receive the informa-
relented, returning the woman to life. tion. If the caster wanted to use clairaudience on a group
Each morning's daylight means Savitri is still com- of NPCs in a thicket oftrees, he'd need to place his ear up
mitted to his old home, and, though he's not returned to against a tree in order to hear the distant NPCs’ conversa-
again live in Bytopia, the petitioners also say that Savitri's tion,
light proves that true love is stronger than death, The god
of the day-long sun now spends most of his time on Ely- Neckomancy. Life-sustaining spells of this school are
sium — due in no small part to his conquest over the power enhanced. Damaging or killing spells are diminished on
of death. Bytopia.
Each day is the same length as every other day on By-
topia, but both layers do experience all four seasons. Doth- ELEMENTAL. Bytopia's a plane that doesn't seem to
ion's are mild, the winters never getting bitterly cold or the change much over time. Any elemental spell with wide-
summers unbearably hot. The same cannot be said for ranging effects (control weather, part water, move earth,
Shurrock. There, chilling, blustery winds herald the arrival and so on) requires a successful saving throw versus spell
of charcoal-black storm clouds, driving sheets of rain, or on the part ofthe spellcaster to succeed. If the saving
snow that whips through the air stinging and cutting ex- throw is failed, the spell has no effect. Otherwise, elemen-
posed skin. tal spells are cast normally in Dothion, but are enhanced in
Rivers, Shurrock due to its more raw, elemental nature.
streams, and
ponds are
SPELL KEYS
abundant on both lay-
ers. Also true of both Spell keys on Bytopia take the form of hand-crafted items
layers is that pastures and mead- or tools, usually a form that can be associated with the
owlands lie in the center, As a body school of magic it's restoring. All spell keys must be
moves farther from the center, the manufactured items native to Bytopia. A nonnative mage
terrain becomes progressively rolling, with the carpentry proficiency, for example, cannot sim-
hilly, rocky, and finally, mountainous. But Doth- ply carve himself a spell key for this plane. He needs to
ion's most rugged mountains are minor purchase or otherwise acquire a spell key that was created
peaks when compared to the jagged by Bytopian hands on one of the plane's two layers.
summits, sheer cliff faces, and Conjuration/Summoning keys are rare, since the re-
dangerously narrow ridges of strictions on them don't easily lend themselves to the form
Shurrock. of hand-crafted items. Divination spell keys could be in the
*30*
form of a spyglass or ear trumpet (both items that help the Although the merchants of Bytopia are an honest lot,
user discern more information). The key to restore Necro- they can and will haggle a sod right out of her shoes.
mancy is kept dark, as none of the inhabitants here want Using this spell can give a berk an edge when it comes to
such evil magic freely available. Wide-ranging elemental cutting a deal. However, more than one merchant, trader,
spells can be restored by mimicking the effect the caster and vendor has taken offense at having this spell cast over
wants to generate; for example, a mage may have to dig his merchandise. As with all magic, discretion is para-
up a portion of ground with a shovel in order to success- mount.
fully move earth.
Varur (2nd-level wizard spell)
POWER KEYS (Divination)
The gnomish gods are more involved with their worshipers Range: 0
than most of the pantheons on the Outer Planes. As such, Duration: 1 round/level
these powers are more likely to pass out power keys to Area ofEffect: 1 item/level
gnomes who need them. Most often, the power keys are Components: V, S
limited in duration; they last long enough to help the Casting Time: 2
gnome give the laugh to whatever's dogging him, Once the Saving throw: None
cutter's safe, the key stops working. The form ofthe power
key varies with the power's portfolio. Garl Glittergold's Similar to the identify spell, this wizard's spell appraises
usually are in the form of gold orjewelry, Flandal Steel- the monetary value of a nonmagical item, with the chance
skin's are small hammers engraved with flames, and so on. of an accurate appraisal equal to 15% per level of the
The spell spheres that the power key grants vary with the caster. The maximum chance for success is 90%; a per-
power that issued the key, but virtually every gnomish centile dice roll of 91-95 gives no result, and a result of
power key grants the user Major access to the Protection 96-00 gives a false value (higher or lower, to be deter-
and Elemental spheres. mined by the DM).
The Torilian power Ilmater also is generous with The spell not only determines the value of the item as
power keys. His usually take the form of a a whole, not just its component parts. A
strong, blood-red cord that must be copy of "The Lady of Pain's Daily
HOw ARE YOU
Journal" (if such a
wrapped around the priest's wrist to acti-
vate it. IImater's power keys normally CAS+ VALUE SPELL tome existed)
grant access to the All, Healing, and Pro- VER my MERCHANDISE would, with a suc-
tection spheres, though keys granted for spe- — +AKE Y@®UR |INK cessful casting, be
cific reasons (quests or special missions for AND PIKE I+, ern! determined to be incredi-
the power) need not be limited only to those bly valuable despite it being made
spheres. — GILLIAN, up of the same basic materials as
The Krynnish deity Kiri-Jolith A SELLER any other book in the Cage.
also grants power keys, especially er FRAUDS Also, the spell can de-
to the Knights of Solamnia and his termine the potential
AND FORGERIES
own order within the knights, the worth of raw mate-
Order of the Sword. If a knight or rials, though only
paladin is off on a quest to bash some with a 10%
heads in Baator or Gehenna, he'll be taking chance of suc-
the power of his god with him, represented by access cess per level.
to the All, Combat, Healing, and Sun spheres. For example, the potential value
of an uncut gem — cut and mounted
properly — is revealed with a successful die roll. Note that
MAGIC
the spell does not reveal the best method to bring out the
Whenever there's money to be made in a legitimate enter- material's potential, just the best possible value of the item
prise, there's bound to be peery bashers looking to make if it is so treated. A caster with a nonweapon proficiency
easy jink without putting forth the time and effort that related to the material subject to the spell can add a +5%
others do. In short, they cheat. This spell was created cen- bonus to the spell's chance for success. If a 5th-level mage
turies ago by a retired mage-turned-merchant named were casting the value spell on the uncut gem, his chance
Latislav Snid, Snid roamed the Outlands and beyond for the of success normally would be 50%. If the mage had the
exotic and esoteric that he then sold to the high-ups in gemcutting nonweapon proficiency, his chance of success
Sigil. After getting burned once too often, Snid created this would increase to 55%, Note that only one such bonus can
spell to help him sniff out fakes, counterfeits, and forgeries. apply to any one material.
*31*
INHABI+AN+S Segojan Earthcaller is on good terms with Callarduran
+ OF BY--OPIA + Smoothhands, the intermediate power of the svirfnebli,
also known as the deep gnomes, Callarduran is sociable
The pastoral beauty of Bytopia is reflected in its residents. with the whole gnomish pantheon, with the notable excep-
Lone mountain cabins, quaint woodland villages, mining tion of Urdlen. Callarduran's enmity for the Crawler Below
burgs, craft communities, and bustling port towns — all are rivals that of Segojan or even Garl himself.
built in accordance with nature. If a body needs water for Other intermediate powers include Tefnut, the Egypt-
his crops, he'd better hope his farm or orchard is near ian lioness-headed goddess of rain, storms, and running
enough to a river or stream so he can divert a bit of it. water; the Japanese powers of blacksmithing and the rice
There's no damming up whole rivers for irrigation or plant, Ama-Tsu-Mara and Inari; Ilmater, the god of en-
plowing entire meadows under for fields, Each body and durance, martyrdom, and perseverance on the prime- ma-
each burg on Bytopia works its craft or business within the terial world of Toril; and Kiri-Jolith, the Krynnish power of
system set up by nature. The cutters do take advantages righteous battle, justice, and heroism.
when such present themselves, such as crafting a water The lesser powers include the gnomish deities Baravar
wheel to turn the mill stone that grinds wheat into flour Cloakshadow, the god of illusion, protection, and decep-
for the burg's bakery or connecting two streams with a tion; Gaerdal Ironhand, the power of protection, vigilance,
canal to allow for quicker transport of goods. But no wan- and combat; and Nebelun the Meddler, a former gnomish
ton destruction of the rugged wilderness takes place — at hero who ascended from mortal to his present status as the
least not without attracting the eyes of purveyor of gnomish invention and good luck. Though he
some high-ups. keeps his realm here, Nebelun's more often found wander-
ing the planes and has recently set up camp on Arborea, in
the workshop ofthe Greek power Hephaestus.
One last lesser power dwells here: the foolish Greek
titan Epimetheus (which some bashers say translates as
"afterthought"), who senselessly wanders both layers
of Bytopia. On a recent visit to Yeoman, the
20-foot figure attracted the attention of
THE POWERS some Ciphers in from Elysium. Upon
noticing Epimetheus' "action
The sole greater power on Bytopia is Garl Glitter- without thought" mentality,
gold, the leader of the gnomish pantheon ofdeities. All the these members of the Tran-
gnomish deities (except one) call Garl's realm on Dothion, scendent Order took to rattling
The Golden Hills, home. The intermediate powers of the their bone-boxes with him.
gnomish pantheon are Baervan Wildwanderer, the power Having seemingly attained the
of the forests, nature, and travel; Flandal Steelskin, the thoughtless life all Ciphers aspire to, they've taken to
power of mining and smithing; and Segojan Earthcaller, a studying the titan and his actions. What this bodes for the
great foe of Urdlen's and the god ofthe deep earth and the Ciphers or the titan is a dark nobody's got.
animals that live there.
Urdlen, the Crawler Below, is an evil intermediate
power and the sole gnomish power who doesn't associate
THE PROXIES
with his better-behaved brethren. The great white, hairless The powers of Bytopia are much more likely to send out
mole with claws of steel is much more suited to his tun- proxies than the powers on the Beastlands. The gnomish
nels in the Abyss. The gnome petitioners of the plane are gods all have proxies dashing about on some errand for
still plenty afraid of him, as the sexless mole reminds all the powers or their worshipers. Garl Glittergold's most
gnomes of the danger of greed. Some say Urdlen's got a powerful proxy is Gemma Feldspar (Px/9 gnome/lll10,
conduit that allows him to move freely between the Abyss T11/NG). She's a handsome figure, with golden tresses
and the ground deep beneath Bytopia's surface. A further braided down her back, and dressed all in silks and gold.
chant says that since the other gnomish deities spend She's the wife of Flandal Steelskin's most widely known
most of their time at The Golden Hills, Urdlen prefers to proxy, Zarban Flamehair (Px/d gnome/F10/NG), a large
burrow deep under the mountains of Shurrock, consum- gnome with fire-red hair and beard and a monstrous war
ing the valuable ores and minerals that lay deep beneath hammer on his belt. This couple has been married for over
that layer's rugged surface. Other cutters add to the story 100 years and has had over 30 children. The gnomes also
by claiming that it's Urdlen's presence deep under the use the creatures called hollyphants as messengers and
ground that makes Shurrock's terrain so much more minor proxies from the prime-material worlds where the
craggy and rough and the storms darker and more dan- gnomes ve settled.
gerous, Ilmater of
Toril has a regular stable of proxies, most of
*32*
them priests from his prime-material realm. One of the planes such as Mechanus and
foremost is Amanthuras the Beneficent (Px/d human/P13/ Acheron. In Yeoman and other
NG). Clad in gray robes with a blood-red skullcap and sim- towns on Bytopia, they spout their
ilarly colored cords wound about his wrists, this proxy beliefs to those who listen, and offer
goes where his glory and eternal light to those
ministrations who take the order's oaths of vigi-
are most lance against evil.
The Brethren have a deeper
motive than simply seeking recruits
in Bytopia. The sect hopes to steal large
needed, be that on some remote area of chunks of the plane from Bytopia and add them to their
the prime world his power's worshipers call own plane of Mount Celestia. The way the Brethren have it
home or in the heart of the Cage. figured, if they recruit enough petitioners into taking the
Kiri-Jolith of Krynn has many knightly servants. One sect's oaths, parts of Bytopia and maybe even an entire
of his most favored proxies is Sargeantus Goldenhilt (Px/d layer will eventually slip over into the Seven Heavens. (As
human/Pal14/LG) who was brought from the Prime to Dothion is more highly populated, the sect has been con-
serve his power directly. This tall, handsome, golden- centrating its efforts there rather than in the more rugged,
haired paladin and knight splits his time between carrying less hospitable, and sparsely inhabited layer of Shurrock.)
out missions for his power and instructing the students at Beyond “simple” recruitment, the Brethren also've
his realm, the Heart of Justice. His instincts've told him begun to restrain those who speak against their “common
that the cutters of the Planes-Militant (see "The Factions" good,” in order to help speed the planar shift along. The
below) may have ulterior motives on Bytopia, but he has Order demands incessant self-sacrifice from its members,
not spoken against them as he has no proof of any less- and tolerates no chaotic cutters in its ranks. The sect looks
than-noble intentions — yet. to Bytopia as its next “acquisition” due to the plane's slight
Of the remaining powers, only Tefnut uses proxies lawful bent. This plan is the brainchild of the sect's most
with any regularity. Feleena the Clawed (Px/9 tiefling/R9/ potent wizard, Indigo the Stutterer (Pl/d human/M22/
N) is typical of them. With a dark olive-skinned human Order of the Planes-Militant/LG, but recently tending to
body and a head resembling that of aSiamese cat, Feleena lawful neutral). While the sect is acting with good inten-
cuts a figure most bashers never forget. Aloof, she sees tions — the lessening of evil throughout the multiverse —
little need in socializing outside the community of Tefnut's its members are going about it in a mighty peery fashion.
worshipers, unless a basher can do something for her. And some folks, especially in and around Yeoman, have
begun to take notice.
Many of the merchants who trade with and in Bytopia
THE PE+I+I@NERS
have noted the increased Planes-Militant activity on Doth-
The vast majority of petitioners on Bytopia are gnomes. ion. Some bloods among them even suspect the sect's true
Kiri-Jolith, IImater, and Tefnut all support their own goal. Many of the traders and merchants are getting ner-
groups of petitioners, but their totals are small when com- vous that their best open market on the Upper Planes may
pared to the sheer number of gnome petitioners scurrying become more and more restricted and restrictive. As a law-
hither and yon. Ifabasher closed his eyes and took a wild ful sect, the merchants say, the Brethren are likely to clamp
swing with his chiv, he'd likely stick it in a gnome — if he down on much ofthe free-wheeling business dealings that
swung low, that is, occur on the plane by instituting taxes, tari forms, and
Unlike those ofthe Beastlands, the wild things that à bureaucracy that'll slow trade to a comparative crawl. As
inhabit the dual layers of Bytopia are not petitioners, but a result, some of the wealthier caravaneers, traders, and
normal (or giant-sized) creatures with no special abilities. merchants are starting to formalize opposition to the sect,
praising the values ofa free market economy and the easy
access to products and raw materials, while dropping
THE FAC-*IONS
more-than-subtle hints that business, and the flow ofjink
Except for the Ciphers’ recent and notable interest in through Bytopia, could be endangered.
Epimetheus, most of the factions don't see much on By- Another potential foe of the sect is the Harmonium.
topia worth fighting over. However, one sect, hailing from Not all that long ago, the Hardheads lost an entire layer of
Mount Celestia via a gate from the realm of Goldfire, has Arcadia to Mechanus due to their regimented thinking and
been actively recruiting cutters in Yeoman and most other the numerous Hardhead training camps on the layer. Of
burgs on the plane. The Order of the Planes-Militant is a course, the Harmonium doesn't see things this way. They
lawful and good sect. Also known as the Brethren or the correctly note that the Brethren were recruiting in Arcadia,
Faithful, they're seeking to increase the size of Mount Ce- just as they now are in Bytopia. The Hardheads incorrectly
lestia by whacking chaos and evil on many of the neutral point to the sect's presence as the true reason the layer
*339
shifted, feeling that the sect's militancy was the cause. (The their communities, and the feeling's apparently mutual.
Hardheads are just the group to accuse another of extreme The gnome petitioners of The Golden Hills delight in
unilateral thinking.) The Harmonium's previous loose al- telling tales about how an animal neighbor or companion
liance with the Brethren appears to be ending. saved gnomes by digging them out of a collapsed mine
The sect's other allies, the Guvners, haven't let on yet shaft, or fighting off some predator or intruder.
that they know of the Brethren's plan. What their reaction Creatures unique to Bytopia flourish, too, Ethyks,
will be is a deep dark at the moment, but their inclina- whose emotion-influencing abilities seem at odds
tion to learn the rules of a situation with the nature ofthe plane, give evidence to
and then exploit the rules' loop- the fact that not every creature native to the
holes for their own betterment Upper Planes must be a benevolent or celes-
could coincide snugly with the tial being; many are planar animals whose
sect's plan. abilities have developed simply to help
There's also a chant that HEY. them cope with the environment,
the D@®N’'+ BRING +HA+ An even better example is the
sect E+HYK VERMIN ni'iaths, which thrive in the null-
is HERE! gravity zone between the layers
work- GE I+ OUH! and which also prove a hazard to
ing with - travelers on the mountain spires. (See the
some of Kiri- ew! Monstrous Supplement for details on
Jolith's followers. In fact, the Heart of YOU HEARD ME! both creatures.)
Justice has recently become ND Y@U, A lot of treants call Bytopia
one of the Brethren's strongest YEAH, IN +HA+ STUPID HA+, home, as do a variant race of the
toeholds in Shurrock, Arkon psionic baku; the wooly baku roam
GE+ ®U+ +66!
Steelheart (Pr/d human/ the windy highlands of both layers of
Pal9/Order of the Planes- AND YOU...
Bytopia, though they're more numerous in
Militant/LG), the camp's — MARIDANN, Dothion. The spirits known as air
commandant, is a recent sentinels protect sods in Shurrock
^ N@NE-~+e0-BRIGH+
recruit of the Brethren. He from the worst dangers of the
doesn't know about the INNKEEPER weather and the terrain. No one's got
Brethren's plan and truly be- the dark of why they do it,
lieves in their greater cause. where they come from, or
With the similarity in overall where they go after a
philosophies and Commandant few hundred years,
Steelheart's influence, it may be only a matter but leave they do. The
of time before all the students at the Heart of adamantite dragon Mercialla also makes
Justice have taken the oaths of the Planes-Militant sect, her home somewhere on Bytopia — where
The traditional foes of the Brethren — the Fated, the depends on the cutter a body asks. It's likely she has
Doomguard, and the Athar — have not yet entered this more'n one lair; any dragon worth her scales does. Perhaps
game, although that may be simply a matter of time. she's even got a case or two on both layers. She can fly to
or from one layer or the other easily enough.
O-FHER ENCOUN--ERS
Though more settled than the feral Beastlands, vast areas + THE TWIN PARADISES +
of Bytopia are still wilderness. Plants and animals thrive
here. Almost any creature that inhabits temperate areas of The first layer of the plane is Dothion, the realm of pas-
prime worlds can be found in numbers on Bytopia. Proba- toral industry. The layer's vast woodlands are home to
bly due to the presence of the gnomish powers, this is es- woodcutters, hunters, trappers, rangers, and druids, Nor-
pecially true of those creatures that dig, burrow, or other- mal and magical forest creatures abound. Treants, the liv-
wise live in the earth. A basher ain't a blood on Bytopia till ing tree creatures, have put down roots here — if a leather-
he comes eye-to-eye with a giant weasel or badger that's head's looking to chop down a tree for firewood, he'd bet-
in a sodding bad mood — and the berk just better hope he ter ask it for permission before he starts swinging his axe.
ain't the cause of that critter's distemper. Most likely due Dothion's rolling meadows are the province of herders,
to their mutual choice in homes, these big beasts have an ranchers, and farmers. A body can get some ofthe best-
affinity for the gnomes. The gnomes can even talk to these woven cloth on all the planes in Dothion. The many rivers
creatures and understand the beasties’ grunts, barks, and here support fishermen and traders alike. Some of
the folks
squeaks, The gnomes consider these animals to be part of are even digging canals to make the transport of goods
*34*
easier and cheaper. Most of the towns here are small farm- D@®+HION,
ing communities, each organized enough to have its own LAND OF
militia and town council. Trading posts are common along
+ PAS--FORAL INDUS+RY +
the rivers and canals, and towns have sprung up around
the most successful ones. The largest town on this layer is Bytopia has been described by bloods as a “pre-industrial,
Yeoman, a decent-sized market burg. The merchants here industrial world." It's true that Dothion is reminiscent of a
can haggle the shirt off a basher's back, but they do deal prime world that's slowly redefining itself. The popula-
squarely. tion's less dependent on a single crop or animal for con-
Dothion also holds the entire gnomish pantheon of tinued survival. No longer is one poor harvest or an un-
powers (though Urdlen knows better than to show his usually brutal winter cause for famine. Farmers are be-
bleach-white mole face around often). They call their coming fewer, but each farm is getting larger as better
realm The Golden Hills, although nongnomes refer to it as ways to manage the land are developed. Domesticated an-
Dothion, too. It causes a bit of confusion to the Clueless imals no longer roam common lands, but are fenced
and other leatherheads when The Golden Hills get referred within their owner's property. Not only does this keep the
to as Dothion, but a body learns that if a gnome says animals from trampling or eating the crops, it also helps
Dothion, she means the layer; if anongnome says it, she's reduce the spread of any disease in the animals, as groups
probably referring to the gnomish realm. are segregated and the chance to pass on an infection to
Shurrock, the layer that faces Dothion, has rougher another group is greatly reduced.
terrain and rougher weather to match. The land is moun- Water power and other forms of energy are being
tainous, and the mountains are rich in ores and gems. used more often. Water wheels turn the mill stones that
Frigid, alpine rivers flow from the snow-covered peaks and crush the farmers' wheat into flour, teams of horses are
course through flower-filled mountain valleys, while farm- used to pump the water out of the mines that are for the
land is sparse and rocky, and the forests are deep, dense, first time dipping below the water table,
and foreboding. and shallow canals link com-
Most towns in this layer are built around crafts or munities with cheap and easy
simple industry. Most every community has a loom in its watery highways. Roads are
town hall, a mill by the river, troughs to irrigate the or- becoming more common
chards, a forge billowing fire, heat, and smoke, or a mine than simple paths,
shaft in the hills nearby. Still, this industry is far from the though the abundance of
ordered clockworks of Mechanus. Most folk work by them- streams and rivers make digging
selves or with their family, unless the job's too big, such as canals a simpler way to join
mining ore or smelting out the valuable metals from the burgs. Besides, a canal
ore. In these cases, like-minded folks in a community work isn't reduced to a sea of
together. muck and mud every time
More needs to be said on getting one's body from it rains.
Shurrock to Dothion or vice versa. While there're paths The production of foodstuffs, animal products (in-
and trails that lead up the spires (as the mountainous cluding meat, milk, wool, and leather), woodcutting, some
columns that join the two layers are called), a body has to mining, and the processes that create finished products
make a few climbing proficiency checks to clamber up un- from raw materials (such as gemcutting, carpentry, and
ruffled. How many depends on the mountain climbed, but smelting and forging metals) are the activities that fill the
three or four checks are not unreasonable. Sods without days of many of Dothion's residents.
that skill need to make Dexterity checks at one-half their Producing marketable goods is only half of the eco-
actual scores. All bashers making the climb need to make a nomic equation, however. Once an item's finished, a body
Dexterity check at the spot where gravity changes its needs a place to sell, swap, or trade for items that the
mind, up becoming down and down going up. DMs also basher can't produce himself, or for a nice trinket or other
might ask for a couple of Constitution checks (not more “luxury” item. (One example of such a "luxury" on one
than two or three) during the excursion, due to the exceed- prime world is chairs with backs and arms that replaced
ingly thin air. Of course, the air's thinnest in about the bare benches in the homes of most common people. Imag-
same area as where gravity goes all barmy. Failed Dexter- ine coming home after a long day in the field, the mine, or
ity checks at this point indicate the berk falls “up” for watching the herd, and getting to sit down and relax on a
10-60 feet, taking normal falling damage (1d6 per 10 feet bench. Then consider how lururious a chair with a back
fallen). Failed Constitution checks require the basher to and arms would feel.)
rest for 1d3 turns or suffer a -2 penalty on all subsequent But there's more to Dothion than industry. As on all
checks made during the climb. Penalties are cumulative if other planes, there are secrets waiting to be unearthed.
a leatherhead is addle-coved enough not to rest himself And for cutters with the courage to scout out the untamed
when he ought to. regions, untold adventures lie ahead.
*35*
/p
On the temperate[plains of Dothion,
a herd of great, wooly, tusked beasts roams
near a large grove i a trees. To
bloods who know, the beasts are obviously
a variant type of baku (PS MCI). These baku dif-
fer from others of their species in that they are
covered in great, long mattes of thick hain
and that they choose to reside herein a
temperate climate, cooler than the
semitropical areas other baku prefer
These baku also never wander tog
far from the stand of huge trees
that seems to be in the center of their:
territory. Oddly, the baku do not feed on the
vegetation of the grove, and there is no surface
water source to keep the herd near it.
The only
special aspect of the grove is
that any basher who insists on
entering it — regardless of inten-
tions or alignment — may get put
in the dead-book by the baku,
the treants, or both.
Some
folks wonder if the baku c
mightn't be hiding something
else in that grove. Speculations
run from the typical treasure
hoards, arcane artifacts, and lost ruins to a much more in- are common sights to the gnome petitioners fortunate
teresting chant. One basher in Yeoman claims to have got- enough to wander these hillocks.
ten into and out ofthe grove without attracting the atten-
tion of either the baku or the treants — not bloody likely — Priscipss Sues. While the entire area is referred to as
but he rattles further, saying that he saw a young baku, not The Golden Hills, it’s actually the seven primary hills (one
much more'n a baby, being tended by several adults and a for each of the seven good gnome deities) that are the
huge treant. Most cutters haven't tumbled to the chant that heart of the realm. Sites at three of these hills (the Gem-
à baku youngster deserving that much attention may be the stone Burrow, the Mithral Forge, and Whisperleaf) are de-
race's newest Holy One. If it's true, it's no wonder the scribed in their own entries below.
youngster needs protection from the baku's ancestral foes,
the maelephants, and other evils. Hiding the young Holy Special Conorrions. Spells of the Illusion/Phantasm
One in the grove until it's old enough to defend itself and school are enhanced in The Golden Hills, This benefit ap-
lead its race explains why the herd is so peery of those try- plies as long as the caster intends no harm to any of the
ing to enter the grove. realm's inhabitants. Note that “mischief” is not the same as
“harm.”
THE GOLDEN HILLS
PRINCIPAL NONPLAYER CHARACTERS. Beyond those NPCs
(Realm)
mentioned in the “Proxies” section above, a commonly
Cianactee. This warm, congenial domain sits like a crown seen face in The Golden Hills is Baragon Swiftwind (Pr/&
atop an area ofrolling terrain in Dothion and is marked by Athasian elf/Ps7/Merkhant sect [PS MCII]/LN). Swiftwind
the golden tint all the plants and animals in the realm pos- is a trader of gems and jewelry, and he comes to the
sess. The golden grass, leaves, and toadstools aren't worth Golden Hills themselves to trade with the realm's petition-
any jink, at least not for any value other than beauty. The ers for their wares. He then wanders the other planes, trad-
entire realm is suffused in the friendly, golden glow of the ing the gnomish goods for other small valuable items. As
burg's residents. the gems and jewelry are small enough for him to carry, he
has no need for wagons or a central location such as Yeo-
Powres, Garl Glittergold (MM) is the gnomish god of man to do business. Swiftwind is known in the area to be
protection, humor, trickery, gemcutting, cooperation, and able to acquire almost anything a cutter could want.
smithing. As all the gnomish gods stay in touch with their
worshipers, so too does Glittergold stay in touch with his Srevicrs. Simple needs such as a place to relax and a
family of powers. Garl often wanders his realm, a hand- good meal are readily available. Healing for good-aligned
some golden-skinned gnome in a long, silken robe, with characters and gnomes also is possible. However, able-
ever-changing gemstone eyes and his intelligent axe and bodied bashers are asked to work in exchange for services
companion Arumdina, visiting the sites the other powers rendered. This work may be as simple as woodcutting or
make their personal domains, each set atop its own moving wheelbarrows full of ore out of the mines. Or, if
golden-hued hill. the characters are adventurers, the gnomes may have a
Garl Glittergold's role as leader of the pantheon is particular task in mind, such as rooting out evil intruders;
twofold: to remind all gnomes to work together, and to ridding the area of large, dangerous predators; or protect-
show them that while life sometimes may be difficult, it's ing a caravan to Yeoman from a group of bandits.
important to retain a sense of humor.
While Garl unquestionably rules the Golden Hills, all Core: Chant. Most of The Golden Hills are calm,
the gnomish powers take part in important discussions. peaceful places, as the powers here keep a close eye on
These powers — Baravar Cloakshadow, Segojan Earthcaller, their realm. The gnomish powers here don't seem to notice
Gaerdal Ironhand, Nebelun the Meddler, Flandal Steelskin, (or care, if they have noticed) what the Order of the
and Baervan Wildwanderer (MM, all) — cooperate unusu- Planes-Militant is trying to do in attempting to "liberate"
ally well for bloods of such might, and always in the best large chunks of the rest of Dothion. Of course, as powers,
interests of their worshipers. nothing makes them move if they don't want to move. If
the sect is successful in pulling chunks of the layer of
Dresciinmow. Regardless of the time of day or the sea- Dothion over to Mount Celestia, and those chunks include
son, a gentle, warm breeze always blows over the Golden settlements of the gnomish powers' petitioners, Garl Glit-
Hills. The realm's in (naturally) a hilly region of Bytopia. tergold and company may take action to return their fol-
but it's also dotted with woods, deep warrens, and farm- lowers to the fold. What form this action could take is a
land. Not only are the trees and plants golden-hued, but all dark nobody's got, but knowing the gnomish pantheon,
the natural living things here also are tinged with gold. they'd likely invent a scheme that tricked the sect into re-
Gold-whiskered raccoons, golden-winged song birds, turning the lost lands. (See the previous section titled "The
golden-barked sentient trees, and gold-specked butterflies Factions" for more on the sect's scheme.)
*37*
THE GEMS+@NE BURROW Flandal Steelskin's love of these materials supposedly runs
so deep that his tunnels extend under Shurrock, the Out-
(Site)
lands, and other planes — and some of these planes' resi-
Hearsay. It's said that the tunnels under this Golden Hill dents wouldn't be very pleased to discover that there were
are infinite, and that they can hold the entire gnome peti- gnomish tunnels deep beneath their lands.
tioner population within. Indeed, it's the chant that most
of the gnomes lair here, in the domain of the god of the Descarnon. This Golden Hill itself serves as the home
earth and home. of Flandal Steelskin, the gnomes' god of mining and
smithing. As soon as a body starts climbing this amber-
Description. The site at the summit of this hill is the hued hill, he can hear, or rather feel, a
domain ofthe gnomish power ofthe earth and those deep rumbling from under his feet. As
who burrow through it, Segojan Earthcaller the cutter nears the hill's crest, he
and his numerous petitioners. A cir- sees the golden ground
cular wooden door, about 5 feet in visibly moving up and
diameter, is set just beneath the down in rhythm with
summit of this Golden Hill. Within the rumbling. It
are the confusingly arrayed (to nong- SAY +HERE, GNOME, takes a peery eye to find the
nomes), infinite tunnels of Earthcaller, *HA* HAMMER GF YOURS well-hidden opening
his followers, and every variety of dig- IS ; Lmes AS BIG down into Steelskin's
ging or burrowing animal known to exist. Earth- AS your NOSE! tunnels, mine, and forge,
caller's tunnels represent the quality home and con- HA HA! but once inside the rum-
tented comfort that only a safe, warm, dry bling is audible to any berk. Follow it
HEY,
burrow can instill in the heart of a gnome. and sooner or later a cutter
WHA+,
Earthcaller's primary proxy is the one- comes across a living,
handed Bartuk Stonethrow (Px/d gnome/P11/ WHADe^sEY GUDGIN' breathing forge that seems
LG). Stonethrow does not speak of how he — ew! to grow right out of a
lost his right hand. Large numbers ofani- huge vein of silverish ore.
mals also reside in Earthcaller's tunnels, pri- — THe PRINCE, It's here that the
marily of species that dig, burrow, or other- wne just DOESN't silver-bearded,
wise live under the ground. With so many of KNOW WHEN +o SHU+ UP flame-eyed Flandal
these creatures here, warden beasts of the ap- tends to his work,
propriate animal lords (the badger lord, the gopher lord, his flaming hammer shaping a new tool or blade for his
and the mole lord especially) pay visits from their realms worshipers. Steelskin's petitioners are always scurrying
on the Beastlands. about, exploring the seemingly endless tunnels for new
veins of ore, carting ore to a smelter, or creating another
SPECIAL FEATURES, Any gnome who enters the realm of well-crafted pot, plowshare, or tool.
Earthcaller gains the benefit of an animal friendship spell Steelskin's best smith and proxy is Gilliana Heatforge
that applies to all digging, burrowing, or tunneling ani- (Px/? gnome/F14/LG). Her smithing and her hatred of
mals. The spell effect does not apply to other types of crea- Urdlen the Crawler Below are both unsurpassed. She lost
tures such as horses, birds, deer, and so on. The effect lasts several family members, including her father, when Urdlen
for the duration of the gnome's stay on Bytopia. caused the collapse of the family's tunnels almost ten
years ago.
Coreen? Chant. Deep within the burrows there is ru-
mored to be the gnomish pantheon's treasure hoard, or at Srecia. Franois. Any gnome who stands bathed in
least the gemstone portion of it. To back up this chant, the the light and heat of the Mithral Forge gains the effects of
berks who spread it say, "Well, the name of the joint is the a ring of fire resistance for one full day, regardless of
‘Gemstone Burrow, right? So, why else would it have that where the cutter may go in that time span.
name?" Steelskin shares his forge and his mining tunnels with
Ama-Tsu-Mara, the Japanese power of blacksmiths and
THE MI+HRAL FORGE weapon-making. The same benefits apply to his worshipers
as apply to Flandal's.
(Site)
Heawsay. The largest deposits of valuable minerals and Consent Chant. Gilliana Heatforge is always on the
metals in all the multiverse lie under this Golden Hill. One lookout for the dark of Urdlen or his evil petitioners' latest
chant further claims that many of the tunnels under the scheme. If there's any chant that the Crawler Below or his
Hill actually lead to the undergrounds of other planes. minions are at work, Heatforge is sure to check it out.
*38*
The Golden Hill called Whisperleaf epitomizes the pastéral
nature of the realm's inhabitants and of Bytopia itself. The warm :
breeze that constantly blows through the leaves of the trees here tum, <
any sour mood sweet, calming anger and brightening the eyes
* 40+
tools and jewelers use those tools to turn rough stones of mineshafts, a large mill, a
into finished gems and jewelry. Carpenters carve the granite quarry, and so on. Most activ-
woodcutters' oak and elm into ity occurs indoors or underground, as these areas
furniture, mugs and other uten- provide shelter from the layer's wild weather.
sils, spinning wheels, and axe For reasons unknown, the weather here is
handles for the woodcutters. harsher than that of Dothion. The sky is sel-
Small shops are everywhere in Yeo- dom clear, a blustery wind never ceases
man. Woodcarvers, furniture-makers, keglers (barrel- even in what passes for summer, and
makers), weavers, wheelwrights and wagonmakers, tan- a storm's always brewing on the
ners, and carpenters offer their goods or services to cus- horizon. In fact, Shurrock's weather
tomers and caravan chiefs looking for bargains. There's a is so unpredictable (except that it'll be
map of the Yeoman Bazaar in Adventures in Conflict; the bad, and soon) that a race of creatures
map only shows a small part of the sprawling city. known as air sentinels (MC8, Ourer
With so many caravans and merchants coming and Planes Appendix) watch over travelers and à
going, inns, taverns, and stables are regular features. Some traders on this layer, These air spirits re-
inns specialize in the local game, fish, and poultry, while semble djinn from some prime worlds
others cater to more exotic tastes. (and may've evolved from them), and while
these beings can't control the wild weather, they can
Mitma. The Conclave of Masters can field plenty of guide a sod to a cave or other shelter away from the worst
local bashers to defend the town. As many caravans and ravages of the storm.
merchant trains carry their own hired muscle to protect In any case, the weather here matches the terrain.
precious cargo, sods looking to make trouble in Yeoman Shurrock's ground is hard-packed and rocky, making
never know just how much opposition may be awaiting farming difficult even without considering the chaotic, vi-
them. olent weather. The hills are steeper, and the mountains
much more rugged. Like Dothion, Shurrock has a number
Spevicrs. Yeoman has any normal, nonmagical good, of streams and rivers, but here they're faster flowing and
product, and service available for sale that a body could more treacherous — full of dangerous rapids, perilous falls,
think of. The only exceptions to this rule are any and all and huge boulders just under the surface that rip the bot-
evil practices such as slavery, or unsavory goods such as tom from any wooden craft.
cursed items. Credit is unheard of, however. All deals are Bashers may wonder how the raw materials for the
transacted on the spot, or as the locals call the practice, plane's industries, most of which come from Shurrock, are
“C.0.B." (cash on the barrelhead). transported to Dothion where these commodities are
turned into finished products. After the ore is mined, the
Corrent Chant. There's probably more intrigue going stone is cut, and the uncut gems removed from the detri-
on in Yeoman than on the rest of the plane combined. The tus, hearty souls load up their wagons and brave the
Order of the Planes-Militant is busy recruiting cutters from weather to the nearest spire. While individuals can climb
among the plane's petitioners and setting up for the planar up the mountain's winding trails to reach the plane's other
shift they're hoping for, the merchants are always looking layer, heavily loaded carts and wagons just can't handle
to cut a better deal, the Mayor's using her magic to make the sudden shift in gravity when passing from one layer to
her (and the town) more jink and more prominence as the the other. To get large amounts of cargo to Dothion, and to
place to trade, and the Planar Trade Consortium is trying ship food and finished goods back to Shurrock, the gnome
to earn itself a slice of the trade-and-industry pie of this petitioners've invented a new type of transport that deals
burg. with the unique conditions of this plane quite well.
Large pieces of leather or canvas are sewn together to
form huge bags. These bags are then filled with heated air
+ SHURROCK, + (often from a forge, bonfire, or thermal vent in the moun-
+HE S'FORII-WRACKED tainside). The bags are then tied closed with stout ropes.
Meanwhile, the cargo is loaded into enormous containers
As Dothion is the layer of manufacturing and finished (usually spheres) for the shipping process. Wooden con-
goods, Shurrock is the layer of raw materials: ores, timber, tainers are lighter, but metallic vessels offer the contents
stone, and gems. Here, mining, smelting, quarrying, and better protection during the ofttimes bumpy ride, Once
carving are the most common professions. The petitioners loaded, padding is added to prevent damage, and the latch
here're fewer than in Dothion, but they're hardy souls, is closed. The ends of the ropes used to close off the bags’
proud of their works and their homes. As most of the oc- openings are tied to handles on the sphere's midpoints. The
cupations ofthis layer's inhabitants require large amounts number of bags used is determined by the weight of the
of manpower, communities tend to revolve around a series cargo.
*4l*
When enough bags of heated air have been attached a tariffon all goods that pass through. The guilds sometimes
to the cargo sphere, it lifts off the ground and begins float- even refuse passage to a competitors’ wares. The delays and
ing toward the other layer. When the bags reach the “grav- expenses incurred with these gates is what first drove some
ity plane” — the place where gravity shifts — their natural businessmen to search for an alternative,
tendency to rise forces them to move outward &.
along the gravity plane. There is no "up" for
the bags to float toward, so they simply
move along the plane itself. As the bags are ©
drawn outward along the gravity plane, the
cargo container eventually reaches the
plane too. Not possessing the inherent
buoyancy of the bags, the cargo sphere
crosses the gravity plane and begins to
descend toward the other layer's surface.
The momentum of the falling container
tugs the bags out of the gravity plane. .
By the time this process has com- £
pleted itself, the heated air in the g
bags is cooling and losing its 24
buoyancy, allowing the cargo E
to descend and impact the S£
surface ofthe other layer. g
Ideally, this occurs before £
the air in the bags cools £
too much (which causes
the spheres to plummet
more than they de-
scend). Other dangers
include the ni'iaths,
which're just canny
enough to bust the bags
or chew through the
ropes and cause the
cargo to go crashing to
the ground. Fortu-
nately, ni'iaths are rare.
Obviously, not all
goods can be transported
in this way. Anything
fragile is right out, but
most raw materials and
sturdy finished metallic
and other goods are
often moved in this £
manner. And it's £
cheaper than the other
method to get goods
from one layer to the
other.
A few gates
between the layers of
Bytopia do exist, but
most are controlled
by a guild or commu-
nity. Those in charge
of these gates usually levy
this “sandwich” structure. The sods assert that this
CEN+ERSPIRE
arrangement goes against the order of the multiverse and
(Site)
that the plane's trying to rearrange itself, just as water al-
Hrawsay. Some folks say that this spire, the biggest of all ways seeks its own level or lodestones attract iron. It's just
the huge columns ofrock that physically join the two lay- the way things work.
ers of Bytopia, and the rest of the rocky bridges are actu- Preventing this planar realignment
ally the last anchors holding the layers together. While are the spires, As integral parts of
most cutters just look up, see another world above the plane itself, Bytopia is resist-
their heads, and assume that the spires are ing the forces that'd rearrange it.
holding Dothion and Shurrock apart, these Just what form the plane'd take
bashers claim the mountainous connec- should the spires ever break or
tions are the last stitches keeping the plane of WHA+EVER otherwise lose their grip is a dark
Bytopia from ripping apart like a torn seam. YOU pe, the sods don't seem to
D@®N’+ LƏK DOWN — want to talk about.
Description. A vast peak devoid of all veg- cause DOWN They just get quiet and
etation reaches high into the sky, grasping the 7^3 pale — real pale.
mountain rising from Dothion to meet it. Not
is ABOGU-T Nobody knows what'd
only y is CenterSpire
pi the largest and most +@® CHANGE. happen
pp! if all this is true, and
easily traversed of all the spires, its roots what the effect would be if the
— ANGS--ON, Brethren of the Planes-
in Dothion lie within an afternoon's brisk
walk from Yeoman. No climbing checks AN EXPERIENCED Militant do manage to
are required for this journey, as a winding nat- SPIRE CLIMBER steal chunks of Bytopia
ural "staircase" has been carved into the mountain by the for their home on Mount
unnumbered travelers who've come this way. A Dexterity Celestia. If this's all truth, all the bashers on Bytopia better
check is still required at the point where the gravity shifts, hope that none ofthe land the Brethren filch is attached to
as is a Constitution check for berks hurrying the journey in a spire.
the thin air.
In Shurrock, a small waystation has been built to LAIR OF +HE
allow travelers to rest, eat, and drink before beginning ADAMAN+I+£ DRAGON
their long, twisting climb up the CenterSpire's narrow (Site)
staircase. The Last Chance Inn holds a stable, a one-room
shack with a large fire-pit for warmth and cooking, a well, Hrarsay. Some leatherheads claim that the race of
and an outhouse. adamantite dragons all have their cases on Bytopia. Any
basher knows that if there were an entire species of dragon
SPECIAL FEATURES. Unknown to most bashers, numerous living on this plane, a body'd have to walk in a permanent
caves lie near the base of CenterSpire. A few of the smaller crouch for all the wings and claws in the air. Bloods know
caverns stretch deep within the mountain even as the peak there's only one adamantite dragon — at least at any one
itself reaches upward to clasp the mountain rising from time. The sightings of "dragons" in different parts of the
Dothion. One or two of these cramped caverns actually plane just means the dragon's got more'n one case, but
reach the point where up and down trade places when a they're all flamin' hard to find.
body moves from standing on (or in) a mountain on Shur-
rock to standing on one in Dothion. At this point in the Description. Accessible only to cutters capable of
cavern is a natural shifting gate. Due to the gate's unique flight is the huge, crystalline cavern that serves as the lair
position (not really belonging to either Shurrock or Doth- and larder of Mercialla, the adamantite dragon. High in the
ion), its destination changes. Most often, a cutter passing most rugged mountains on the whole plane is the cavern's
through finds himself on the Astral Plane. But for reasons mouth, peeking out of a sheer cliff like the black eye of a
unknown, or at least unspoken, sometimes the gate delivers tanar'ri. Within, the cavern is hundreds of feet across.
its "passenger" to the first layer of
the Beastlands or By- Every inch of the walls, the vaulted ceiling, and even the
topia, or onto the Outlands. Another dark unknown to any floor is covered in shimmering crystals. The crystals refract
berk is that, on certain rare occasions, the gate deposits and reflect the light that enters through the cave's mouth,
those who use it on Gehenna, Carceri, or the Gray Waste. endlessly lighting the cave as bright as day with rainbows,
twinkling stars, and dazzling beams of light. Against the
CURRENT CHANT. Sods who claim the spires are all that far wall lies Mercialla's hoard — all the gems, geodes, and
hold the two layers of Bytopia together are often asked crystals she uncovered when she dug out this cavern to be
what exactly's pulling them apart. To this, the sods reply her lair. These too pick up the light from the crystal walls,
that Bytopia is the only plane in the Great Ring that has further heightening the resplendent effect.
*43*
MERCIALLA, THE ADAMANTITE DRAGON: AC -10; MV 15, Fl 42 weather of the plane, and the interior ground floor is rela-
(C); HD 21; hp 132; THACO 5; #AT 3 + special; Dmg tively undamaged since, when the tower collapsed, most of
1d12/1d12/6d8; SA two breath weapons, flame (dmg the stones fell beyond the small diameter of the first level.
20d12+9) or time stop, spell use; SD +1 or better weapons Inside, the tower's remaining furnishings all are titan-sized
to hit; MR 65%; SZ G (213 feet long); ML fearless (20); Int (20+ feet high). A table and mismatched chairs, what
genius (18); AL NG; XP 70,000. would've been a hearth or firepit, and a vast bed with the
largest feather mattress a berk's likely to see are the only
Special Features, Mercialla is the self-appointed identifiable accoutrements.
guardian of all that is good in this rugged area of Shur-
rock, In conjunction with the air sentinels, she keeps the Seis. Pestores. All mind-affecting spells (confusion,
layer as safe for mortals and petitioners as she can. maze, and so on), are enhanced when cast on this site, as a
Any cutters who enter her lair must save versus para- result of the foolish titan's influence.
lyzation or be dazzled (stunned) for 1d10 rounds by the
amazing, light-warping qualities of the cave — as long as Const Cant. When the tower collapsed, Epimetheus
there's any light entering the cave at all. Evil berks who stood for a while, staring at the wreckage and scratching
enter must save or be blinded for 1d4 hours. his head. After a day or three ofthis, he wandered off. Ap-
parently, he's not tried to build himself another home — or
Current CHANT. Mercialla recently encountered — and at least not another tower — since. He simply wanders both
put in the dead-book — a troop of Minions of Set (PS Cam- layers of Bytopia, trying to help sods out but generally
paign Setting Monstrous Supplement), apparently on their causing more trouble than he solves.
way to cause mischief in the realm ofSet's fellow Egyptian The Ciphers who recently encountered Epimetheus
power, Tefnut. Mercialla doesn't know of any permanent near Yeoman are said to be looking for a site to study their
gate that links Shurrock to Baator, where Set's followers new philosophical ideal. They may cough up plenty of jink
reside. Evidently, someone else knows a way. to learn the location of this spot.
Mercialla's also trying to uncover the dark of rumors A druid just back from a jaunt to commune with the
she's heard from the miners of this layer about rich min- elemental nature of Shurrock gives a new dark: a group of
eral veins just up and disappearing. From the petitioners’ i'iaths have made the ruins of the tower their home.
descriptions, it sounds like something devoured all of the
most valuable ore. From this description, the adamantite
WINDWRA+H
dragon is peery that a rust dragon (Planes of Law MS)
may've found its way to Shurrock and is gorging itself on
(Realm)
the rich mineral ores of the layer. CHARACIFR. Atop a pyramidal moun-
tain summit rests Windwrath, the do-
main ofthe Egyptian goddess of life-
bringing rain and the worldly order.
Under a stormcloud-streaked sky, the
~
cloud-washed peak provides a haven for the
lion-headed goddess and her followers.
+ 44+
PRINCIPAL TOV Ston-khat, a village hewn into the Dyalotep recently spoke with the
mountain's side, holds the largest concentration of dragon Mercialla over the latter's encounter with some
Tefnut's petitioners. As is common on the plane, all the Minions of Set. Dyalotep knows ofno specific cause to ex-
burg's residents are engaged in a common industry. In this plain why Set's followers attempted this raid, but with
case, they diligently carve the praises of Tefnut into large Set's inclination to do everything in his power to upset the
pieces of stone taken from the mountain, in the hiero- worldly order and sow discord, Tefnut's followers on By-
glyphics used on the prime-material worlds where Tefnut topia are not an unlikely target.
is worshiped. When completed, these holy
stones are sent to Tefnut's worshipers
on the Prime,
Special CONDIT
Any air, wind, water, or
weather spells cast in
Tefnut's realm are doubly
enhanced (increased by
two levels instead of
one) due to the
power's portfolio.
SERVICES,
Shelter from Shur-
rock's wickedly
powerful storms is
the service most
cutters who show
up here are after. A
simple meal and a dry
spot by the fire to sleep
are also offered to
nonevil bashers.
*45*
“Elysium — the most relaxed, restful plane in all the multiverse. Here, sods
don't care about a cutter's race, faction, hair color, or choice of associates —
that is, as long as she ain't evil or lookin' fer trouble. 'Cause, ya see, Elysium
is only concerned with the good. Neither law nor anarchy matters, just good.
Get me somethin’ to soak my bone-box, eh?
LUN IS HE “And don't think these bloods lack the
n = ID talent to back up what they spout, Ever met
a quardinal? They're the natives ofthe
place, an' as such, they personify the plane.
Guardinals're perfectly content to live their lives
e" i ] alone or in small bands (don't ever call their
J || J Inm groups "herds"; just a friendly warning, berk),
until some great evil or threat crops up (and don't
they always?). Then they organize and operate with military precision to
whack the threat. Just leave the bottle, eh?
HES 4 SAGE:
HOW UGH can HE BE?
— à CLUELESS
LOOKING * BULLY
au URSINAL
ror INFORMA+ION
“I've always kinda wondered why the guardinals haven't done nothin’ about that Blood War on
the Lower Planes. No, I ain't bloomin' asked 'em! What, do I look barmy? Here, fill ‘er up again.
“Anyway, I 'spose the War's too far from home for 'em or some such. There ain't many guardi-
nals; fer sure not as many as baatezu or tanar'ri. But then, any guardinal's worth three of either.
(Don't tell nobody outside of this tavern I said that, got it?) Mebbe it'd take 'em all to put an end to
it, and they don't want to leave their home unprotected.
“What? Oh yeah, Elysium. She's a land offertile, rich, natural beauty. Not as wild as the Beast-
lands, nor as industrious as Bytopia. Ain't no animal gonna come lookin’ to make a meal of a body,
nor is a cutter gonna get rousted for not doin' his share of grunt work. A body can do whatever most
suits him, her, or it. Some bashers live out in the middle of nature, as there's more'n enough for a
body to live on. Others prefer the life of a burg — Release From Care, fer instance, As long as a berk
ain't doin’ no body no harm, she gets left to herself. I’m down to the dregs here, eh?
"That dimensionally deep river, Oceanus, starts out its meanderin' on Elysium. Wendin' its way
through allfour layers of the plane, it then moves to the Beastlands, an' ends up in Arborea afore it
disappears. The rest of the place is hills, meadows, marshes, an’ mountains, dependin' on where a
body wanders. That big tree, Yggdrasil, grows through Elysium too. A chant says there's some race
livin’ in its branches, the ratatosk. Me, I don't know ‘bout them; I'm, ahh, not good with trees. Just
thinkin’ about heights and climbin makes my throat all dry. This bottle's a deader, berk.
“Finally, there's a lot of powers around the place. A cutter can't spit without splashin' @ proxy —
or petitioner. They get along pretty well, and considerin” the place they choose to make their home.
blood don't need to marvel why. That faction, the Ciphers, they call Elysium home too.
more organized that the guardinals, but most live together in communities.
“So that's the chant on Elysium, berk, Remember, ifa body behaves, there's m
ter place to put up one's hooves,”
*48*
Necromaney. Any necromantic spell that causes harm items. (The effect of carrying such a blessed item is as fol-
or inflicts damage automatically fails when cast on Ely- lows: the bearer enjoys the benefits ofa bless spell as long
sium. Further, there is a 33% chance of a backlash from as he carries the functioning key and maintains the favor
such a spell affecting the caster. If abacklash of his power.)
occurs, the caster suffers the intended effect of his
own spell. This backlash is an aspect of the pure
goodness of the plane, in that when a body (in
this case, the caster) tries invoke the powers of
darkness in necromantic spells, the goodness of
the plane reacts — just as the inhabitants'd react
to a bebilith charging about the place.
*49*
THE POWERS THE PROXIES
As Elysium is such a purely good plane, it has attracted a It might be surprising to a cutter that here on the Restful
significant number of powers interested in supporting the Plane, the plane of untarnished good, the powers don't re-
cause of good across the planes. quire many proxies. A sod's much more likely to find a
The greater deities include Hiatea, the goddess of the proxy of any of Elysium's powers in the Cage, the Out-
firbolg and voadkyn giants who calls the realm of Wood- lands, or on the Prime. The plane's own resistance to the
haven in Eronia home; Chauntea, Mystra (a new arrival), presence of undead, the "travelers" way," and the guardi-
and Lathander of the prime world of Toril; Mishakal, a nals do such an exemplary job of safeguarding Elysium
Krynnish power ofhealing who resides in Amoria; and the that the powers can concentrate on business outside the
ancient human deities Enlil (a sky god) and Ishtar, a pow- plane.
erful goddess of love and war. Ralthas Lightbearer is one of the Krynnish power
Intermediate powers're even more numerous through- Mishakal's favored proxies (Px/9 elf/C14/NG). When she's
out the four layers of Elysium. These powers, all of them not on an errand or assignment for her power, Lightbearer
human deities, respect each others' territory and are more wanders the layers of Elysium healing and ministering to
inclined to aid each other than the powers of any other all who need it. If there's been a major accident, natural
plane. disaster, or battle, Lightbearer is likely to be found there.
On the layer of Thalasia, the Celtic powers Belenus The giantish power Hiatea's proxies all are unusually
and Brigantia maintain the Isles of the Blessed, the resting large and strong, even for giant-kin. One such proxy is
place of heroes who died for the cause of pure good. Ely- Galvan Longarms (Px/d firbolg/R11/NG), clad in hydra-
sium is also home to two Egyptian goddesses: Isis, who scale armor and carrying two huge flaming spears +3. The
visits her realm here when she's not needed in Heliopolis spears function as sun blades. Galvan hates evil giants and
on Arcadia, and the sky power Nut who, when forbidden their gods with all his huge heart, and while he'd never be-
to bear children by her grandfather Ra, fled Heliopolis and tray his power, he might take some indirect action to aid
found refuge in the farthest reaches of the plane. cutters who're looking to combat giants of any kind.
The Chinese powers here include Kuan-ti (or Huan-ti), The human power Belenus has several proxies wan-
à power devoted to war and its prevention through diplo- dering Elysium to be sure all is well within nature, the de-
macy, and Liu, a god of agriculture who shares Chauntea's ity's chosen purview. One is Beltain Firebrow (Px/¢
realm. Another Oriental pantheon has representatives here human/D12/N), who spends much of his time roaming the
as well: the Japanese sea god O-Wata-Tsu-Mi, and Tsuki- wooded and wild areas of Elysium. He considers it part of
Yomi, a god of the moon and the seasons. From the East his duty to his power, and pity the poor berk who tries to
Indian pantheon are Savitri, the god of the long day sun stop him.
(whose power illuminates Bytopia as well), and Ushas, a The Norse power Bragi is a patron of bards, and his
goddess of the dawn who shares Lathander's realm. proxies exhibit this predilection. Thariisa Harpchord (Px/
The two final intermediate powers on Elysium are the human/B13/NG) is known for her strong, clear voice, and
Norse power Bragi, patron of bards, and Majere of the her precision playing of the small golden harp she carries
Krynnish pantheon, the lord of meditation and faith. with her at all times. Thariisa, playing her harp, can affect
The lesser powers consist of Surminare, the selkie others as if they're under a friends spell. Saving throws
goddess; Trishna, the goddess of dolphins and sea elves, and all other rules for this spell apply normally.
both of whom call the sea Thalasia their home; and
Nanna-Sin, a human power who poles his crescent moon-
shaped barge up and down the River Oceanus.
THE PE+I+I@NERS
Elysium also is home to one demigod. Urogalan, the The petitioners of Elysium are those who sought only to
halfling power of the earth further the cause of good and right during the course of
and death, resides here. their lives. A relatively high proportion of former adven-
turers and crusaders for goodness exist among the peti-
tioners. Although they do not remember the details of their
lives, many former adventur-
ers instinctively retain some
vestige of their past skills.
Warriors may retain their
knowledge of weapons or tactics,
spellcasters may recall a handful of
magical spells, psionicists can remem-
ber a few basic devotions and sciences, and rogues
could still possess a few skills. No petitioner should func-
*50*
tion as higher than a 3rd-level PC; this is an exception to THE TRANSCENDEN+ ORDER
the general rule that petitioners are always 0 or Ist level.
Dependent upon their power and their past lives, the The Transcendent Order, also known as the Ciphers, make
petitioners have different lifestyles on Elysium, Petitioners Elysium their headquarters. By uniting the body and the
of the agriculture powers farm or raise livestock, those of mind, the Ciphers hope to fully understand themselves,
the sea gods swim, fish, or sail for the glory of their power, thus always knowing the right thing to do in any situation
and petitioners of the powers that watch over goodness without having to think about it. One of the Ciphers’ pre-
and purity keep an everwatchful eye out for those who cepts is that when a cutter understands himself, the doors
could bring harm or evil to Elysium. of the multiverse open for him.
Of all the factions, the Ciphers have the fewest out-
right enemies. Maybe this is because of
THE GUARDINALS
the plane's influence of be-
Guardinals are the natives of the plane, and there ain't an nign good, or the fact
addle-cove in the bunch. Like their home of Elysium, the that the Ciphers’ idea
guardinals are only concerned with the ideal of good. of turning within to find
Neither law nor chaos matters a whit to them. When the solutions rather than
there's a good cause to rally around or an evil threat to put turning outward UNI+E +He BODY
down, the guardinals are capable of military discipline and to bash on a with +He MIND,
precision. When such isn't called for, the guardinals are leatherhead
content to wander the layers of Elysium alone or in small, who's doing it AND BECOME ONE
nomadic bands of extended families. wrong means with +e COSMOS.
The guardinals are led by Prince Talisid, the most wise that they simply
— a CIPHER MAN+RA
and ancient of the leonals, a race of mighty lionlike war- don't get them-
riors. Prince Talisid is accompanied by his Five Compan- selves involved
ions, the foremost members of the other guardinal races: in all the political in-
Duke Lucan of the wolflike lupinals, Duchess Callisto of trigues of the other fac-
the sagely, bearlike ursinals, Duke Windheir of the winged tions.
avorals, Lord Hwhyn of the horselike equinals, and Lord The Ciphers aren't particularly
Rhanok of the antlered cerdivals. The lords of the guardi- organized; they've got no more fortresses or standing
nals are held in high regard by all the powers of Elysium, armies than the rest of Elysium — which means none, berk,
and their counsel is ofttimes sought when matters ofvital Most Ciphers on the plane live in their own communities
import to Elysium are discussed. and often gather to discuss faction business or simply
While the guardinals're peaceful enough in their enjoy each other's company in their homes or in fields or
home of Elysium, it's another chant elsewhere. They often meadows.
journey through the Great Ring or the Outlands, searching
to destroy the seeds of evil. The guardinals've even been THE GUARDIANS
known to launch lightning-fast raids into the first layers of
the Gray Waste, Carceri, and Gehenna to bash the skulls of A sect has sprung up on Elysium in the last few millennia
some of the fiends that live there. These bloods make no that calls itself the Guardians. The members're human and
bones about who they are and what they're about. If aberk other bashers who admire the guardinals' approach to the
gets in the way of a fighting-mad guardinal, he's in the pursuit of good in the multiverse. The Guardians' tenets
dead-book for sure. are to live a peaceful life and not attract unwanted atten-
In battle, the airborne avorals are scouts and skir- tion to themselves until some evil arises — and then band
mishers. They're also responsible for enemy spellcasters together and wipe out the threat for good.
and any foes that take to the air. The lupinals serve as the Many a good-aligned adventurer type has signed onto
front-line troops, with the equinals' strong punches as this sect, as it allows them to go about their business until
back-up, while the charging cerdivals break up enemy some evil force or conspiracy raises its head and needs a
troop formations and send any summoned, conjured, or good whacking. The Guardians allow all these bashers the
extraplanar foes packing. The ursinals serve as mages and chance to share information, work together, and watch
advisors to the leonals that lead the guardinal groups as each other's backs while going about the business of drag-
their generals. ging the evil sods down.
Although they are far from numerous, the guardinals The Guardians all model themselves after one type of
play a major role in the day-to-day existence of Elysium. guardinal, depending on a body's inclination and natural
As the plane's natives, they have their own agenda, rather talents. Wizards and priests deck themselves out to resem-
than serving the will of some power or other. They serve ble the wise, spell-casting ursinals, the few good-aligned
good and only good. knights of the cross-trade dress in a manner reminiscent of
*51*
the avorals, the warrior bashers choose from the cerdivals, enough to find an experienced "river-rat" to act as a guide
equinals, or the lupinals depending on their dispositions, or ferryman.
and the high-ups ofthe sect all emulate the princely leon- Amoria is the first layer of the plane and the most
als. These cutters aren't trying to disguise themselves as densely populated. An untroubled land of woodland and
guardinals or any such rot, they're simply honoring the meadows, numerous burgs line Oceanus’ banks like strung
guardinals that they most respect and admire. pearls. The Ciphers make their homes on this layer, al-
In an ironic twist, the sect now boasts several guardi- though they've no central shrine or headquarters citadel.
nals as members in good standing. Other Guardian mem- An introspective bunch, the Ciphers look to themselves for
bers include humans, more'n a few aasimar, representa- satisfaction rather than altering the world around them,
tives of most of the nonevil prime-material demihuman
races, bariaur, one or two aasimon, a couple of baku, sev-
eral moon dogs, and a herd of
buraqs. AmORIA
+ +HE UN+R@UBLED +
@+HER ENCOUN-FERS
The layer of Amoria is the first layer of the plane, and it's
Notable encounter possibilities include the herds of baku the last that Oceanus visits before the river moves on to
that roam the warm plains of Elysium, the packs of moon the first layer of the Beastlands. Most of the layer's burgs
dogs that protect sites sacred to them and to good, foo are nestled along the banks of this immensely wide, sweet-
creatures that also guard places important to the Eastern smelling river. As Oceanus joins all four layers of Elysium,
deities, and the buraq (wild horse-like creatures that run it's logical that the locals make use of it as a convenient
free over the meadows of the plane). Phoenixes also reside mode oftravel and trade.
here, soaring high above the lands. In Oceanus’ waters, The layer's terrain is rolling woodland and green
asrai, balaena, delphons, and nereids cavort with dolphins, meadow. There're only the mildest of seasons here; the
aquatic elves, selkies, and other sea creatures. "winter" is just cool enough and just long enough that
when the blossoms burst forth and the trees bud with the
new spring, the sunshine and warmth are never taken for
+ THE RES+FUL PLANE + granted. The prairies and woods are full of all manner of
wildlife, and birds of all descriptions seem to be every-
Rising from Elysium's fourth layer of Thalasia (which is where. They fill the ear with their songs, and delight the
also the name ofthe sea that covers most of the layer), the eye with bright colors and flashing aerobatics.
River Oceanus meanders through all the other layers of Most ofthe Ciphers that live on the plane reside on
Elysium: Belierin, Eronia, and Amoria. Most travel on the this layer. The Ciphers usually congregate in small, con-
plane takes place on the river. While a basher seldom has templative communities or communes, In these communes
to worry about pirates on Oceanus’ waters, the river is not they seek the perfect unity of body and spirit, as embodied
without its dangers. There're falls, rapids, eddies, and in the perfect goodness of Elysium.
whirlpools in spots. The river's full of life too — much ofit
pretty flamin' big. More'n one predator has tried to get an
easy meal by flipping over a traveler's small boat or raft.
TH£ ASURAS' BRIDGE
Each of the layers sports different terrain. Thalasia is
(Site)
a layer of small islands on the sea from which Oceanus Hrarsay. A noble asuras, one of the flame-winged, ruby-
forms. Much of the plentiful life that exists there lives be- taloned warriors with eyes of purest fire, has gone barmy
neath the water's surface, although island civilizations do and has set himself up as the keeper of the only bridge
exist. As the sea gives life in many prime worlds, so does over the River Oceanus for hours in any direction.
the sea of Thalasia.
Belierin is marshy, rich with wildlife, but blessedly Description, A wide, arched stone bridge crosses over
free of annoying biting insects and other pestilence. There a particularly deep stretch of the River Oceanus. A rogue
are no great civilizations in this layer. In fact, for the most asuras — one who is without a greater power of good to
part, it seems totally unsettled. While there must be a rea- serve and who has seemingly forgotten his own name as a
son for this isolation, no cutters're going about spouting result — has taken it upon himself to be the guardian of
this dark. this bridge. He lets none cross the bridge, or tra-
Eronia is rocky and mountainous, with great verse the river by any other means,
cascades and spectacular waterfalls that interrupt until he is assured that the sods
Oceanus’ gentle flow. River travel can wanting to cross are not evil.
be rather dangerous here unless The asuras has certain standards on
a berk’s lucky who he allows to cross the river unmolested,
All guardinals are passed with a nod and a smile, as
are any proxies of the powers of Elysium. Petitioners
have to convince the asuras that they have doings on
the other side ofthe river. Nonnatives to Elysium are
always stopped and questioned.
The questions asked vary from the sensible to the lu-
dicrous. “Have you ever knowingly and willingly commit- All characters patient enough to un-
ted an act of evil?" may be followed by, “You don't feel dergo the asuras' strange line of questioning and cross the
guilty about anything, do you?" Regardless of the question bridge subsequently share the asuras' ability to detect lie
asked, it is always the best policy to answer the asuras for 24 hours after crossing the bridge. Multiple crossings
truthfully, as his fiery eyes can see through any lie, fabri- do not extend the duration of this ability.
cation, or falsehood a body may try. This, of course, leads
to even more in-depth interrogation. ( While the situation's still an annoy-
Eventually, if the characters are nonevil, truthful, pa- ance, most inhabitants of this area smile wryly whenever
tient enough not to walk away (which the asuras takes as they near the bridge. With a bit of practice, most cutters
an admission of guilt), and smart enough not attack the can give the asuras the answers he seems to want and be
asuras out of sheer frustration (incontrovertible evidence on their way relatively quickly. Besides, as many ofthe lo-
ofguilt according to the asuras and a sodding bad idea in cals note, the asuras'd be a mighty good blood to have
any case), the misguided asuras finally allows the subjects around if some evil bashers were to raise their heads in
in question to pass over the bridge. these parts.
CI+¥ OF +HE SHAR Drsciirmos. Buildings of the whitest marble line the
narrow streets as chariots pulled by snow-white mares
(Realm)
clatter to and fro on hurried business. Works of art and ex-
CHARACTER, Breathtakingly beautiful and passionately alive pressions of passion and beauty are everywhere, from the
is this realm, and its residents stand poised to defend their buildings’ thick, carved columns and the fountains inlaid
homes from any evil that threatens its peace. This realm is with precious metals and gems set in every intersection, to
the home to a goddess of love, war, and all the passions the garb of the City's residents and the awe-inspiring
of humanity. Like all of Elysium, the City of the Hanging Gardens where the growth of plantlife itself
Star reflects the balanced nature of the has become an artform. (A full map ofthe City of
power that resides here. the Star can be found on the back of the Ely-
sium poster map.)
Power. The greater All who live under the Star that shines from
goddess Ishtar rules the the tallest spire of Ishtar's palace are passionate
City of the Star, a human ISH-- AR. in all things, and live their lives as their passions
power of passions, love, the dictate. Nothing is done half-heart-
defenseec of what
iat a a bod
body ein
WHA-T'S «ue edly in this realm. Sculpture, paint-
holds dear, beauty in all DIFFERENCE? ing, poetry, romance, music, exotic
its forms and pleasure in — THe PRINCE WHO, cuisine, thrilling legends — all of
all its incarnations. AMAZINGLY ENOUGH,
these and every concept or deed that fires
Legends tell of the human heart and enlivens the
Ishtar's own passionate nature. S+ILL ISN’+ mind is pursued with utmost
One particular story tells of the IN tHe DEAD-BOOK zeal. As the inhabitants of
goddess’ descent into the Baby- the City well know, the
lonian Underworld to rescue a pursuit of passion can be a
lover trapped there. passion unto itself.
The Underworld is ruled by The residents under the Star are darkly
Ereshkigal, who was handsome, its wares are exquisitely produced,
j tar's beauty and her role in the its food magnificently prepared, and its romances of
pantheon of gods. When Ishtar arrived at the first of the legendary proportions. There is never an expressionless
seven gates to the Underworld, she asked her sister for pas- face visible to a cutter in all the City of the Star.
sage. The vain Ereshkigal saw this as an opportunity to hu- Ishtar's realm is no less passionate when goodness de-
miliate her sister. She allowed Ishtar to enter, but insisted mands action. Even the lowliest petitioners can be counted
that, as she was in the land of the dead, Ishtar must follow on to drop their other passions to defend the cause of the
its rules. These rules included being stripped of all signs of good and just. It's the chant that Ishtar rewards those peti-
previous station and life. Ishtar agreed and entered the Un- tioners who live every moment of their lives with passion.
derworld.
Soon, Ishtar was deep within the land of the dead, Principal Towns. The City of the Star is the realm,
stripped of all her raiment, wealth, and symbols. Ereshki- making it larger than any "town." The City continues to
gal then inflicted the "60 miseries," the 60 punishments grow as well, as many residents have a passion for creat-
that sinners must endure as the price of their sins. ing and living in the best, most beautiful city in the planes.
Without Ishtar, all growth and reproduction ceased.
The crops would not sprout, and no young were born to Special Coupros, Visitors to the City of the Star gain
women or animals. This greatly concerned the other gods. a +2 bonus to their Charisma scores during their stay, and
They tricked Ereshkigal into allowing the powerless Ishtar a +1 Charisma bonus after they leave for a period of time
and her lover to leave the Underworld. Upon regaining all equal to that which they spent there. All who come to the
her symbols and divine powers upon escaping the Under- city can indulge their passions, for they'll surely find those
world, growth and birth returned to the world. who share those same passions here.
Such is the character of the goddess who rules this
realm that she entered the land ofthe dead, PRINCIPAL NONPLAYER CHARACTERS. Ishtar's foremost
gave up her divinity, and suffered the worst proxy in the realm is the incredibly handsome Mar-
tortures imaginable — all for a passionate dullo the Poet (Px/d human/Ill14/NG). He often leaves
love. his duties in his power's palace to wander the realm's
streets, enjoying the passion of its people engaged in their
chosen tasks and composing verses to please his power
and her petitioners. Mardullo considers Sirian Goodwife,
proxy ofIsis, to be very attractive, but more than a bit of a
*54*
prude. The Poet has taken to composing
sonnets for Goodwife in an attempt to
soothe her wrath. His intentions and goals, DESCRIPTION
however, are still a dark he's keeping to himself. Ringed by rolling hills that lead to
steep, jagged mountain summits, Principality's iso-
Services. If it's an nonharmful activity known to lated from the rest of the layer. (Maybe it's all that re-
human beings, it can be found in the City of the Star. Din- mains of an old layer, or the beginning ofa new layer, or
ing, gambling, gaming, athletics, the arts, music — all of territory gleaned from another plane.) A body can climb
humanity's healthy passions can be found in their best ex- the mountains if he has a mind to, but there are easier
amples. ways to get in or out.
Forests, streams, and two small lakes dominate this
CURRENT CHANT. Ishtar's rivalry with the Egyptian realm. Between these features are gently rolling
power Isis is always on the minds of the City's residents. In meadows and hillocks. Occasional sets of
fact, some of the cutters here've adopted embarrassing, standing stones also can be found.
besting, and slighting Isis' followers at every opportunity These stones seem to placed ran-
as their newest passion. domly, some in the forests, some in
Due to the nature of the realm, Ishtar's proxies are al- the hills, and some along the river
ways keeping a peery eye open for any bashers from the Aonia. Herds of sheep are scattered over the meadows,
Lower Planes, looking to tempt petitioners away from the tended by shepherd petitioners,
goddess with promises of exploring unhealthy passions
that can't be found even within the City of the Star. Priwcirat Towns, The only true town the realm has is
Pax Benefice on the shores of Lake Aonia. The high-up
there is a blood called Palibar (Px/d dwarf/P10/NG) who
PRINCIPALI Y
helps the community stay focused on peaceful harmony
(Realm) and goodness. Palibar lives in a villa on the lake's shore.
CHARACTER. Lush, verdant woodlands; the constant gurgle It's furnished humbly, but comfortably. Palibar lives there
and murmur of streams and creeks; and the scent of wild- alone, except for a handful of petitioner domestic servants.
flowers in the air — Principality is the essence of nature at Palibar is quite likely to offer the hospitality of his home to
peace with itself. good-aligned PCs. The Ciphers also have a few cutters in
town.
Power. It's one of the few great mysteries of the plane Lake Aonia is the largest body of water in the realm
that no power openly claims this realm. It has petitioners, and is home to a small group of asrai (Chaos MS). These
planar bloods, and even proxies, but not one of these water nymphs are less chaotic than most, content to live,
bashers is at all likely to be giving up the power's name. swim, and play in the lake. They gladly talk to attractive
There ain't a lot of folks here, but most outsiders wonder (Cha 134) male PCs of any race, though they have little in-
why they're here at all. formation to give.
Some cutters think Principality belongs to some all- Other spots of interest in this realm include the Nest
but-forgotten nature god or peace power on some distant of the Phoenix (described in its own entry below), and the
(even in planar distances) prime world. Other bashers think following sites.
it's a “infrequent” realm — one that its power don't visit North and east of Pax Benefice stands the simple
often. Any blood knows plenty of powers have more'n one monastery of Conclave Fidelis. It's run by Abbot Cebulon
case. Or maybe this realm is the domain of a power that (Px/d human/P12/NG), a kind, gentle man. He and his
don't like visitors, explaining why none of the followers double-handful of monks offer any aid they can to good-
even give his, her, or its name. aligned PCs; they will not leave to fight the PCs' battles for
Others wonder how Prince Talisid and his Compan- them, however.
ions of the guardinals got to be so flamin' tough. It's sure Lake Serene is remarkable only for the pack of moon
none of the other guardinals can even approach the power dogs that live on its shores. Unusually large and intelligent
level of those six. Maybe these bloods've got a set-up here, even for moon dogs, these beasts may be a "greater moon
gaining their boosted skills from the realm's petitioners dog" species that lives only on the Upper Planes, seldom
and proxies. venturing to any prime world. The pack appears from the
Still other cutters think it's the phoenix that lives up mists that lie around the lake, prepared to defend the lake
in the mountains that really rules the realm. These bodies and their territory from evil intruders. If the visitors show
give a phoenix's incredible power level as evidence. They themselves not to be evil, the pack's alpha male and female
state, "A phoenix's too blamed powerful to be just a crea- may converse with them for a few moments before leading
ture, even a planar creature. It's gotta get all that strength the pack back into the mists.
from somewhere."
*55*
THE NES+ OF +HE PHOENIX
The Rollicking Crescent is an inn about halfway be-
(Site)
tween the gate and Pax Benefice. It’s a wooden building
with brightly painted shutters and weathered oak shingles, Hrarsay. This is thought by some bashers to be the nest of
and a cheery, maternal crescent moon-shaped face de- the true ruler of Principality, a powerful phoenix. These
picted on the sign above the porch. The joint is run by cutters claim that phoenixes are too powerful not to be
Astrid (PI/ 9 human/B3/Transcendent Order/NG), and is quasipowers or demipowers of good, But instead ofserving
usually occupied by a small number of happy visitors. One as the aasimon do, the phoenixes choose to live on their
odd aspect of the building is that it appears to have suf- own, as the rulers of their own domains, most of which are
fered some recent kind of damage, now repaired. Part of too small or too isolated to be noticed by most bashers.
one wall looks new, as do a few of the ceiling beams.
There's no evidence of a fire, and no one else seems to no- Descurtion. A high mountain peak that looks down
tice. (See The Deva Spark adventure for details and a full over all of Principality holds a great nest of straw, herbs,
map ofthe realm.) soft branches, shiny trinkets, and sheep's wool. Atop this
A set of three Standing Stones, one set atop the other nest rests a magnificent, multicolored, giant bird — the
two, rests just beyond the fringe of a small area of forest phoenix. The huge avian's plumage is violet, scarlet, deep
that leads into the hills and mountains surrounding the crimson, and flaming orange. Its beak (and talons, if a
realm. These stones serve as a gate to Sigil near the Great berk's unlucky enough to see them up close) are a deep
Gymnasium, with the gate's key being a certain type of purple, and its eyes glow a fiery ruby red.
coin that is — if one's got the dark of it — available from
the Ciphers in Sigil, provided a body can talk them out of SPECIAL FEATURES, Reaching the nest is not easy work
it. There's a chant that a key's also available from the Ci- for creatures unable to fly (several mountaineering, climb-
phers in Pax Benefice — for the right amount of jink. ing, or Strength checks are required). The phoenix is al-
ways in its nest whenever PCs visit; let them wonder how
SrrCIAL Conprrions. As just another mystery of this it knows they're coming. If the PCs have performed good
place, there are no standard conditions that set this realm deeds while in Principality, the phoenix is more disposed
apart from the territory surrounding it. This lack is likely to help them. That help is likely to be a limited exchange
due to the absence of a power claiming Principality as its of information, a beneficial spell or two if the PCs are in
own. Or if there is a power here, it's hiding its nature by need, or perhaps cryptic advice or enigmatic answers to
not giving any clues in the form of special conditions or questions regarding the PCs' current mission or quest.
benefits for the realm's residents. In fact, if the PCs have sought answers to their ques-
tions during their time in Principality, they may notice that
PRINCIPAL NONPI YER CHARACTER Beyond those men- each referral brought them closer to the nest. They would
tioned above, the druid Thistledove (Pr/d half-elf/D9/ first be sent to Pax Benefice via the Rollicking Crescent,
Guardian/N) makes Principality his home. Thistledove is then to Conclave Fidelis, and finally to the Nest.
rumored to be on speaking terms with the moon dogs and
the phoenix (see below). Consent Cant. Whether or not the phoenix is the ac-
tual ruler of this realm, some of the natives speak of ora-
Srevicrs. No extraordinary services are available here, cles and omens that point to some major event involving
but the amenities expected from any small, rural commu- the phoenix. Speculation includes one that the phoenix
nity are generously offered. may be nearing the end of its life. None of Principality's
residents can recall a time when the phoenix didn't live
CURRENT CHANT. Most of the chants regarding the there, Another chant is that the phoenix laid an egg a
realm have to do with the power, if any, behind the scenes while back, and it's going to hatch soon — a very rare oc-
here. Who or what is the power? Why does it feel the need currence indeed.
to hide itself? What is it hiding? This latter rumor, if
it's the true dark of
the situation,
The most common chant to be heard within Principal- could draw unwanted attention to the realm as the shell of
ity is that many sheep have gone missing from the flocks a phoenix's egg is an ingredient in many potent magics,
recently. There's been no evidence of predators and no and any number of evil berks and fiends'd give their left
tracks to indicate where the sheep might've wandered. talons to get ahold of a newborn phoenix.
*56*
words, cutters can't fill their waterskins with holy water
QUIE-TUDE
from the river and expect it to retain its power in the
(Realm) Abyss, Baator, or even in Sigil. It's Isis’ power that gives
Character, Warm and dry, dusty but fed by a cool, life-giv- the water this quality; it's not an inherent aspect of the
ing river, this part-time abode of the Egyptian power Isis water itself.
reflects both the balance inherent on Elysium and the part In addition, while the goddess’ aspect as a patron of
this power plays in her pantheon. magic is not as apparent here as in her realm on Arcadia,
good-aligned mages find a friendly and enthusiastic recep-
Powe. When her duties as the wife of Osiris do not tion in Quietude.
demand her attention in the realm of Heliopolis on Arcadia
(see Planes of Law), Isis (LL), the Egyptian goddess of PRIN N R CHAR R Isis’ chief proxy in
motherhood, magic, and marriage, can be found here. Isis her realm is Sirian Goodwife (Px/9 lupinal/M11,P10/LG).
introduced the concept of marriage to her mortal followers She wears traditional Egyptian garb, and has a golden
and personifies the feminine ideal among her worshipers. ankh as her holy symbol. Goodwife is deeply resentful of
her power's sometimes rival, Ishtar. While she's always
Drsceirtion. Set on an arid plain, Quietude is a study faithful to her power and her alignment, Goodwife is not
of balance and moderation. The white stucco buildings line above acting to thwart the plans of Ishtar's followers.
the small river Serenity, a tributary of the mighty Oceanus. Discounting any possible visitors, the rest of the
Thick grasses, tall reeds, and sturdy palm trees mark the realm's folk are mage-priests and petitioners of Isis.
realm as belonging to Isis. Here Isis’ petitioners work, till-
ing their gardens near the river, weaving the reeds into sos. The most common service a body can ask for
mats, clothing, and other items, and harvesting figs and in this realm is permission to make use of the realm's holy
dates from the trees. Firefly lanterns light the shores of water, Other simple needs also can be met, but metallic
Quietude, giving an ethereal glow to the smooth surface of equipment made of any metal other than bronze is not
the water, available. Although it's not commonly known, there's a
A small community, the realm has little contact with gate to Heliopolis in Isis’ temple here.
the rest of the layer, except for the wandering guardinals Wizards have an additional reason to visit Quietude
that put in regular appearances. The guardinals are always on a jaunt through Elysium: Spell keys for the Upper
well treated by the residents, and often are invited to share Planes are readily available, and magical knowledge is
in the goddess' feast when she is present. freely shared by the mages who live here. These gifts are
Serenity has its source here, springing out ofthe rocks granted to good-aligned mages in exchange for other
of the high plateau that is Isis' realm. As it leaves the knowledge or simple tasks. Neutral mages may purchase
realm, it plunges over the lip of the plateau, dropping sev- them if they can convince the seller that the keys and
eral hundred feet and crashing down to continue its jour- knowledge won't be used for any evil purpose (lawful neu-
ney toward Oceanus. Those who stand either above or tral mages have a better chance of this than true neutral or
below the falls are treated to the most amazing display of chaotic ones), No evil wizard is granted these gifts under
brilliant rainbows most sods can ever hope to see. any circumstances; if an evil spellcaster manages to get
ahold ofthese gifts, he quickly discovers that the key sim-
Principat Towns. Isis' realm on Elysium is small; the ply doesn't work for him — or worse, that it rebounds at
riverside village fills the plateau. It's a family community, the worst possible moment, in the worst possible way.
the inhabitants courteous to outsiders but reserving their
love and care for each other. As marriage is held in such Cons Cor There's more'n a bit of
high esteem here, married couples are made welcome; un- rivalry between Isis and another
married couples are politely asked to human goddess, Ishtar. As the
sleep apart. Adventuring groups of Babylonian power of the passions
mixed male and female adventurers of love, the arts, and war, Ishtar's
are also given separate accommoda- often lustful ways conflict with Isis'
tions to ensure that propriety is main- ideal of marriage. While there'll never be
tained. This custom is not strictly enforced, open warfare declared between the goddesses'
but those who disobey it are subject to the towns- followers, they take
peoples' quiet disapproval. every opportunity
to undermine each
Special Cosprriovs. As with Isis’ realm on Arcadia, other's current
the water that flows in the river Serenity acts as holy scheme.
water. Note that the river water only retains that
property as long as it remains in Isis' realm. In other
dC. nd
sembly's number are always working to disband
the already informal council, stating that such gatherings
only foster debate and delay action. "Pike it if it's right or
wrong," they say, "let's just act on it — now."
*60*
SPECIAL FEATURES. Some cutters say that if a body ered from the vicious initial onslaught, the battle was
searches hard enough through the caves and nests of joined in earnest. The combat was said to go on for weeks,
Precipice (not an easy task if a body can't fly), a good- but the guardinals could not destroy the thing, as it grew
hearted basher might find a feather from one of the powers ever-more potent heads to replace each that was de-
that visit here. Possessing such a feather is said to grant stroyed. And the longer the melee raged, the more guardi-
the owner a permanent feather fall effect. Of course, the nals were killed.
powers’ followers consider feathers to be holy relics and Finally the leonal prince (this was long before Prince
aren't likely to let one leave Precipice if they know about Talisid was even a cub) devised a plan. Realizing that
it. defeating the beast was no longer possible for his de-
Another chant is that the giant eagles here might be pleted ranks, he ordered his guardinals to withdraw.
convinced to give bashers on a mission for the cause of The prince also knew that he could not allow the
good an express ride to their destination. Hydra to continue to roam free, so he ordered his
remaining ursinals to teleport the massive beast to a
CURRENT CHANT. Bands of gargoyles and mar- place where it could do little damage and where the
goyles occasionally raid Precipice, destroying guardinals could watch over the being they'd inadver-
nests and stealing the flightless young of the tently made much more powerful. The ursinals sent the
aarakocra, the giant eagles, and the al Hydra to the swamps of Belierin.
karak elam. They do not simply Then they cast spells that
kidnap these unfortunates, NỌ, BERK, closed any possible es-
though; as some twisted kind of veu D@N'+ GE+ I+ cape route for the beast,
joke, they fly a distance from (snor+), trapping it forever in an
the cliff and then drop the YOU ve N@+ WAN+ +e GO infinitely large cage.
young to their deaths. The resi- (SNOR-4) They also found keys to
dents of Precipice don't know cast divinations
AND SEE jus+
where their winged foes come that hid the layer
from, but would dearly love to learn WHA+ BELIERIN IS &&ALLY LIKE. from casual prying
that or any other information regard- I-F'S a BLOGGITIIN' SWAMP: (like wizards peer-
ing these raids. END of S+@RY. ing in through their
(wuicker, SNOR) crystal balls).
While unlucky berks
BELIERIN, GET I+?
may find hidden gates
tHE FORGO-F-FEN — BAY, an EQUINAL into Belierin, there ain't
+ LAYER * any that head out. Any
basher who tries magic or
Little is known about the layer of Belierin. Even those who psionics to make a way out is likely to get real popular real
make their homes in the plane's other layers don't seem to quick, as the guards of the place (see Rubicon below) and
know more than the fact that Oceanus passes through one the Hydra itself have all learned to sense the signs of
portion ofit, and that the rest of the layer is full of misty transplanar magics. The only way to leave the layer is for
swamps, marshes, and bogs. a body to slog her way to the River Oceanus and ride the
The dark of Belierin is the secret of the guardinals. river up to Eronia. A cutter also has to explain just what
Eons ago, the guardinals got together for one of their great she thinks she's doing here to the guards as well. (This all
quests. The goal of the quest is forgotten now, but in the sounds a lot simpler than it is.) The Hydra can’t use the
course of the journey they encountered something that river, as it finds the touch, sweet aroma, and taste of
stopped them dead in their tracks. It seems that they came Oceanus repellent.
across one of the mythic Monsters of Legend (PS MCIIJ. The Hydra shares its prison with a few other creatures
Monsters of Legend are the unique individual monstrosi- the guardinals found too difficult or too costly to destroy,
ties that spawned many of the abominations that exist No berk knows the exact dark of what else might be
throughout the Prime Material — in a way, these individu- trapped in Belierin, but one chant is that the guardinals
als represent the ideal, perfect specimen of each species. toss in any other Monsters of Legend that they find. Other
Gorgons, chimerae, medusae: somewhere there's the less likely but still interesting chants include rumors of
granddaddy ofeach ofthese critters roaming around. such prisoners as a member of the Dark Eight (not bloody
The massed guardinals came across the Hydra, the likely); a not-quite-dead evil god (almost as absurd); the
beast that epitomizes all the vile aspects of every type of granddaddy of all black dragons (the guardinals wish); and
hydra known, including the Lernean and regenerating a few Abyssal lords who have too many Sigil high-ups in
kinds. Unprepared for such a foe, many guardinals were their pockets just to eliminate them (as if the guardinals
slain in the beast's first attack. Once the guardinals recov- care a squat about the politics of the City of Doors).
*61*
Thing is, these shells weren't left by the aasimon;
they're more recent creations of the quesar themselves. The
aasimon didn't leave any half-formed quesar, preferring to
Deep in the murk of Belierin lies the place where finish one before beginning the next. The quesar, as cre-
the quesar race was “born,” sculpted out of mud by their ated creatures, have no means to propagate their species;
aasimon creators (see the MS booklet), When the quesar those created by the aasimon are the only ones in exis-
defied their creators, the aasimon left half-finished con- tence. So the quesar decided to build more of their kind by
structs lying in the murk. If someone could find the place going back to the place of their creation and following in
and energize the half-formed constructs, he'd have an the footsteps of the aasimon. Without the pure celestial
army of incredible. power for good. spark that all aasimon share, however, they've been unsuc-
cessful in powering the constructs.
For the most part, one spot in Belierin
looks just like any other on the layer — a muddy, dank Remnants of the aasimon energies
marsh without much to recommend it to a planar traveler. used to sculpt the quesar from the mud still linger, and
But ifacutter looked around long enough (evading all the good-aligned bloods with a sensitivity to such power
while the Hydra and the other prisoner-inhabitants of the (priests, paladins, and devout worshipers of good deities)
layer), he might come across a large bit of cleared ground, gain a bit of it for themselves, All such characters who
somewhat more solid than the rest of the marsh. True to spend time examining the birthplace gain +1 to their Cha-
the chant, half-formed shells of the corporeal part of a risma scores when dealing with good creatures for the next
quesar lay strewn about in the mud. Some appear nearly 1d4 days. But a cutter'd better not plan on visiting the
finished, some are merely outlined shapes. Lower Planes directly after coming here; the lingering en-
ergy also enrages fiends, making them even less likely to the aasimon's pride is still sore over the quesar's desertion.
deal rationally with the PCs (+4 to the “Encounter Reac- Certain high-ups among the guardinals wonder if the aasi-
tions” table in the DMG). mon could be counted on to lend a hand if things in Be-
The quesar can sense this energy, but it’s not enough lierin went seriously wrong. Most berks with any sense
to empower the new constructs. If someone could find a hope no one ever finds out.
way to boost that energy and make new quesar, he'd have
some powerful friends for life.
THALASIA,
CURRENT CHANT. It's not likely a berk's going to hear + +HE SEA OF OCEANUS +
much about this place, since the quesar don't exactly walk
around proclaiming their failures to date. Some of the This layer of Elysium bears the name of the great sea that
guardinal sentries of the layer have stumbled across this covers most of its surface. The climate above and below
site, however, and are curious about the quesar's inten- the sea varies from cold and windy with rough seas, tropi-
tions. They might just ask a group of trustworthy bashers cal islands with sparkling white sand beaches, and warm,
to investigate. placid lagoons. Islands dot the sea's face like the freckles
of a young child. Some surface communities and civiliza-
RUBICON tions exist, but the majority of the layer's life lives beneath
the waves of Thalasia.
(Site)
The largest exception to this rule is the series of isles
HEARSAY. It's said that this is the last remaining of the out- comprising the Celtic deities Belenus' and Brigantia's
posts the guardinals set up in the layer of Belierin, as the realms. The Isles of the Blessed are rumored to be the rest-
Hydra has destroyed all the rest in revenge for its imprison- ing place of the greatest good heroes of the Prime. From
ment. The fact that Rubicon lies on an island in the middle of one prime world to the next, tales of heroes who bear a
Oceanus near where the river flows on to Eronia accounts for striking resemblance to each other can be found — even on
its continued existence. From here the guardinals are vigilant worlds which have nothing else in common. Some legends
in seeing that nothing flows past on or in Oceanus' waters in even claim that such heroes never truly die, but complete
an attempt to escape the layer of their imprisonment. their tasks and retreat to "another place" to rest until they
are needed again. The Isles are never found by casual trav-
Desceipiion. Cross a gothic cathedral with a stone elers in Thalasia; only those deliberately seeking the aid of
siege tower and a berk gets the idea of Rubicon's looks. these heroes can find their way, and then only after condi-
From materials raised from the depths of the bedrock deep tions and tasks set by the individual legends have been
beneath the layer's surface, the ursinals used their magics met. The Isles all have individual names, most of which are
to fashion Rubicon in the middle of Oceanus. This allowed obscure at best. Avalon is the most well-known isle, ap-
the guardinals to bar egress to any ofthe layer's prisoners pearing in the myths and fables of numerous prime worlds.
via the river, while Oceanus protected the outpost from the The island town of Portico is a common stopover for
ravages of the Hydra. The outpost also serves to divert travelers on Oceanus, as it's located near where the river
bashers traveling Oceanus from exploring the layer. flows into Belierin. The ruler of the stilt-town is the strik-
ing Anamoriica (Pr/9 half-elf (sea elf)/D7/Verdant
SPECAL FEATURES, In addition to the ursinal mages Guild/N), a priestess of the Great Shelled One. See A Play-
constantly on duty at Rubicon, the enigmatic quesar also er's Guide to Conflict for further details on the town.
guard Belierin to keep the rest of the planes safe. Though
they no longer serve their aasimon creators, the quesar still SELKIES' GRO++06
retain their desire to be powerful champions and guardians
(Realm)
of good. Watching over the various monstrosities reminds
them oftheir original function and gives them a task while Cons nos Secluded, private, even shy, hidden deep within
they try to figure out what their true purpose in the multi- a kelp forest, where all is peaceful and calm — this is the
verse should be. hidden realm of the selkies' goddess.
Comin CHANT. Neither the guardinals nor the quesar Powis. Surminare (MM) is the sole power of the
speak ofthe prison of Belierin, as they don't wish to alert aquatic selkie species. She is not alone, however, in her
any ofthe evil berks on the Great Ring that the inhabitants concern for the underwater realms of the prime-material
of the layer aren't in the dead-book, but instead are spend- worlds. She's a member of the asathalfinare, a loosely or-
ing eternity scheming and fighting amongst themselves. If ganized band of sea and sky powers that work together to
the Dark Eight or any of the great evil powers were to dis- protect their worldly domains and their realms, wherever
cover the nature of Belierin, even the guardinals and the they may be. Other members of the asathalfinare include
quesar'd have their hands full. This is especially true since the elven deity Deep Sashelas, Trishna, the goddess of dol-
*63*
CURRENT Cant. Some say that the
Thalastrom is making its way toward the
Grotto, Its evil makers have divined the Grotto's general
phins and sea elves, and Syranita, the aarakocra goddess. location and seek to do as much damage with their storm
Of these, the first two often swim alongside Surminare. as they can.
*64*
hink the good planes are dull?
Try proving your integrity to a
god's proxy gone barmy. Prowl
with a cat lord, make a deal for count-
ed less richess, or swim with the selkies. . .
2 :
E x E ij
bugs EN n >.
"2615XXX1901-—— = 5
Designer: Colin McComb * Editor: Michele Carter
Creative Direction: Andria Hayday * Proofreading: Keith Strohm
sts: DiTerlizzi and Robh Ruppel * Cover Photography: Michael DeHoog * Interior Artist: DiTerlizzi
Teardrop Palace Map Design: Rob King
Poster Cartography: Rob Lazzaretti (front), David C. Sutherland III (back)
Art Direction: Bruce Zamjahn + Electronic Prepress Coordinator: Dave Conant
Typography: Angelika Lokotz * Border Art: Robert Repp
Graphic Design and Production: Dawn Murin, Greg Kerkman
Author's Thanks to: thrashin' slade, Jeff Grubb, Zeb Cook, Tony Di, Rob Carlo,
and Rob King for a k/a map idea
And extra-special thanks to my NINnie friends, who taught me a lot about bein' bad.
Editor's Thanks to: Angie Lokotz, typesetting goddess, whose patience and dedication to the entire
PLANESCAPE line makes us all look good. Thanks for everything, Angie!
2615XXX1902
ADVANCED DUNGEONS Et DRAGONS, AD&D, FORGOTTEN REALMS, and MONSTROUS COMPENDIUM are registered trademarks owned by
TSR, Inc. PLANEscaPe, DM, the Lady of Pain logo, and the TSR logo are trademarks owned by TSR, Inc. All TSR charac
character names, and the distinctive likenesses thereof are trademarks of TSR, Inc. Copyright ©1995 TSR, Inc. All Rights
Reserved, Random House and its affiliate companies have world-wide distribution rights in the book trade for English-
language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and
hobby trade in the United Kingdom by TSR Ltd. This material is protected under the copyright laws of the United States of
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written consent of TSR, Inc
TABLE
OF CON+EN+S
ir Dar (
CUE ioo«ca er xiii bua rue onset qu mage ans arasiqeate SE DEBES GRIS Hefe e NUDO a ee EASIER
Gehenna
The Gray Waste
Getting Around
vat E
Physical Conditions
Getting In and Out
Getting Around .
The River Styx .
The Blood War .
Magical Conditions. .
Spell Keys
Power Keys . s
Creatures of the Orbs
The Powers .. p%
The Proxies /.. d5
The Petitioners ;
The Gehreleths:
The Revolutio| League .
Other Encounters J^... ..
The Red Prison ...;
Othrys, Titans’ Home>
The Bastion of Täst Hope
Mount Othrys 5. -
Cathrys, the Scarlet Jung]
The Steading
Minethys thé Blasted r
Colothys, Climbers’ Boom |.
The Land ofthe Hunt .
The Vault
Porphatys of the Blaek
Agathys, the Ice-Bound
Other Encounters .
The Three Glooms
Oinos, the Battle Plain .
The Glitterhell
Khin-Oin, The Wasting Tower .
Niflheim, Northmen's Despair .
Annwn ....
Death of Innocence
Niflheim, Hel's Domain
Pluton, Olympian's Gloom .
Aeaea
Corpus "
Hades, the Underworld . .
The Hill of Bone
+ GEHENNA *
Gehenna's little better than Carceri. Though the plane's on the lawful side of
the Gray Waste, evil and death aplenty still wait for the sod who doesn't know
any better. The dark? It's this, and only this: Free will is an illusion. There's
only the will of the strong and the will of the weak. The weak are low, while
the strong rule. The best way for a body to get ahead on Gehenna is to pretend
she knows a potent secret and isn't afraid to use it. If she can impress others
enough with her supposed knowledge, she's well on her way to survival, and
maybe even prosperity. Of course, if the time comes when she gets her bluff
*4*
p"
called by something bigger and tougher than she is, all her best plans'll be
for naught.
In short, Gehenna's built on posturing and power, with secrets and
dark strengths the basis of everyone's status. If a berk can't keep her will fo-
cused sharper than her opponent's, she might as well forget about coming to
Gehenna — it's a sure bet she'll be put into the dead-book permanently, unless she
knows how and when to kowtow to a higher power.
+ GEt+ING AROUND +
It ain't hard to get onto these planes; gates, paths, and conduits leading here are more common than those to the upper realms.
(It's thought that this is because fiends want Clueless leatherheads to visit and be tempted or destroyed.) For one, Yggdrasil,
the World Ash, leads directly into Niflheim, near Hel's realm on the Gray Waste. And then there's the foul River Styx, which
flows through the topmost layer of all three planes. Paying the marraenoloths for passage on its waters is the easiest way to
get around. (The river's mentioned in specifics in each chapter; it conforms to the nature of the planes it flows through.)
Like the Styx, Mount Olympus can take a berk to all three planes, though only the path to the Gray Waste is commonly
traveled. On Carceri, Olympus lets out near the Titans' realm, but since the Titans are still bitter about being thrown off the
i mountain eons ago, they're not kindly disposed to travelers coming by this path. Even a Clueless berk can well imagine what
| form a Titan's displeasure might take, and are smart enough not to risk it. The Titans can't use Olympus to escape, and neither
| can anyone else — it's a one-way trip into perdition. Finally, the way from Mount Olympus to Gehenna seems to change ran-
domly, with never a clue to where the mountain'll let a traveler off. No known Greek powers inhabit Gehenna, so the moun-
tain'sappearance there is a mystery; some speculate that it's some sort of planar attraction, in that the volcano-mountains of
Gehenna are similar enough to Olympus to draw the pathway to the plane.
— No alteration to school; € Alterations to school occur; see plane description for details; > School is diminished on plane; + School is enhanced on plane;
School is null on plane
\nueevianions: A Air (elemental); Abj Abjuration; Alt Alteration; Con/Sum Conjuration/Summoning; Div Divination; E Earth (elemental); Enc/Cha En-
chantment/Charm; F Fire (elemental); /I//Pha lllusion/Phantasm:; Inv/Evo Invocation/Evocation; Nec Necromantic; W Water (elemental); Wil Wild magic
Further guides to magical alterations, nonplayer character abbreviations, and other sources referenced in this book appearonpages 4-7 of
Liber Benevolentiae.
Carceri — the Red Prison, the Great Cage — could
be said to be the gentlest of the evil planes, It's
not. Granted, some of Carceri looks like it might
HE even be habitable, But delve
beneath the surface appear-
ances, and it's apparent that
I this plane's just as dangerous
as the others in its own in-
er A R D:RI transigent way.
It’s a place of darkness and despair, of passions and poisons,
of betrayal greater than the heavens above. On Carceri, hatreds
run like a deep, slow-moving river. And there's no telling where the tide of
treachery is going to turn next.
Carceri's one of the strongest prisons in the
multiverse. This plane held the exiled Ti-
tans before humans ever walked a
world, and even
then was the
unwilling
home of powers
who fled the world
of knowledge. These
days it claims even more pri
oners; the petitioners filling its valleys, seas, and swamps have spawned evils
the plane had never before seen.
The plane's not called a cage for nothing. Getting in is easy enough, but
leaving's a bit more problematic. Look at it this way: The Titans have been
looking for a w ay out for eons. What makes an ordinary berk think he can e
cape so much asier? The Titans were imprisoned here by the Greek powers,
but it's a sure bet their jailers didn't chose Carceri by accident. The dark is that
à body put here can only escape when he's become stronger than whatever
His AIN'’+ imprisoned him in the first place — and that's a near-impossible task on a
A PRISON,
plane whose very nature breeds despair, betrayal, and self-hatred.
mY FRIEND
ws THE PRISON + PHYSICAL CONDI-FIONS+
— PLANEWALKER Carceri's made of six nested layers, resembling nothing so much as the tiny
ALANNA puzzle dolls made by itinerant craftsmen. However, this is a doll with a twist:
HALADRIN Each of Carceri's layers is made up of orbs t stretch off into the night like a
string of malignant pearls. Each layer is a string unto itself. The orbs nest in-
side one another, so a body traveling from one layer to another layer on the
same orb still finds himselfonthe same "pearl," as it were. Layers and orbs are
somehow inextricably linked.
The inhospitable layers radiate a dull anger vaster than any mortal could
imagine. Each devotes itself to a particular kind of treachery and shallow ha-
tred, and the encounters there usually reflect that brand of evil. Beginning on
the outside and moving inward, the six layers are Othrys, land of bogs and
canals; Cathrys, the Oozing Jungle; Minethys of the Stinging Sands; Colothys,
à mountaineer's dream and the worst nightmare of those who live there; Por-
phatys, home of the flesh-melting black snow; and Agathys, the coldest of the
lot and the deepest
No one has ever fully counted the number of orbs to each layer, or de-
vised a method whereby a body might keep an accurate tally of which orbs
and layers have been visited. This confusion's a real hazard of travel; the town
a planewalker's looking for might be in Othrys on one orb, or in Othrys on an
*6*
orb several pearls away on the string. It might be that
GE++ING AROUND
Carceri has more orbs than the Abyss has layers. No one's
ever going to know for sure. Enterprising cutters have always had to find new ways to
Carceri has no days or nights except where a power travel from orb to orb. If asod's not a wizard, a body'd think
wills it. Otherwise, the sky is filled with a dull reddish glow he'd be stuck finding portals and hoping for the best. That
that arises from the layers themselves. A ruddy cast covers ain't true. There are as many ways of getting from orb to orb
everything as though the entire plane were seen through as there are ways of dying — that is, limited only by a berk's
blood-tinted lenses. Outer layers are brighter with the addi- imagination and certain facts of reality.
tional light from their neighboring orbs, while the inner lay- In fact, if abody knows the route, he can use portals or
ers (which have more distant neighbors) grow progressively intraplanar conduits at certain points on the orbs to hop
more dim. With the red glow, a body'd expect the place to be from one to another. To reach layers closer to the Astral, a
warm; it's not. It ranges from a cool summer's evening to ab- body searches out the highest geographic points of the layer
solutely freezing. he's currently on. Similarly, valleys and crevasses hold the
Breathable atmosphere fills each layer, even between the portals to the deeper levels. The barriers between the fifth
orbs, though a visiting cutter might not want to breathe the and sixth layers are stuck far underwater, and the blood who
fetid, foul air that blows across the plane. The wind carries can survive a trip through those hazards isn't likely to find
an underlying stench of rot, decay, and corruption that turns Porphatys or Agathys all that bad. Another layer may lie be-
the stomach and occasionally befuddles the mind. neath Agathys, but no one's been able to discover it — the
portals would have to be miles below the caustic ice.
"Course, finding the barriers is easy. Using them, how-
GE++ING IN AND GU
ever, can be a problem. See, the yugoloths, gehreleths, and
Carceri's one of the easiest planes to enter. Portals and con- tanar'ri who come through here know that planewalking
duits drop travelers in, leaving them stranded in Othrys (the sods will want to use the gates . . . and the fiends know that
outermost layer) and occasionally in the lower layers ofthe most planewalkers are easy pickings, in addition to making
plane. But Carceri doesn't like its visitors to leave; it ain't a tasty snack. Or they may decide that the travelers have an-
called a prison for nothing. The only way out of the Red other use, and conscript 'em for the Blood War.
Prison is through the Styx or one of the gates in Othrys. Portal travel requires an extensive knowledge of the
Sound easy? It isn't. plane, and most folks are eager to try something that re-
First off, the exit gates appear only on every fifth orb. quires a little less memory. Fortunately, most ofthe orbs can
That's a lot of miles to travel to get out. Second, those be reached by those with the capacity to fly. Those who
who've been specifically imprisoned here really resent cut- choose to desert their current orb can usually reach their
ters who can waltz in and out, so one or another of the destination without much trouble. The gravity between orbs
tough natives usually stand guard to keep everyone in — if is nonexistent, so a body doesn't have to worry about
they have to stay, so does everyone else. Only the excep- falling one way or another if the flight proves to be too
tionally clever or powerful can escape. long, though momentum still carries a body who doesn't
Since the gates don't allow the prisoners through, the come to a complete stop.
captives must find a way to be physically, mentally, or emo- A flyer should be concerned with the moment when he
tionally stronger than their jailers. Until that time, they're enters the "sphere ofinfluence" of an orb, though. Basically,
stuck. A few of the lesser prisoners have escaped, but the the sphere is the highest point of an orb. From that point on
most notable — the Titans — have yet to find a way out. downward, the orb exerts its gravity, which draws down any
Their failure is cause for despondency among most of the leatherhead not smart enough to prepare to land or fight
rest, who have made up their minds to be total rotters since gravity's influence.
they can't leave anyway. Some have used great sheets oflight cloth or skin to
The gates out generally indicate the plane they lead to. catch winds from the highest point on an orb, while others
They're great obsidian obelisks, carved with the faces of conjure floating rocks and slabs of metal to carry them
snarling beasts and woeful spirits. Some say that the gates across the void. Throughout the plane, crafters sell these
are made permanent by infusing them with petitioners, and things to a basher looking to cross to another orb — of
that the faces aren't carved into the rock — they're spirits course, the buyer'd best make sure he's not being peeled,
pushing to get free. ‘cause there are precious few people a body can trust on
Gates taller than they are wide are said to lead to the Carceri. The device that can *miraculously carry you on the
Gray Waste. Those wider than tall lead to the Abyss, And gentle winds, sirrah" might actually turn out to be nothing
those that are of even dimensions lead to the Outlands. more than a gadget that brings the nearest gehreleth run-
"Course, these reports originate from the berks who ning for a fresh snack.
live here, so there's no telling of the Below are some of the more common methods of
truth of it. travel. Obviously, other methods exist, but nearly
every denizen of Carceri knows about these.
Fergous Suen: This is the preferred method of travel among THE RIVER S+YX
those who can't provide their own power. It's a sled a body
can stretch out on, guiding it by body weight and the rails The marraenoloths ferry passengers onto the outermost
in front. The sled never touches ground; it's made ofa lode- layer of Carceri for only a small fee — less, usually, than it
stone specifically tailored to a layer, and so it repels itself costs to catch a ferry anywhere else. On the other hand, the
against the ground. All a cutter needs to do is jump on and exit fee is much higher. Typically, it costs roughly 5,000 gp
push off; gravity does the rest. ‘Course, the sled never stops worth of magic to catch the next ferry out. Trips between
moving in the void, and it's not particularly fast, so a body orbs cost very little, comparatively; the usual marraenoloth
has to pay attention. Also, the sled only works on one layer, fee is enough to reach a nearby orb. Plenty of ‘em ply the
so a traveler must have one for each layer he hopes to move river in Othrys; they're impossible to find in the inner layers,
through. "cause the Styx just doesn't run there.
The sleds come in different shapes and sizes. The most The river wanders across the first layer, mixing in with
common variety holds 500 pounds of person and equip- the bogs and canals that crisscross the surface. It's an easy
ment, measuring 6 feet long and 3 feet wide. The cost varies way to get from orb to orb, and surely much easier than fly-
widely for bigger and smaller variations, but the basic price ing, but there's always the chance that a body'll wander
is well known. A cutter's not likely to get bobbed on a deal down a tributary by mistake and find herself someplace
for a ferrous sled. much, much worse than she intended to be.
Typical Cost: 2,000 gp. The river here is no stronger or weaker than it is across
most of the Lower Planes. Its touch destroys memories as
Sein Barroon: An excellent means of travel, the skin balloon powerfully as anywhere else. (The usual saving throw ap-
is made from the hides of Carceri's creatures (though some plies; see A DM™ Guide to the Planes in the PLANESCAPE"
say the skin offoolish travelers also becomes part of certain Campaign Setting for more details on the Styx.)
balloons). Though a body's still at the mercy of the wind, a
cutter who knows how to pilot a balloon has a degree of THE BLOOD WAR
control (Dex check at -4, with penalties for strong winds).
It's built on the same principle as a hot-air balloon, with a Many of Carceri's layers are battle-scarred and wasted in
small flame filling the skin sac and raising the balloon spots, the legacy of the Blood War raging across the Lower
above the ground, where the wind takes control. The main Planes. Still, the natural scenery, such as it is, remains
problem with one ofthese is that a really strong wind can mostly untouched, Even the most widespread war can't de-
spell disaster for a berk who doesn't know how to handle the spoil an infinite plane, right? Of course not. Still, the knowl-
balloon. edge that this is one of the prime staging areas and battle-
Another problem is leakage; skin balloons aren't made fields of the war makes the residents more than a little peery
to withstand serious damage, and a puncture can send a of visitors, and a lot more hostile to those involved in the
crew screaming to the surface of an orb. Also, certain crea- war. Visitors'd best be warned this isn't a place that wel-
tures that fly in the void usually take a dim view of their fel- comes them with open arms.
lows' skin being used as a method of transportation. They're Tanar'i generals come here to conscript troops, and a
usually the kind of creatures a body doesn't want to cross, traveler'd best keep on his guard to avoid the occasional pa-
either. trols that sweep the plane (especially the first layer, along
Typical Cost: 1,000 gp/ the Styx), drafting any sod they come across into the army.
2 man balloon.
Srinwentt: This is a coil ofsilk rope, about 100 feet long. The + MAGICAL CONDI--IONS +
specially woven rope weighs nearly nothing, and is flatter
than most ordinary rope. It works on the same principle as a Magic on Carceri's catch-as-catch-can. The effects are var-
spider's ballooning — let the rope out in a good stiff wind on ied and chaotic, but there's a dark to it that makes it easier
a high mountain, the rope catches the wind, and away the to understand. In short, magic used for selfish purposes —
cutter flies. The disadvantage of this method is that a body and the benefit of the individual at the cost of the
has no control over where she's going, and she's at whole — functions with maximum effectiveness.
the mercy of the wind. And only a fool or a pauper'd That's the only spell key a body need learn to
trust the winds of Carceri. survive on Carceri. However, if a blood wants to
Typical Cost: 150 gp. cast a spell that benefits others, she'll need to pick
up the spell keys to get much use from it.
*10*
Two giant-gods also live here. The first and most im- he hunts through the canyons of Colothys or tracks through
portant is Grolantor, the patron of the hill giants. He's a vain the shallows of Porphatys, petitioners flee, proxies hide, and
and foolish god, one who could be intelligent if only he let even the gehreleths steer clear. Khamallan's a totally evil
himself think about things. Instead, he’s said to be willfully basher whose only joys are the hunt and the evisceration of
stupid, trying to drive home with force what he could've ac- his prey. He'll talk to a berk, but a body always gets the feel-
complished more effectively with subtlety. His twisted ing that Khamallan's eyes are measuring the sod, as if to
younger brother Karontor also makes a home here, leading gauge where a couple of claws would do the most damage.
the fomorians to battle and vengeance for the wrongs done It's rather unnerving, to say the least. Also, Malar's given
to that deformed power. Khamallan a power key that works for all his spheres, so at
Other nonhuman powers include Parrafaire, the demi- last report Khamallan was even more powerful. It's a good
power of tricks and traps, a creature who delights in the thing that he doesn't get along well with the other Malarites,
subtlety of mazes and riddles, More chaotic than evil, Par- because otherwise they'd really be a force to be feared.
rafaire's still a force to be reckoned with. The other powers Another proxy of note belongs to Vhaeraun. The drow
hate the trickster because he doesn't really belong here; he Allinzir Gi'Leera (Px/ ddrow/T14/Revolutionary League/NE)
can come and go as he likes. The same could be said of is always smoothly pleasant and coldly smiling. His subtle
Vhaeraun, the only male drow god. He's the drow power of smile seems permanent, but it never reaches his heart or his
thievery and treachery, making his home on Carceri so that eyes. He can fade into the shadows even while a cutter's
he's not roo close to Lolth's Abyssal web. Unlike Parrafaire, watching him, and reappear right behind the unfortunate
Vhaeraun is exceptionally dangerous, even more so because sod. Light doesn't seem to bother him, and he has a pen-
he's a revolutionary among the drow. chant for scheming through everything. Even when there's a
The main human powers include Raiden, lord of thun- straightforward solution, Allinzir looks for a way to solve
der and fletchers, whose realm resounds with drumming and problems circuitously.
incessant thunder from the everpresent clouds anchored The Titans're known for meddling with life and form.
above. Talona of Toril, the Lady of Poison, also calls Carceri They're always looking for a way to escape the plane of
home. This ragged schemer of a crone leaves a trail of pu- their exile, and they figure that even if they can't make it
trefying death in her wake. Her compatriot, Malar of the out, maybe one of their creations can. Their mother Gaea, at
Hunt, one of the Gods of Fury, maintains a realm in their urging, gave birth to the Hecatoncheire, a fifty-headed,
Colothys. He'd say it was by choice, but it's no dark that he hundred-armed abomination that roams the plane looking
was imprisoned on Carceri by another power of his pan- for those who venerate the Greek pantheon. Once it
theon, Talos the Destroyer. He's often found prowling the finds them, the hundred-
lands outside his realm, looking for both a way out and prey handed doesn't rest
to feed his insatiable appetite. till the heretics
Last but hardly least are the Titans (LL). Specifically, have been torn to
these are the 11 children of Gaea and Uranus, including shreds. Other no-
Cronus (king of the first Titans) and his siblings, Countless table creations are the
ages ago, the Olympian gods defeated the Titans and cast gigantes, a race ofgiants given birth by Gaea from the
them into Carceri, (See "Othrys" on page 14 for further de- blood of Uranus. The serpentine feet of the gigantes carry
tails.) Like many prisoners on this plane, the Titans don't them with incredible speed across the inhospitable earth of
look kindly on anyone. Though they can be convinced to the plane.
help a berk, they won't do it out of the goodness oftheir
hearts; they've got to be cajoled, bought, or swayed through THE PE+I+I@NERS
extraordinary means. They aren't quite deities, but some
cutters worship ‘em, and the Titans do nothing to discourage Carceri petitioners couldn't leave if they wanted to, and
this. Besides, the Titans wield about as much power as the most of ‘em feel no need to go someplace else. Still, they
other deities on Carceri, so they might as well be considered have a powerful resentment for those who can come and go
gods in their own right. as they please, and they're just the sorts of berks who'd hold
it against a body.
See, the petitioners of Carceri abused trust and turned
THE PROXIES stag on their brethren. Though they, like all petitioners, can't
The chaotic powers create proxies and destroy them as the remember their past lives, they retain enough of their old
mood suits, so it's a chancy blessing at best to be a proxy for patterns to keep holding dear to their treachery. As a sign of
one of Carceri’s powers. Still, some have survived long that, they lie — constantly, compulsively, and with great
enough to gain a measure of fame. cunning. In fact, it’s a sure bet that a Carceri petitioner never
For example, Khamallan Teren of Malar (Px/d human/ tells the truth. A body'd better not get lulled into a sense of
P10,F13 [dual classed]/CE) has struck fear into the hearts of complacency, though, in thinking that he only has to take
just about everyone on the orb Malar's realm inhabits. When the opposite of the petitioners’ words as true; they're canny
*11*
enough to tell lies so twisted that an “opposite translation” fresh the ranks of the gehreleths. No one knows where
only creates another falsehood. Apomps gets the spirits to fill these corpses. The next level,
Petitioners are assigned to layers according to their the kelubar, are promoted from farastu ranks when Apomps
brand of crime. Thus, a body can surmise how best to deal decides it's time to bring in some new blood. Then come the
with a petitioner based on what layer he's on. ‘Course, the shator, or shaggy gehreleths. They're the most powerful and
petitioners aren't always permanently stuck on their level, the most intelligent, and the only way their ranks are
so this isn't a perfect guide. thinned is through death.
Othrys holds politicians and traitors to their countries, Each gehreleth receives an obsidian triangle at its birth
those who lied to gain power or position. Cathrys, the jun- from Apomps. The triangles allow the gehreleths access to
gle, is full of barbaric folk, people who responded to their their racial knowledge, so that they learn what feuds they
animal instincts when they didn't need to. They betrayed may undertake and what's what in the world. Any triangle
their humanity and gave in to to savagery. stolen from one of the creatures brings down the wrath of
Minethys imprisons the greedy, those who hoarded in all the rest; chant is that a body who unlocks the secrets of
life something that would've benefited others around them. the triangle could unlock the secrets of the race.
Now the strong trade for the labor of their companions and Gehreleth society's a strange place. The creatures never
the blessed shelter of a hand-dug pit in the sand. Colothys fight among themselves, at least not physically. But they all
confines the liars and cheaters of the world, those who put compete for power and magic, and the lesser two ranks
forth a lie when the truth would've been just as easy. struggle mightily to get promoted. They won't plot to get the
Porphatys serves as a home to the shallow and self-ab- shator removed, but if such an accident should occur, the
sorbed, as well as those who refused aid when it was well kelubar and farastu ranks are full of gehreleths that'd love
within their power to give it. Their generosity's repaid on the power of a shator.
the sand bars of the freezing ocean. The petitioners of The creatures don't seem to have much of a purpose for
Agathys must keep moving, for their false friendship cannot anything. They wander Carceri, causing random acts of de-
warm them and the ice is constantly grabbing at their ex- struction and mayhem and falling viciously on other fiends,
posed flesh. especially yugoloths. It's unknown why they hate yugoloths
It's not a pleasant place for petitioners, but these are so, but fact is, no yugoloth is safe on Carceri if a gehreleth's
the choices the sods made in life. A body shouldn't feel pity around. The main purpose of the gehreleths seems to be sim-
for them; once he does, these berks take advantage of him ple random hatred, building up and tearing down the evil
for all he's worth. There's no point in dealing with the peti- they cause. Not even the brightest blood knows what they
tioners unless they've got something a body wants, because do it for, and so the gehreleths remain a closed book.
they try to bob anybody they can. They've had years of. As noted above, each gehreleth rank numbers 3,333,
practice, for a total of 9,999. During the peaks of Blood War activity,
Naturally, the petitioners aren't all humans or demihu- gehreleths double these numbers. Whether this is for protec-
mans. Giants roam here too, as well as some of the lesser tion or additional offense against ravening hordes of
known humanoid races. They're just as dangerous as the tanar'ri and baatezu no one knows, but these 19,998 gehre-
schemers, and usually a lot more powerful. A body'd best be leths make themselves well known to the invading armies.
careful around them, too. What happens to the excess when the war dies down again?
Many are killed by the raiders, but certainly not all. How-
THE GEHRELE+HS ever it happens, the number almost instantly gets cut in
half.
The gehreleths usually number just shy of 10,000 — 10,000 For some reason, spells that randomly call forth deni-
exactly if a body were to count Apomps, their deity and fa- zens of the Lower Planes are most likely to summon gehre-
ther, as one of ‘em. They're not what a body would call a leths. They don't like to answer such spells, and they avenge
great force on Carceri; they number too few to make much themselves on those who bind 'em, so it's a mystery as to
ofa difference in the scales of power. However, they go out why these creatures serve as the summoning stock of the
of their way to make their presence known, and they're planes.
strong enough and mindless enough that people fear their
approach.
Gehreleths come in three varieties of equal number
THE REV@LU+I@NARY LEAGUE
(3,333 — see the PLANESCAPE MONSTROUS COMPENDIUM* Appen- The Anarchists, schemers and plotters that they are, find a
dix for further details). They're all dangerous, but their bitter pleasure in the dark anger of Carceri. They maintain a
power and intelligence increase as they rise through the headquarters in the layer of Othrys, with a portal that leads
ranks, The lowest level, the farastu, are made from the rot- to and from Sigil hidden deep inside. This is one of the few
ting bodies of those who had the misfortune to die on places the Anarchists can gather freely, one of the only safe
Carceri. The chant is that the spirit goes to the plane of its houses they all know of. It's called the Bastion of Last
god or alignment, while the body is used by Apomps to re- Hope.
F124
This stronghold has never been breached in any large Imps, quasits, hordlings, and larvae are also fairly common
way by any of the other factions. Chant in Sigil is that this here. Nightmares gallop across Minethys and Cathrys, their
place is nothing more than a figment of the Anarchist's hooves occasionally warding off bold petitioners and those
imaginations, but the chant's wrong. The Bastion exists as a who fancy the taste of horseflesh. Vargouilles feed on the
refuge for those fleeing Sigil's triad of justice (the Mercykill- unfortunates here, and bloodthorns rip the flesh from those
ers, Harmonium, and the Guvners). It's a home away from who come too close. Terlens and vorrs also reside on Carceri,
the Cage, and a spot that allows the Anarchists to change ready to feast on the pain of others.
their names and identities before they return to a life of rev- The race of humanoids called the gautiere inhabit the
olution and rabble-rousing. wind-torn layer of Minethys, scratching out a desperate liv-
"Course, just sharing a safehouse doesn't mean these ing with ruthless single-mindedness. They're prisoners like
Anarchists trust each other fully. They tend to go masked in the rest, but they've virtually forgotten all hope of escape. If
the halls, and change rooms every night. Someone here even a body has something they need, they'll deal with him — un-
destroys any visitor records as a matter of like the vaath, to whom other creatures
course. The place ain't run for free, DON'- YOU SEE?!? are meat and nothing else. The vaath
but anyone who can prove hunt the layer of.
[+'S att ABOU-
their allegiance to the League is Cathrys, constantly
welcome for a minimal fee. THe MAN! searching for
The faction doesn't have — BRIGHID LANDON, victims to
much influence throughout Carceri. BIA ER torture.
It mostly confines itself to the Bastion, REVOLU-FIONARY
leaving the rest of the plane to its evil
scheming, Still, some members actively
recruit among the residents of Carceri. Others occasionally
raise small armies to fix some uppity primes or planars.
(For more details on the Bastion, see page 15.)
O-FHER ENCOUN-FERS
The creatures of Carceri aren't limited to
those noted above, of course. Numerous
and dangerous, the natives live in out-of-
the-way places, meaning that a berk's
got to go looking for them — unless
they come looking for him first. All
sorts of methods prevent creatures
from catching a body's scent, the
most reliable of which is to avoid
Carceri altogether. The next best is
to make sure that the trail inter-
sects with that of some other being;
there's an equal possibility that the
monster tracking the body is
diverted to pursue new prey. Of
course, this sometimes attracts
an even worse enemy, but it's
usually worth a try.
The other creatures don't
seem to fit into Carceri quite as
well as the gehreleths do, but
they've still managed to carve
out a comfortable niche (at least
as comfortable as Carceri gets).
Among them are the fiends that
partake of the endless Blood War;
baatezu, tanar'ri, and yugoloths all
roam Carceri at one point or another.
+ THE RED PRISON + something that repels acid, 'cause the snow eats through
flesh fiercely quick. A wind blows before each snowstorm,
Like an infinite string of hollow pearls that itself contains so a cutter can get away from the snow before he's trapped
another hollow string of pearls (and so on), the orbs of in one of the dread storms.
Carceri stretch through the red void. The orbs of Othrys are Agathys, the darkest and the deepest of the layers, is
clearly the greatest, with each orb having a distance of only also the coldest. The orbs are so far apart that not even the
100 miles or less to its neighbors. In fact, the Titans make faintest glimmer of light from the neighboring orbs makes it
their home on Mount Othrys, where two 50-mile-high through the void. The only way to tell where the next orb
mountains of separate orbs grow together. Such connections might be is to ride the wind until a body gets there.
aren't common, but it's possible that other orbs have similar
features. Chant is that these orbs are millions of miles across,
Othrys has an additional hazard none ofthe other lay-
ers seem to share. Here, the greatest danger of the void is
the music. Experienced planewalkers say that an eerie
tinkling, as ofslightly off-kilter bells, occasionally
echoes across the weary void, promising a heart's
desire to the unwary mind. Whether the wish is for
fame, power, or fortune, a body unprepared for the lure of
the bells is usually never seen again. Only one soul, Vyaki O-FHRYS,
Laisamen, has fought the influence of the bells and returned. + TIFANS’ HOME +
Vyaki's mind is intact, but the wound on her psyche was
enough to keep her from travel for years. (Others may not be The outermost layer of Carceri's six is the best known of the
so lucky: The sound of the bells requires a saving throw ver- lot, mostly for its famed inhabitants the Titans. Groups of
sus spell at -6 or the poor sod loses 1d20 points of Wisdom, sods travel here seeking the advice of the exiles. Some of
permanently or until healed by clerical restoration.) them're even successful, and return to tell the tale.
Vyaki reports that away from the orbs of worlds in Oth- The Styx runs freely throughout the layer, saturating
rys, an endless gulf holds immense beings of monstrous ap- the ground with its poison. Channels carved into the soft
pearance, exiled long before the Titans were even conceived. ground through eons of erosion carry the Styx and other
No other record of these creatures exists, but the legend native waters, all mixing together in a boiling turmoil of ha-
serves as additional warning to any sod who'd wander be- tred and forgetfulness. If a body needs something to drink,
tween the orbs of Carceri. he'd best pray that he brought his own liquid, 'cause one
The orbs of Cathrys are smaller, with about 500 miles stream looks much like the next.
between them. The gulf isn't insurmountable, but it does Quicksand and boggy terrain fill the layer of Othrys,
make travel more troublesome. Minethys' orbs are smaller much of which drags a visitor down almost before he knows
yet, with over 5,000 miles between orbs. However, the trip's he's in trouble. Swamps extend across the layer, even unto
far easier here, 'cause the winds that scour this layer often infinity. Though patches of dry ground exist, the swamp def-
pick a body up and whisk her along to another orb. 'Course, initely dominates. Mountains break the monotony of the ter-
there's no guarantee of a soft landing. . . . rain on the orbs, and these hold the domains of the Titans.
Colothys boasts even smaller orbs, with nearly a half Though some petitioners have been brave enough to try to
million miles between the spheres. The totally irregular build here, most steer clear of the jagged terrain. Better to
shapes of the orbs make it really difficult to gauge where endure the swamps and the quicksand than the wrath of a
their sphere of influence begins. Many a basher has fallen to Titan, they figure. And they're making the prudent choice.
his doom because he didn't quite figure the right time to Othrys has few natural hazards, especially when com-
start preparing himself for landing. pared to the other layers. The swamps themselves are plenty
Porphatys, among the coldest of the layers and defi- dangerous, especially since the quicksand
nitely the wettest, stretches a distance of millions of miles patches can be 2 feet or
between its orbs. The greatest danger between orbs of the 2,000 feet deep. The
layer is the black snow that sweeps through the layer quicksand glows with an
in huge clouds. A body hoping to travel unearthly green light, but
here'd better have it's most often covered by patches
of sticks and grass that hide its true nature. Cer-
tain patches seem to migrate around the layer,
and have no known bottom; these patches claim the
lives of many travelers, and may never give up their
corpses. Occasionally, however, the bleached
bones of victim turn up on a mountainside.
*14*
Swarms of mosquitoes and other pesky insects fill the THE BAS--FION OF LAS+ HOPE
air near the bogs, feeding madly off those who wander too (Town)
near. A bush called stinkweed produces a clear, viscous fluid
that keeps insects away, but it's fairly effective on humans, ChARACIER. Trust no one. Your best friend is yourself, be-
too; its juice acts as a stinking cloud, except that it only dis- cause everyone else has their own agenda. If you find power
ables humans for 1d4 rounds. that's not your own, tear it down before it's used against
The people here are as treacherous as the ground. The you.
layer imprisons those who lied to and betrayed their follow-
ers — politicians, religious frauds, and traitors. They're all Runs. No one actually rules the Bastion, since the An-
smooth talkers, very charismatic, and they won't take no for archists can't stand anyone telling 'em what to do. However,
an answer, They're persistent and outwardly friendly, but a a woman known only as the Steward (Pl/? half-elf/TG/Rev-
body should always remember that they've got only their olutionary League/NE) has appointed herselfasthe one who
own best interests at heart. In fact, they do their best to keeps the place in tip-top shape, ready for any contingen-
charm their way into a person's heart just for the pleasure of cies. She's the ruler by default, because she doesn't trust
betraying him later. They practice on each other, and even anyone else to do right by the League. She oversees the
though they know their fellows can't be trusted, decep- stocking of the larders and the hiring of various servic
tion is a habit they find impossible to break. So natu- and does her best to check out everyone who comes here.
rally, they're overjoyed when they find travelers She takes her duties very seriously, and claims they
on whom they can practice their treacher- were given to her by a long-ago high-up in the League, per-
ous trade, haps even the one to whom all the cells
reported. She doesn't abuse her power,
but she certainly knows how to use
her influence in case of emergencies,
and the problems of the Bastion are
usually fixed by her.
+ 15>
ment. Either they're congenitally helpful, or they've got more just cutting one of his clients to pieces on a whim. Those
secret motives. Naturally, those who come here suspect the who take a chance on his operations do so knowing that it
latter, since they're all schemers themselves. The servants are might lead to their deaths. Therefore, only the truly desper-
the only ones in the place who don't go masked or hooded. ate seek him out.
The passages through the Bastion turn and twist with- All manner of other services are available here: black-
out apparent order, and side tunnels appear out of nowhere. smithing, forgery, healers, outfitters, food, and anything else
Hangings are drawn across the openings of rooms to protect a traveler might want. However, most of the prices're pretty
the privacy of those inside. The walls're usually humid and high; the League's services are for those in desperate need,
damp to the touch, and it's surprisingly warm inside, though not for those who have the luxury of shopping around in
not uncomfortably so. The floors are uncommonly smooth, highly visible places. The standard price is about twice that
but it's apparent that a chisel's never touched the floor. listed in the Player's Handbook.
Chant is the tunnels extend deep into the mountain on
which the Bastion rests, though some say all the twisting Cone Cian’. Aside from constant reports of spies and
and turning within the visible fortress only makes it seem so infiltrators, a new rumor has surfaced in the Bastion of Last
ungodly immense. Hope: Strange creatures are showing up in the bowels of the
The passages break out into cavernous chambers with- fortress, wreaking havoc among the rothé herds and the
out warning. The main one (*Right about where the heart'd rothé keepers. Though no one has seen these creatures, evi-
be!" some mutter) is used for audiences with all the mem- dence of their raids is found among the partially dissolved
bers in residence, while others're used for food storage, bodies found in the lower caverns, and there's a slowly
lesser audiences, guest chambers, healers, forgers, and out- growing terror among the lesser members ofthe Bastion.
fitters.
The Bastion reflects a well-equipped organization,
M@®UN+ G@+HRYS
made more so by the fact that there are a lot of high-ups in
Sigil who provide the Anarchists with funding . . . even if
(Realm)
they don't agree with the organization's goals. See, these Cosesriis. Scheming and plotting are the blossoms of the
bloods use the League to frighten their opponents, but they flower of revenge. Hatreds millennia old can burst into
can't do that unless the League's frightening enough. The flame at a moment's notice; wear your bitter anger like a
Anarchists take these gifts gladly and, often as not, use them badge as a constant reminder of what you've suffered, and
against the berks who supplied 'em. The Anarchists don't what you're plotting against,
like being told what to do.
Posts Mount Othrys, as home to the Titans (LL), holds
Minis. Despite the lack of an organized m immeasurable power in its walls. The mightiest Titan is
Bastion of Last Hope, the Anarchists work surprisingly well Cronus, the father of the current Greek powers. Though he's
together, ganging up with bands of three to six to stop the the youngest of the Titans, he served as their leader after
trouble. If an entire cell of members is here, they work to- overthrowing their despotic father, Uranus. He was jealous
gether even more effectively, using the darkened rooms and of his power in the young days of the world, and he's even
twisting passages to bring down troublemakers. The defini- more fearful of his position now. He rules his 10 brothers
tion of troublemaker varies, and conflict sometimes develops and sisters with an iron hand, trying to keep them from
between cells, but usually infighting consists of harsh words plotting against him. As a plotter himself, he’s constantly
and cruel jibes. More serious trouble, such as invading fiends, watchful for the machinations ofhis siblings.
spies, or outright physical warfare between cells, unites Every visitor to the realm is encouraged to seek out
everyone in the Bastion against the source of infection. Cronus in the central throne room. If a body fails to present
The power of a cell varies, but the typical group con- himself to Cronus, the Titan knows it, and decrees some
sists of a 3rd-5th level mage, a 3rd-5th level warrior, and a nasty form of doom to fall on the offender's head. Once a
Ath-6th level thief, Very few priests make the Bastion their body’s in the throne room, Cronus examines the traveler's
hideout. thoughts to make sure the fellow hasn't been sent by the
Olympians or fellow Titans on some evil plot to discredit
Sri ts. A blind doctor here goes by the name of Blind him.
Trust (Pr/d human/T8/Revolutionary League/CN). He's one
of the best face-surgeons anywhere, or so the chant goes. He Discmpnos. Mount Othrys rests on the mountains of
can make a body look like just about anything, and does two different orbs, The mountains are each 50 miles tall, and
some incredible magic with paints and dyes. Those who go nearly touch at the tips. Wedged in between the two is the
under his knife definitely come out changed. The only prob- marble palace of the Titans. It's a truly titanic affair, with
lem is, sometimes Blind Trust gets blind bubbed, or blind white marble columns, amphitheaters, and a stoa that has to
crazy. There’ve been tales of him botching a simple nose be seen to be believed. The palace maintains its own plane
change because of his drinking, and others that tell of him of gravity. Though its entrance is upwards, a traveler's frame
*16*
of reference suddenly shifts so that he’s approaching it dead PRINCIPAL NONPLAYER. CHARACTER Cronus doesn't haunt
on. A body can enter the palace from either side and feel no the great halls of Mount Othrys alone. The other great Titans
disorientation. Even though the gravity should shift in the — Coeus, Crius, Hyperion, Iapetus, Mnemosyne, Oceanus,
middle of the palace, it doesn't — unless Cronus wills it. Phebe, Tethys, Thea, and Themis — all come here at one
The palace is constructed of white marble, but it's point or another to pay heed to the words of their youngest
slowly crumbling to pieces. White marble can't be found on brother. Since he wields more power than they do, they've
Carceri, and the Titans have no way to escape the confines little choice. Still, they aren't always available for any
of their prison to fetch more, so they have to watch their leatherhead to visit, and they resent coming at Cronus' beck
handiwork disintegrating before their eyes. It's a horrible and call. They can often be spied storming off from the
feeling for them, and it makes them that much more furious palace, leaving a swath of destruction in their wake. If ap-
at the Olympian gods who imprisoned them here. Most of proached before they deal with Cronus, they might be ina
the Titans have gotten used to the effect, and they willfully friendly mood; with the Titans, it's a
turn their gazes elsewhere. It rouses their ire when someone Tanar'ri high-ups also occasionally visit Mount Othrys,
else comments on the dilapidation, and they'll likely destroy hoping the Titans'll lend their considerable might to their
anyone foolish enough to draw their attentions to it — even side of the Blood War. While the Titans treat the fiends with
if that leatherhead has a plan to repair it. (This last is the respect (on the surface, at least), it's only because they're
reason no one's volunteered to import white marble for the hoping that some Abyssal secret may be their way off the
Titans.) The whole place is a twisted echo of the palaces on plane of their imprisonment. Once the Titans realize a par-
Mount Olympus; the Titans know it, and it only makes their ticular tanar'ri's of no use to their plans, it's all the fiend can
mood fouler. do to e with its life.
Principa: Towns. Mount Othrys has no towns, only the 5c. Small hostels constantly spring up around the
marble palace of the Titans. Small buildings often cluster palace, housing those who'd seek the Titans' wisdom or ad-
like ants toward the entrances of the palace, but no towns of vice, Though the places are often smashed by a Titan irked
note exist in the entire realm. by the latest harebrained scheme of Cronus, they're always
rebuilt within a day or two. The hostels never remain up
SPECIAL Countries. The crumbling palace rouses feel- long enough to attract a village, and so a body finds pre-
ings of despair in those who watch it too long. Though it cious little of use in Mount Othrys. However, those who cart
doesn't visibly crumble — ‘least, not most days — it's a con- the food and supplies to these hostels turn a pretty penny;
stant reminder of entropy and the way creation inevitably not a whole lot of people are willing to get that close to the
falls apart. Unless a body's a member of the factions that Titans on a regular basis.
celebrate entropy and despair (Doomguard, Dustmen, or Althea Damaskaros (Pl/? human/C6/N) has recently
Bleak Cabal), he has to make a save versus paralyzation established a hostel near Mount Othrys, from which she
every turn till he leaves the palace; other- teaches the uninformed about the
wise, he's forced into introspective gloom. WW € MARBLE +HIS, m jesty and glory of
Members of the factions of entropy re- the Titans. The only
ceive further confirmation of the correct-
WHITE MARBLE «nas price for a hot meal
ness of their beliefs, and they therefore gain a IF +HEY'RE se and a bed for the
+2 bonus to all their saves while they're BLOGDY POWERFUL night is that her
in the area. WHY DON'* GE+ I+ guests must listen to
Plenty of creatures from Greek +HEMSELVES? her preach about the “only true
legend inhabit the area around the gods,” although donations to
palace, and the Titans encourage — A*HENOS ALLENOS, the hostel are gladly accepted.
their growth. The Titans SLAVE er tHe TI-FANS, For a large donation, she guides
make a few of these their SHOR-LY BEFORE devout pilgrims (or those who
special pets, and woe to the convince her of their piety) into
"is OGBLIVION
berk who kills one! Unlike the Titans' palace itself; the
the Greek powers, the Titans Titans seem amused by her
won't usually set a body to a devotion thus far, and
task for repentance; they go allow these tours to
straight for vengeance. continue. Chant is that
*18*
she's a disillusioned worshiper of the Olympian deities, and The nomadic petitioners pick up and move once they've pol-
she's become convinced that their forebears are much wor- luted a particular territory.
thier of veneration. The most well-known realm in Cathrys is The Steading,
home of Grolantor, the power of the hill giants. Though
Grolantor has established outposts throughout most of the
CATHRYS, other layers, this is his primary layer of influence. The hill
+ +HE SCARLE+ JUNGLE + giants appreciate the rolling terrain, because it affords them
a chance to spy enemies and prey from a long, long dis-
The sanguine jungles and plains of Cathrys are fraught with tance. No one crossing the territory near The Steading
danger and unpredictable hazards. The air's filled with the is safe from their depredations.
stench of decay; it’s like autumn leaves rotting on a prime
world, but it never ends and the stench is much more
painful to the nose. Though the stink doesn't cause damage,
it's enough to make someone unused to the place wrinkle
their nose for a good few hours.
Why all this rot? The jungle trees ooze acid instead of
sap, and this eats through nearly anything except the na-
tives, who have developed an immunity to the stuff. The
acid eats through metal in 1d10 rounds, leather in 1d4 THE S-FEADING
rounds, and causes 1d6 points of damage per round to ex-
(Realm)
posed flesh. It's no wonder, then, that few've tried to pene-
trate the heart of the scarlet jungle — a body can't journey Coneactie. The only true strength is the
through the underbrush without being destroyed by the se- strength in your arm, and you should use
cretions of the blood-colored plants. Unless somebody dis- it as often asyou want to. Show those
covers some kind of long-lasting protection against this below you that you're in charge by beat-
acid, the secrets of the jungle will remain dark. ing them senseless, and never let ‘em see
The plains of Cathrys, on the other hand, are habitable. your fear.
They're vast, wind-swept grasslands, arid and dry, with
grass blades like jagged swords. Those who pass through the Powrs. Grolantor (MM), an intermediate power, rules
grass without protection take 1d4 points of damage per The Steading. He's one of the more dangerous powers of
round; those with even minimal armor can avoid this en- Carceri, but he’s too foolish to use this to his advantage.
tirely, Still, most stick to the roads that traverse the grass- Though he has access to abilities that'd make any morta
lands; to do otherwise is folly, quake in their boots, he seems determined to destroy himself
Roaming human and hill giant petitioners maintain the with his willfully stupid schemes. Grolantor splits his time
roads, since the alternative is to be sliced into ribbons by the between this plane and the Abyss, where he's got another
grass, Still, the grasslands constantly encroach upon the set of steadings, but he prefers the grim moods of Carceri to
roads, and even constant trampling won't keep the grass the mindless chaos of the Abyss.
from sprouting everywhere it can. Some say it's just a lesser
version of razorvine. Descewion. The realm of Grolantor encompasses à vast
Gehreleths and petitioners populate this layer. The number of hill giants and their petitioner villages. It’s set in
farastu gehreleths stick mostly to the jungle, since they're the savannah, with an obvious dividing line between the
unwelcome in the inhabited savannah. The petitioners are realm and the rest of the layer. The scarlet grass ends, giving
either servants of the hill giant Grolantor or the despicable way to earthy brown hills that watch over the realm like
humans who ended up here. Of course, the petitioners have surly sentinels. They cluster in chaotic order, but their in-
an advantage in dealing with the layer. Since they never evitable focus is the hill in the middle of the realm: The
bathe, they develop a kind of slimy second skin, which pro- Steading of Grolantor. The huge Steading itself literally cov-
tects them from the acidic sap. They're able to travel ers miles of territory with its rambling wooden halls. It's all
through the jungle, but they usually steer clear of it — it's connected, and it's only a single giantish story tall.
full of dangers like the vaath, and the petitioners have a su- Roaming bands of giants scour the realm, bringing
perstitious dread of the place. All they know is that the un- down the lions and mammoths that roam here, seeking food
dergrowth harbors creatures that hunt and destroy. for their god's insatiable appetite. If the patrols encounter
Villages in Cathrys are few and very far between. The intruders, it's a toss-up as to whether they kill the interlop-
barbaric tribes raid each other for food and meat, eating the ers, leave the berks alone, or bring 'em into Grolantor's
meat of other petitioners (or the flesh of unlucky travelers) steading. If abody's taken to the steading, there's no telling
and drinking the blood of the same. The villages are huts what'll happen to him; he might be food for the god, granted
made of the razor grass, and they stink of filth and decay. treasure in hopes of winning nongiants to Grolantor's cause,
*19*
.
or simply slain out- Prices vary widely between the hill forts, as does the
right. If abody's a dwarf, he quality of anything a body finds there. Though the list of
might as well forget about making useful items is short, most forts offer vaath skins, and others
it out of here alive — the hill giants of provide equipment made from vaath parts.
the Steading seek nothing more than the
utter extermination of all dwarves.
Some of the hill giants wear severed human or demihu- mINE-THYS
man feet as lucky charms. They don't hate humans, really,
but they regard them much as humans regard rabbits; irri-
+ +HE BLAS-ED +
tating nuisances that are occasionally good for trade or sup- Cold deserts and cutting winds characterize this layer. It's a
plies, and that sometimes make amusing pets. Usually, harsh, bitter place, where the greatest dangers lie not in the
though, all the humans make is tasty food. creatures that inhabit the layer but in the conditions of the
layer itself. At least there's no sun above to parch the thirsty
Principat Towns. About 100 hilltop forts dot the realm, throats of the inhabitants.
separated by miles of grassland. Each is just about as lethal The wind, like that of Pandemonium, never ceases en-
as the others, It’s easy to tell which of the steadings have tirely. It has stripped the layer of plant life, destroyed the
Grolantor's favor at the moment; they're the ones with well- soil, and turned the ground into sand. Now, the wind carries
fortified stockades and a prosperous look. Those that don't the stinging particles of grit into the soft tissues of anyone
enjoy Grolantor's favor look weather-beaten and ratty, stupid enough to visit or unfortunate enough to live here.
ready to collapse at the slightest touch. Since the giants raid Clouds of dust choke any visitor who lacks protection
each other when they've got no other foes to destroy, they against the dirty land.
all eagerly seek to gain Grolantor's favor at the expense of The skies are foul with the yellow dust, which combines
their neighbors. with the sanguine glow of the orbs to create a hellish orange
cast that blankets the layer for days on end. It also has the
SPECIAL Cosorions. Holes large enough for a man to effect equivalent to a stinking cloud, but this cloud lasts a
duck into litter the ground of the realm. Some ofthe holes lot longer. Simply covering the nose and mouth with a wet
are burrows, dug by some unknown creature, while others cloth protects a basher from the effects, but berks who don't
seem to be naturally occurring. It's not always advisable for expect these conditions find themselves in a blinding world
à body to climb into these holes if he's being chased by gi- of foul fumes and choking sand.
ants, though; obviously, some large creature might be in There's another danger, too: The driving winds kick up
there. But it's the strange paranoia that befalls a body hiding the sand grains hard enough to flay flesh from the bone, and
in a hole that's the real problem. It causes a berk's mind to anyone without the protection of heavy clothing might as
turn to that of prey. That is, he starts to jump at any noi: well kiss his skin goodbye. Exposed skin takes 1d6 points of
losing any fighting edge he might've had once. damage per round when the wind's blowing; not even the
That means that if he's planning to attack during a petitioners are immune to this.
round, he goes dead last. If he wants to flee, he moves first. Then the tornados come, as frequently as one every ten
As long as he's true to his new instincts, he can escape. This days. They carry everything in their path to an adjacent orb,
effect lasts for 1d4 weeks after a body leaves The Steading. wreaking untold havoc along the way. Anyone hoping to
ride one of these tornados is welcome to try, but only a few
Principal NoprAveR CiigACTERS. The most important souls have survived the attempt.
hill giant a traveler's likely to run into is Onazak Throateater The petitioners of Minethys are miserable; they're
(Px/? hill giant/15 HD/CE). Though she was chosen to be a greedy sods, and they won't share anything with anyone
proxy based on her strength, she's also far more intelligent unless they're paid for it. Since there's not much use for jink
than she lets on, and she won't hesitate to manipulate any- here, they barter for services and rags for protection against
one who gets in her way. Since she's female, the male giants the wind. The strong are those who manage to gain the ser-
don't give much of athought to her as a leader, and so she's vices of many; their sand-built huts offer the best shelter
free to play giantish politics in any way she sees fit. She from the wind, though this means nothing in the path of the
roams the realm promoting disunity among the various tornados. They're a hard lot, and they'll bob a body for all
stockades, thus turning the giantish attentions ever closer to he's worth, if he lets 'em.
their power as each seeks a leg up on the others. The other inhabitants include the gautiere, who roam
the savage wastes bundled in their rags and rages, and the
Srevices. Almost nothing here appeals to travelers, fomorian petitioners, who sally forth from their power's
which is another good reason to stay away. Everything's realm to
geared for giants, and the steadings pretty much stick to take ven-
themselves — unless they're teaming up to put a rival geance in the
steading in the dead-book. name of their god.
*20*
COLO--HYS, make their kips in the canyons, so no one wants to live
* CLImBERS' poem * there. ‘Course, some sods live there anyway; they're exiles in
the land of exiles. They trust no one, and are trusted by
Mountains that defy imagination form the irregular orbs of none in return.
Colothys. They reach literally hundreds of miles into the sky, Others that live here include an outpost of Grolantor's
their sheer slopes thwarting even the most dedicated moun- giants, shator gehreleths, and the Titan Crius. Rumor has it
tain climbers. some berks actually challenged him in his palace and got
Shrieking winds howl through the gorges, making away with it — for now. The chant is that Crius has some-
crossing the rope bridges a treacherous matter at best, Even thing particularly nasty in mind for them.
the stunted trees that grow at right angles
from the canyon walls are hard-pressed THE LAND OF +HE HUN+
to hold on. Only the
(Realm)
occasional
plateau grants a Cy aacies. The hunt is everything. A sod is either predator
respite from the or prey in the hunt of life, and anyone who doesn't hunt is
constant fear of in his turn hunted.
falling. Long ago, some
enterprising Powtk, Malar (FORGOTTEN REALMS*
souls got it Campaign Setting), a
into their lesser power ofToril,
heads that controls the Land of
trade routes'd be a the Hunt. He's a wild,
good idea; they carved feral power, one who's more
some thin (about 1 foot IS N®+ e MUCH than willing to tear the guts from his
wide) paths in the sides of afew +HE FALL enemies with his own
mountains, and then decided it was AS +H€ LANDING hands — and lick the same
too much work, especially for +HA+°LL GE+ YA hands clean. He's barmy by
the ungrateful sods who live human standards, but that
here full-time. Still, — M'KELI DURANG, doesn't seem to deter his
others've gotten the tscen*iNG" -HRAVELERS worshipers.
same idea, and ifa +HroucH COL@+HYS Malar usually appears as a
body's lucky, he'll great cat, but whether a tiger,
find a path carved panther, or jaguar his coat is
into the mountain. Of always matted with blood — his
course, the path might lead own and that of others. Great
to a gehreleth's lair, but that's scars line his pelt, evidence of
the chance a berk's gonna have to take, his battles with creatures beyond the imaginings
The denizens lead hard lives, clinging tenuously of most mortals, as well as his fellow powers. He loves
to the sides of the canyons in tiny villages. The petitioners nothing more than the hunt, and can often be found
are the spirits of liars and cheaters, and death hasn't im- wandering his realm, looking for new prey. Pity the traveler
proved their dispositions any. It's just that some of 'em have who attracts Malar's attention.
learned to be subtle, while others are more blatant.
Rope bridges hang between canyon walls, and the rare Descaurnos, Malar's realm is fairly small, as realms go.
ledges on the mountains are treasures that the residents Here the land's a little less rugged than most of Colothys,
constantly fight over. It's an exceptional day without some and it contains more greenery. Actual paths wind through
battle or another between the villagers; they raid for food, the mountains, and the canyon bottoms are habitable,
water, supplies, or just because they feel like killing. Each of though most of the residents gather in the caves that perme-
them trusts only to his own skills on the sheer mountain- ate the rock walls.
side, and stands ready to kill at the slightest provocation. Game wanders through the realm, ranging from rabbits
They'd live in the base of the canyons, but avalanches, to elephants, and great cats and wolves're also common.
wandering gehreleths, and tanar'ri traveling through Carceri Anytime a body needs food, all he needs to do is hunt. It's a
to the Gray Waste make this untenable at best. Bad strange truth in Malar's realm that any prey hunted is going
things just to be as strong, if not stronger than, the hunter, The hunter
seem to have has to show cunning and foresight to take down his prey,
a way of hap- and he's got to wear it down before he closes in. The more
pening to those who brutal the kill, the better the quality of meat on it.
*21*
I+ service is the most common business, providing
THE Way | SEE
someone who'll show a berk the safest way
IS EHTS: through Colothys and into the
YOU'VE GO+ YS i next layer. Of course, a body's
AND YOUR GROUP er SIX. Eot to make sure that he's not
WHILE VE GO+ my being led into a trap; the hunt-
PRINCI wHeLE BAND oF FIF+tY ers here like nothing more than
HERE
PAL Towns. The fresh meat.
towns of the — DRIAHN +e BOLD, The most notable service oth-
Land are not ERS+WHILE erwise is the hiring of mercenaries.
really towns, as The denizens of the Land make ex-
COMPANY LEADER,
such. They're caves cellent scouts and warriors; their
hewn into the rock
+O a GROUP
feral senses allow them to follow
canyons in which packs or PRIMES trails days old and track down enemies
of Malarites live and breed. Hun- who think they've given pursuers the
dreds of dens cluster in the mountainsides, holding laugh. This is one of the few reasons the
packs ranging in size from four to 4,000 in number. Malarites haven't been entirely wiped out by their ri-
They arrange themselves in pack hierarchy, with one vals in Colothys.
male or female dominating the group. Any member of
the pack can challenge the leader at any time; duels are,
THE VAUL+
of course, to the death.
Some dens allow visitors, and even encourage trade. (Site)
These dens export animal furs and import things like metals Hi arsav. Sigil's not big enough to hold all the prisoners the
and other crafts that the Malarites have no talent for. Of Harmonium apprehends, and plenty of people would like to
course, a merchant seeking out each den to see if they see a berk disappear entirely from the streets of the Cage.
wanted to trade would have to be downright barmy. . . . That's why the three lawgiving factions created the Vault —
it’s a place for them to stash inconvenient prisoners and let
SPECIAL Coupons. The air in the Land of the Hunt bears ‘em languish. No one on the street knows exactly where the
a strange quality. It carries scents and sounds far more eas- Vault is, but it's a well-known chant around Sigil that this
ily than most places, but only for those who have a preda- place exists.
tory instinct in them, or for those who're tied to nature
somehow. Thus, a ranger or a druid experiences some sen- Discus. Run by a cutter named Staccato Thaman (PI/
sory sharpening, while an ordinary berk doesn't. tiefling/F8/Harmonium/LN), so named for his lightning-fast
This translates into bonuses to surprise for the natural command ofhis fighting sticks, the Vault rests atop one of
hunter; it's almost impossible to sneak up on one ofthe cho- Colothys' peaks. The outside of the huge metal building is
sen of Malar's realm. They gain a bonus of +4 to surprise covered in razorvine, and razor shrubs blanket the land for a
rolls, mile all around. It’s entirely enclosed; only three windows
mar the surface of the Vault.
Principat NoNPLAYER CHARACTERS. Guilder Starkad (Pr/d Inside are only two groups: the prisoners, and the
human/P 11/CE) leads the primary den in the Land. He's a guards. These prisoners have proven to be too much of a
nasty blood, both cunning and cruel, but he's also one ofthe bother to keep held in Sigil's Prison, and anyone sent here
few people in the realm a traveler can deal with. If he can give up hope of leaving. The place has, so far, proven to
doesn't decide to have a body strung out for the buzzards — be escape-proof, and the guards have absolute power of life
or worse, chased through the mountains by his pack — he and death over the prisoners. They exercise this power with
can even be helpful. some frequency.
Shandalara Wolfkin (Pr/? half-elf/R7/NG) of Toril ac- Some prisoners don't ever make it into the Vault itself.
cidentally stumbled into a conduit that sent her to Colothys. Instead, these unlucky berks are taken to an auction block
She makes the best of her situation by doing her best to sab- and sold to fiends as Blood War fodder, or to the Malarites
otage the dens of the Hunt, and she gladly allies with any- as targets for their hunts. Thaman himselfisunaware of this
one who's got the power to damage them further. She never scheme; it's being run by a small group of lawful evil
sleeps in the same place twice, because she's always being Mercykillers, who figure this fate's more appropriate for
hunted. She doesn't trust anyone till they've proven them- troublemakers than simply locking them up. Thaman'd be
selves to her. outraged if this dark came to light for two reasons: first, be-
cause the Mercykillers have undermined his authority with
Srevices. Precious few services are available in the these actions; and second, because no one's cut him in for a
Land, and those that do exist cost an arm and a leg. Guide piece of the profits.
*22*
Special Feavukes. The only viable entrance into the The freezing air burns a body for 1d2 points of damage
Vault is through a two-way portal from the Prison in Sigil. If per round. It's also rarefied, deathly hard to breathe. Anyone
a body were to try entering through one of the windows, exerting themselves for longer than one round has to make
he'd likely find himself staring down about 20 crossbows. a Constitution check, with a cumulative -2 penalty for each
The guards pay more attention to the prisoners inside, round the exertion continues,
though, so a jailbreak might succeed if it came from the out- Agathys serves as home to false friends and betrayers
side. of secret confidences. The layer's cold mirrors their hearts,
All the guards are members of the Harmonium or the as cold as the friendships they've destroyed with their lies
Red Death. Anyone else visiting the place — well, they have and false pretenses. The most well-known petitioner, a
two options: Live the rest of their lives in the Vault, or die a cross-trader named Dalaphen (Pe/& human/F1/Fated/CE),
dishonorable death among the razorvine. roams the icy wastes, never staying in one place long
enough to be frozen to the ground. That's the real danger
here; those who stay in one area too long get overtaken by
PORPHA-FYS OF +HE the creeping ice. It's not uncommon to see portions of a
+ BLACK SNOW + body jutting above the ice. Nat-
urally, Agathys
Shallow ocean and black snow cover Por- echoes
phatys. The mildly acidic precipitation
causes 1d6 points of damage per turn to
anybody not properly prepared for it.
It's bitterly freezing, and the only
land consists of tiny sandbars that
barely rise above the waters of the
THOSE FIF+Y?
ocean. Occasional peaks in the sandbars form tiny islands;
they're riddled with caves and jealously sought after by we BOUGH-- +HEM OFF
everyone who lives here. A Lëng +IME AGO
The petitioners crowd the sandbars and the odd peak, YOU'RE eu YOUR OWN
forcing each other into the acidic ocean and feeding off the
bodies of other petitioners, all in the interest of their own — PYLLDON,
survival. The acid snow and the waters of the ocean don't do LEADER er tue PRIMES,
any physical damage to the petitioners, but the +e DRIAHN +£ BOLD
tainly causes some measure of anguish; they've got ab-
solutely no desire to bathe in Porphatys' waters.
The Titan Oceanus maintains a half-sunken temple to
himself here. He doesn't tolerate visitors, and makes titanic
waves to crush unwelcome berks. Only those who've been
invited can come here without fear of retribution. And
besides, Oceanus is notorious for his rants and raves
against Poseidon, his Olympian replacement. Unless a
body's willing to sit and listen to Oceanus' diatribes (which
span eons of hatred), he's better off not coming here at all.
AGATHYS,
+ +HE ICE-BOUND + with the sound of still-living victims being
crushed between ice floes, and their shrieks echo
The dim light of the sixth layer reveals a land of cold and across the wastes. They promise the world to someone who
biting ice. There's no natural warmth here; it's cold enough can help 'em, but sure as ice, they'll betray that promise for
to make a body long for the fires of Gehenna. It's said that something better.
the ice comes from the dripping waters of Porphatys above, It's rumored that a place hidden away in Agathys holds
and it's certainly no dark that eating this ice is like drinking all the secrets of the gehreleths, with their father and power
acid. Apomps living in its center. Supposedly, Apomps itself is a
The only portals into Agathys are found in the deepest grossly disfigured baernaloth, who created the gehreleths in
parts of Porphatys' black sea. Only those prepared for the revenge for being cast out from yugoloth society. But even
acidic waters can even contemplate making it through to ifa body could find this hidden site, it's doubtful Apomps
Agathys. Besides, who'd want to? would appreciate the company.
*23*
Gehenna, the Furnace of Perdition, comprises ex-
actly four steep volcanoes, with peaks at the top
and bottom and nary a flat stretch in between. The
volcanoes float in an impenetrable void, each mount a layer unto itself. Any
berk knows what that means: These volcanoes are huge, literally
hundreds of thousands of miles across,
up, and down. Still, it doesn't hide the
The P I E RY S L ® P E $ fact that Gehenna is, overall, one of the
smallest planes in physical area. That
doesn't mean the plane's not boundless
oy G = H 8 NA like all the rest; the void stretches off
into empty infinity. But unlike any other Outer Plane,
it's got a finite amount of physi ‘al, measurable
ground.
On the other hand, what Gehenna
lacks in size it makes up for in sheer
mean-spirited-
ness. This is a
plane totally
without charity,
without any con-
cept of pity, mercy, or
any other redeeming quality.
This doesn't just apply to the inhabitants; the land itself spits on the unfortu-
nates here, and a body can consider himself lucky ifhe's not overrun by a lava
flow or shoved off the side of a mountain.
On Gehenna, it's every berk for himself. Though they've got
LIFE N some internal law that keeps 'em in line, they're really much more
EXERCISE er WILL concerned with personal profit. They don't care if they get it by
sw HOLD S+ILL helping others or stepping on 'em, as long as they get it from
WHILE | somewhere. Because the plane's so inhospitable, all the petitioners
CERCIS are greedy and suspicious, and they won't do anything
EXERCISE ^ for anyone else unless they get some sort of immed
— MON+EIRUS CHERIF, Paymentfor
a S-UDEN- or : TM plane's home to a yugoloths, one of the
P few planar races that aren't spawned from petitioners.
GEHENNA'S LESSONS Legend has it that the yugoloths came here from the
Gray Waste, perhaps to escape the constant battles of the
Blood War, perhaps for other, more nefarious reasons. Still, the yugoloths pose
one of the main dangers of the plane, and a body would be well advised to
steer clear of them, for both physical and spiritual safety.
+ PHYSICAL CONDITIONS +
Gehenna's four layers are, in order out from the Ast Khalas, the Gentle
Land; Chamada the Molten; Mungoth, the Burning Ice; and Krangath, the
Dead Furnace. Each layer has its own physical peculiarities which are de-
scribed under that layer's area, but some things are common to each.
As noted above, there isn't a single level place on the face of the four
mountains; at least, not a naturally occurring one. Plenty of folks take the
time to clear off a spot for themselves that they can sleep on without fear of
rolling off, but most of these don't last too long. Something about the plane
just seems to hate a level surface, and most ledges (those not formed by a
power, anyway) have a way of breaking off and carrying those on 'em to a
painful doom.
*24*
Anyone who trips and falls here is most likely dark and cold, just as the outside of the dead land is.
dead, or soon to be that way. A body can't It's home to a variety of beings, each of which re-
give the laugh to the jagged stones of gards light as inimical and something best de-
the furnaces like he could to a stroyed, along with whatever happens to be car-
monster; he takes falling dam- rying it. It's a chill, dank place, without much
age equal to half the distance that any ordinary basher'd want anyway.
rolled in feet, and he keeps CH The ground generates each layer's
rolling until he either fetches up THE light and heat, not some sun or burn-
against an outcropping of MAGMA PEGS WIDENS ing star in the sky. On some of the lay-
some sort, or until he falls YGU CAN PREDIC+ ers, the heat's enough to cause non-
completely from the face Gel NG natives to burst into flame, The light's
WHERE I+ G G
of the layer, tumbling red, cast by the slagged rock and the
off into the oblivion +O heated metals of each layer. As the layer
that waits in the cools, so does the light die, Thus it is that the
— FINAL WORDS
void beyond. No light constantly rises and falls around the plane as
one's ever returned
of BEAUREGARD, fresh fumaroles and geysers of lava
from this void, or PLANAR sprout up and cool off.
least no one who's GE@®L@®GIS+ A dark void fills the sky above each
talking about it; layer. Indeed, the utter blackness of each
some say that nameless layer begins dozens of feet to several miles above the sur-
powers lie beyond visible sight, face of the ground, No light can penetrate this void (except
in a weird demi-existence of mad- for the burning glow ofthe next layer), and even sound
ness and pain. seems to disappear into it. ‘Course, the creatures known as
If abody doesn't want to fall from the outer slopes, his slasraths seem to have no difficulty in seeing their prey, and
best bet is to stick to the inside canyons. Of course, just there's little doubt that other creatures out there can make
about everything else on Gehenna seeks refuge there, so a the slasraths look feeble. But precious few beings have the
body's chances of running into something unpleasant in- power to see through the murky void of Gehenna. The fiends
creases dramatically inside the mountains. might be able to, and it's said that a solar's sword can pierce
The slope on the plane can be as little as 5* and as through any darkness, but that doesn't leave much for any-
much as 80° — and that's on the scalable parts. More diffi- one else.
cult are the overhangs, sheer cliffs, and more-than-sheer
bluffs. The footing's tricky everywhere, and woe betide the TRAVEL GN GEHENNA
leatherhead who doesn't watch his step!
Gehenna's not called "the fourfold furnaces" for noth- Surprisingly, Gehenna's not all that hard to figure out,
ing. Except for Krangath, the layers are all hotbeds of vol- travel-wise. Aside from the Styx, which, like a great liquid
canic activity. Every place the magma has broached the sur- snake, flows where it will, not much is dark about Gehenna's
face is called a furnace; some are hotter than others, and ins and outs. It's not a cage like Carceri, and it's not as dia-
some are dead. Still, the constant feeling ofa slow boil of bolically clever as Baator; it's just a plane that seems to
molten rock and metal beneath the surface lingers, even if have some incredibly hostile intentions.
there's no furnace nearby, and even if all the furnaces of the Obviously, a body can get here by the usual methods: a
layer are dead and cold. portal from Sigil, a gate from the adjacent planes, an Astral
All the layers sport caverns beneath their surfaces. pool, or the Styx. Portals are always found in the deep cav-
Those of Khalas cave in under the heat of the magma regu- erns of the layer, and they appear as bottomless black
larly, and only the most addle-coved of all Clueless would chasms. They're usually marked, and this is the only time a
even consider making one a home. Chamada's caverns are service is performed for free on Gehenna. Of course, some of
even more dangerous; it takes about 10 minutes for a cavern these marked pits are actually bottomless pits, dropping a
to fill with boiling rock, and the caverns themselves are body into the void beneath the mountain — that's the cruel
really far too hot for anybody to step into. Indeed, instead of sort of amusement played by the denizens of Gehenna.
being caverns, they're more like giant air bubbles in the The portals between layers are also found beneath the
magma. Berks only enter these "bubbles" looking for a way furnaces of the plane, usually in dead-end corridors. Occa-
to get to Mungoth. Sometimes a cavern holds off the lava a sionally (usually around 5% chance) they open into a vol-
bit longer; these usually have tunnels or passages to the canic bubble if a body's going to the second or third layer,
outer shell ofthe layer. or into a totally sealed cavern if the basher's traveling to the
Mungoth's caverns are the most habitable. In fact, fourth. Sometimes the portals are only one way, so a body
they're the most comfortable places on this cold layer, and should be prepared to do some digging, or to protect himself
they're fiercely contested. The cave complex of Krangath is against a sudden rush of lava.
*26*
of truth lies revealed on this plane. The truth is that spells
THE RIVER S#tYX
from the school of enchantment/charm just don't work as
The Styx flows only through the first layer, Khalas. It's the well on Gehenna as they might someplace else. Spells higher
biggest river on the layer, and it hurtles through the gorges than 4th level don't work, and all spells function as if they
and canyons of Khalas with breathtaking speed. At certain were cast at a level lower. Enchanters usually find a reason
points the canyons give way to incredibly high ledges and to stay away from the plane.
the Styx shoots spuming over the edge, taking all and
sundry with it, falling to the jagged rocks below in a crash InvocAriüN/EvocAT On the opposite side of the coin,
of polluted water. spells of invocation/evocation function as if they were cast
Some make a living ferrying berks around the Styx. The at a level higher. All saves against spells of this school are
best remember where the waterfalls, swirls, and eddies are made at -1. Brute power works well on Gehenna, and those
located; those who aren't so adept usually wind up as so who can use it subtly profit even more.
much shattered wreckage in the pools below. None of 'em
are as good as the marraenoloths, but the most experienced NECROM Spells of pain obviously work much better
might give the yugoloths a run for their money. And here than they do on the Upper Planes. Every spell cast to
frankly, that's all they care to do. harm gains a «1 on every die of damage, while every one
The Styx is of standard strength here on Gehenna. meant to heal is reduced by -1 per die. Spells that command
Anyone touching it or drinking of its waters loses their or create undead work as if the caster were a level higher,
memories and their abilities, unless they manage to repel its and turnings are made as if the caster were a level lower.
effects through an effort ofwill.
200 The two schools of Fire and Earth are partic-
ularly effective in the furnaces of Gehenna; on the first three
+ MAGICAL CONDITIONS + layers, they work as if the caster were two levels higher than
his actual level. Since the lava's much more active on these
In a place as mean-spirited as Gehenna, it's only natural for layers, the two schools work hand in hand, and any spell
there to be modifications to the way magic functions. As that involves the one involves the other as well. Water's not
usual for the planes, divination and conjuration/summoning affected on the first layer, but on the second and third layers
spells undergo some changes. Enchantment/charm's a little it doesn't function at all. The fourth, Krangath, allows Water
strange, and, of course, the nature ofeach layer affects the and Air to function, but only as blasts of freezing steam. No
elemental schools. Fire spells work on the fourth layer.
*27*
Gehenna's power keys almost always further the purpose The human deities here seek to increase their power
of destruction. One of the rarest treasures of the plane is a without the interference of high-ups in their pantheons. One
healing key, and it's not one that has a long life in any case. such is Loviatar, the Maiden of Pain. Her worship has been
Most of the keys here are made out of the bones and building across the Prime for some time now; it's said that
sinews of the power's totem animal, carved into the shape of she's soon to increase her standing to intermediate status.
the symbol and charred in the furnaces. For some reason, the worship and acceptance of pain is be-
coming far more widespread.
A recent arrival to Gehenna is the lesser power Iyachtu
FOES AND FRIENDS Xvim, son ofthe dead god Bane. Though his worship origi-
+ IN +HE FURNACES €* nates on the same prime world as Loviatar's, he hates her —
as he hates just about anything but himself. Even the dis-
Despite its small size, Gehenna has its fair share of inhabi- similar powers of the plane are considering banding to-
tants — and then some. And almost none (absolutely none gether to teach this young, brash upstart a lesson.
who make this their permanent home) have qualities that Other deities here include the domineering Math Math-
make 'em good bashers to visit for fun. They're all self-ab- onwy, Celtic lord of sorcery, and Sung Chiang, the Oriental
sorbed, and all follow their own agendas. Though they trickster-thief.
might work together for common ends, in the end each
serves only himself (or, rather, itself),
TH£ PROXIES
That makes this a plane for schemers and destroyers
who, unlike those of Carceri, aren't confined here by other Though they vary in degrees of subtlety and power, two
forces; they're here because it suits them. Their schemes things about the proxies of Gehenna's powers never change:
often succeed, but at a cost to others. They don't have any their love of power and their hatred of rivals. It's a wonder
regard for what their fellows think of them, and sometimes that they haven't all turned on each other in an effort to
try to bring down the greater good for their own self-ag- eliminate possible competitors.
grandizement. They're crafty and they're clever, and most of Loviatar's proxy is the most famous among those on
all, they're dangerous. the plane. She's a petitioner raised to the status of proxy,
As has been mentioned previously, the great dark of and has been given back her memories of life, She was and
Gehenna is the illusion of free will: Ain't no such thing, only is the high priestess of Loviatar, and her name is Byrilon
the will of the strong, and the will of the weak. Well, many Horinar (Px/ € human/P15/LE). Horinar constantly carries a
of the denizens realize this, and they know how to bluff great nine-headed whip, which she wields with awesome
their way to power. What sort of power they're looking for fury and ability. She's well-versed in pain, having studied at
depends on the berk doing the looking, but they've all got the Knoll of Blades in Baator — she left when she surpassed
their secret agendas which they don't share with anyone. her teachers' skill. She roams Gehenna, looking for petition-
ers who escaped the realm of Loviatar, and “recruiting”
THE POWERS wanderers who pass too close to the realm.
The two main proxies of the thief-lord Sung Chiang are
Gehenna's not really a popular place for powers, and those actually a pair of gehreleths. Roc (Px/d kelubar gehreleth/
here aren't usually the high-ups of their respective pan- 15 HD/NE) and Smol (Px/d farastu gehreleth/14 HD/NE)
theons. It's a disreputable plane, apparently, for the powers constantly plot against each other, seeking ways to discredit
to inhabit. Still, those here are among the more dangerous, each other while raising their esteem in the eyes of their
treacherous, and underhanded of their fellows; they wear lord. They usually remain in the environs of the Teardrop
this reputation with pride. They don't usually regard them- Palace, but send out agents on missions to both increase the
selves as evil, preferring to paint their actions as necessary glory of Sung Chiang and bring their rival low. For those
for the survival of both themselves and their pantheons. who can stand back and watch without getting involved, the
The nonhuman powers seem to have developed quite a whole affair's actually pretty funny.
foothold in this plane. Some say it's because they're not Shargaas the Night Lord sends out his minions with
welcome anyplace else, but the truth is they prefer it here. some regularity. His favorite is Turgren the Half-Blind (Px/
Their numbers include Gaknulak, kobold demigod of trick- d orc/F12/LE), a basher who's blind in one eye. The sight of
ery; Squerrik, cowardly lesser power of the rat men; Mel- Turgren reminds Shargaas of all the indignities he's suffered
lifleur, the dire Lich-Lord; Memnor, the pride of the cloud at the hands of Gruumsh, and so the power heaps abuse on
giants; Maanzecorian, philosopher-god of the illithids; and his faithful proxy. Though he's got no personal animosity
Shargaas, the Night Lord of the orcs. toward Turgren, he treats the berk this way as a kind of ven-
One power commands the veneration of both monsters geance against his fellow god. Turgren, in his turn, mistreats
and men: Sargonnas of Krynn, lord of cunning, treachery, all those lesser than him. He's skilled in both physical and
and guile. Both the minotaurs and the humans of Krynn pay mental torment, and has no compunction on using either on
respect to Sargonnas. complete strangers.
*28*
there lies something truly momentous. They just don't know
THE PE+I+I@NERS
what it is yet.
The petitioners of Gehenna are the refuse of the planes, or so
it's said. They're greedy and grasping, caring only for them- Yucororh Souris: Those who study the yugoloths closely
selves. They perform no services or favors without some sort know that a yugoloth's rank isn't based solely on its physi-
of immediate recompense. Because precious little in the way cal power. In fact, several ranks of lesser yugoloths could
of valuables exists on Gehenna (at least, not available to pe- easily take their betters in a fight. The secret of yugoloth so-
titioners), they're also mighty suspicious, and they won't ciety is this: It's based around bluff, manipulation, and skill.
render any help without demonstration of a body's ability to Yugoloth promotion isn't made on the basis of fighting
pay. skill or mental greatness; it's made on the basis of how cun-
Unlike those on many planes, the petitioners here are a ning a yugoloth can be, and how well it learns how to judge
willful lot. They've spread out across the plane with no re- the schemes of its betters and inferiors. Unfortunately, a
gard as to what they're here for, traveling as freely as they yugoloth is always born into its form. It can't just make a
like between layers in their quest for power. They're looking physical change, like a baatezu or tanar'ri can. A yugoloth
that has gained the notice of the high-ups is in for a devil of
for the ultimate exercise in will as they believe it to be, and
they exercise that will wherever they can. a time.
First, the yugoloth "eligible" for promotion is taken be-
fore a circle of judges. Yugoloths two levels higher form the
THE YUGOLO--HS
circle. They question the lesser yugoloth mercilessly, bad-
The yugoloths, masters of the bluff, call Gehenna home gering it for its insights and observations. If it doesn't meet
these days, though it's said they're truly native to the Gray their expectations, they kill it outright and leave it for the
Waste. Not even the sages know what compelled them in a slasraths; they also flay the yugoloth who recommended the
mass exodus to the fiery slopes of the Fourfold Furnaces, unworthy one, and set it to wandering Gehenna as an object
but speculation and the rattling of bone-boxes abound. A lesson. This has made the lesser yugoloths much more likely
few yugoloths still make the Gray to recommend only those who
Waste home, but by far the largest Da YOU HONES-FLY +HINK consistently prove themselves.
concentration of their populace If the supplicant does meet
tHat WE BELIEVE the expectations of the examina-
lairs on Gehenna.
It's said that the yugoloths were @®URSELVES EVIL? tion, it's congratulated and taken to
around before the powers arrived. mv FRIEND, the furnaces of Mungoth.
There's no saying if that's true or not, WE SEEK entry GOOD. There it bathes in
but it is well known that the yugoloths are — |--'S juss +HA+ the acid snow
among the few lower-planar beings eur DEFINIFIO@NS and rain, which
that aren't born from the spirits of pe- cleanses it of exter-
titioners — at least as far as any-
DON’+ ovuite ITA CH. nal impurities, Then the
one can tell. Instead, the lesser — AILANREAN+ER, yugoloth is slain with a
blade made of obsidian,
mos eina x the ARCANALO+H magma, and captured
higher ones are either promoted from PLAY! ok py HEAD spirits, and its body forced
lesser versions or spawned by two parents Fa into the furnace. The outer
of the same rank. The latter rarely happens; it seems skin sloughs off the creature, revealing
that the yugoloths would rather make sure a body gets pro- a newborn yugoloth one rank higher than its old form. It
moted through merit, rather than accident of birth. must then work to prove its ability in its new station. The
The yugoloths are thought to be the most evil creatures ritual varies from rank to rank, but it follows the same prin-
in existence. Having been spawned on the Gray Waste, the ciple for each: a cleansing, followed by a rebirth.
plane that supposedly exemplifies the evil of the multiverse, The lowest yugoloths are the mezzoloths, the rank and
it seems only natural to assume that they embody the file of yugoloth society. They're far more powerful, physi-
wickedness of their home plane. cally, than the caste above them. But they've been taught
Yet might not this evil hide something noble and grand? that they're the bottom of the chain, and that every yugo-
It's been noted by some ofthe greatest philosophers that the loth set above them is more powerful. When one of them re-
greater a being's sagacity, the greater the mask it must pro- alizes that it’s more powerful than the dergholoths set above
ject to conceal it. If the yugoloths project a mask of utter it, it's singled out for possible promotion.
evil, what profound depths must they hide? It's a matter The dergholoths form the second rank; they take a seri-
that's demanded years of study from sages, and they're not ous cut in power when they're promoted, but they've
any closer to the answer. But this very idea has led many learned that not all higher yugoloths are not necessarily
bloods to believe that behind the mask of the yugoloths' evil more powerful. However, the piscoloths, next in line, are
*29 *
more powerful, The dergho- they're holding their positions only under
loths are stupid and mean, the sanction of the ultroloths.
but at least they have some They've got to learn that despite
command. When one real- rulership, they're still not truly
izes that it still has influ- powerful, and that there are other
ence despite the power loss, ways to power than holding land and the
it's ready for the next step. power of life and death.
It's learning the essence of manipulation. Yagnoloths who learn these lessons
The piscoloths serve as the sergeants gain the rank of marraenoloth. They learn
of the two lower ranks. They're cruel and that power can be had in knowledge; in this
hateful, and most of ‘em don't live long, because the case, the knowledge of the Styx and its twists and eddies.
dergholoths are constantly putting them in the dead-book. They learn of the power of material wealth, and about hold-
This is a position most of them are eager to get out of, and ing others hostage to their whims. They also learn about the
that right quick. They can only do it by taking a corre- honor of holding to a contract. At this point, they begin to
sponding power cut. Those willing to lower themselves to understand the politics of yugoloth society. And once
advance themselves usually make the promotion. they've mastered these lessons, they can transcend to the
Hydroloths are next in line. They're scou and merce- status of greater yugoloth.
naries, and the lesson they've learned is this: A power cut The least of the gre ter yugoloths are the nycaloths
an sometimes grant unexpected advantages. In this case, These observers, reporters, and scouts on the fields of the
they gain the ability to swim the Styx without losing their Blood War report to the arcanaloths, who record all these
memories, They've got another lesson to learn, though, and observations and plan the strategies of the yugoloths for the
that's the realization that they're still expendable, no matter next stage of the war. Nycaloths hold fairly low status, be-
how high they're rising. cause they've yet to learn how to make this information
Next come the yagnoloths, As the work for them. When they begin to
nobles of the lesser yugoloths, understand how to wield in-
they have the power to try formation and knowl-
and execute yugoloths of edge to their own
greater rank. They're ends, they're ready
greedy and gluttonous, to become
living only by the labors arcanaloths.
of others. Most yugoloths
never make it past this stage.
The lure of the power here's
intoxicating, and it's the first
real chance a yugoloth has
to rule and exercise its will
as it sees fit. They'd do
more, if they could,
and they're well
aware that
Second only to the ultroloths, the arcanaloths serve as Chant is that the baernaloths preceded all
record keepers and contract makers for the yugoloths' ser- the other kinds of yugoloth. Some even go so far as to sug-
vices to the tanar'ri and baatezu in the endless war. They've gest that the baernaloths created the rest of the race, and
learned how to draw power from the furnaces of Gehenna, now look upon it like fond but cruel fathers looking over
and they've acquired the ambition to take the place of the their children. It's not much of a dark that the ultroloths oc-
ultroloth. They quest for the power of knowledge, and the casionally seek out baernaloths for advice and private dis-
use of power to guide the whole race. They can only ascend cussions. Maybe the ultroloths are looking for extra power,
by figuring out how to take the place of one of the existing or just some guidance on how the whole thing should be run
ultroloths. And that isn't easy, because the ultroloths are — no one really knows, and there's no way to find out.
wise to the tricks that they used to ascend. Besides, the ul- One of the strongest ultroloths is well known for its re-
troloths have the yagnoloths to execute any arcanaloth who liance on the advice of the baernaloths: the General of
tries to be too direct. It's a rough game, but both sides play Gehenna, the strongest of the ultroloths, bar none. The Gen-
it cunningly. eral wanders the fiery wastes of this plane, leaving its mark
Ultroloths are the epitome of the yugoloth race. These wherever it can touch. Since the baernaloths don't talk to
most powerful yugoloths decide the course of the Blood War just any ultroloth, most of the ultroloths seek out the Gen-
— after all, the yugoloths can determine the winner of a eral to find out its secrets. Most of 'em never find it, and
battle whatever way they throw their might. The ultroloths chances are they won't like what they hear — most of these
prefer to manipulate their lessers through subtlety and hints, ultroloths are found charred and smoking on the sides of
rather than outright strength. It's unknown how many of one of the great furnaces.
them there are, but they're dangerous and totally unpre- Those who do find the General and agree with its views
dictable. Some of them fight among each return to their schemes with fresh vigor, strangely renewed
other, or so it's rumored, but they always and even more powerful. The dark that the Gene al pass
ally against an outside threat regardless on remains so, but it's surely something ne-
of personal differences. farious enough to affect the entirety
No one knows what's of the Lower Planes.
higher than an ultroloth,
unless it's to be-
come the Oinoloth
of the Khin-Oin on
the Gray Waste, or a
being of such power
as the General of
Gehenna.
There's no
apparent
way
to
the
rank of
baernaloth.
Iui Bionn War: Folks suspect that the yugoloths know more baku Dark Ones, hook spiders, terlen, vaporighu, and the
about the Blood War than they're willing to admit. Whis- fearsome phiuhls. Slasraths were born and bred from the
pered rumors even say that the yugoloths have engineered horrid worms that burrow through the plane's crust, and lin-
the whole thing as some sort of grand experiment in evil. quas can be seen scurrying around on this or that errand for
Regardless of the truth, a body has to understand that their master, Sung Chiang.
the yugoloths are an essential part of the Blood War. Their Ofcourse, there's also the infrequent adventuring party,
mercenaries can turn the tide of any battle, and their influ- usually looking for a way to get themselves out of this mess.
ence seems to keep the Blood War at an even keel, most of Occasional paladin strongholds spring up, their inhabitants
the time. Just when it seems that the field's going to one intent on seizing territory for the forces of good, but these
side or the other, the whole thing evens out again. And the vanish within a few days, either obliterated by fiendish raids
yugoloths stand right there in the middle of it all. or successful in their miss
THE FACT+IONS
THE
No faction calls the furnaces of Gehenna home. The most
likely ally of the plane, the Sign of One, would do so for the
+ FOURFOLD FURNACES +
exercise of will that Gehenna represents — but they don't Each layer of Gehenna represents a different kind of fur-
have the sheer evil intent that goes hand in hand with life nace, but all burn with an evil and a will virtually un-
on Gehenna. equaled in the multiverse, The lava flows seek out the casual
traveler, and the ground seems to want to swallow everyone
@+HER ENCOUN-FERS who crosses its surf:
Like Carceri, Gehenna's lit from the ground up. Shad-
Naturally, more than just yugoloths, pow- ows leap into the air instead of across the ground, and it's
ers, petitioners, and proxies inhabit the savage possible to cast a shadow into a berk's eyes if a body stands
brimstone wastes. The other creatures, almost without just right.
exception, seek to show their dominance over anything they
can. The stupid ones fight to the death, never recognizing
that something might be able to beat them, while the KHALAS,
smarter ones just bide their time until they can eliminate + +HE FIRS-- MOUN+ +
whatever they see as their enemies.
Naturally, both tanar'ri and baatezu roam the place, Khalas could be said to be one of the gentlest layers of
seeking the utter destruction of the other. Though the first Gehenna. ‘Course, this isn't saying much, because the rest of
layer of the Gray Waste is the most common battleground, the plane's always ready to destroy a careless berk. Come to
whole armies of tanar'ri and baatezu make war here as the think of it, Khalas does that to a body as well. It just seems
Blood War seethes with its cyclical tides, Of course, this nicer.
being closer to Baator, the baatezu generally hold sway. Though no greenery can be found, Khalas has a kind of
Occasional gehreleth raiding parties visit Gehenna, sent savage beauty with its rugged mountains and spuming wa-
to weaken the yugoloths in their primary plane. Imps and terfalls. Rivers wind through the layer, each with a fast and
quasits also inhabit the furnaces, carrying on the Blood War furious current. A body ought to do his best to avoid drink-
on their own, lesser scale. ing the water; it wells up from unknown sources at the heart
Barghests are especially numerous here; this is, after of the plane, and there's no saying what sort of physical and
all, their native plane. The older ones try to keep themselves spiritual taint it carries in the flow. Besides, most of the wa-
in power as long as they can, and send the younger ones to ter's carrying heavy metals from the lava, so a body would
the Prime to wreak havoc there. Anyone who sees a single get sick and die from it soon anyway, Still, people here
barghest on Gehenna should know that there's likely plenty dying of thirst feel they've got to drink. What they end up
of others hiding just out ofsight. with, aside from a tongue that's burned from the poisonous
A body can also catch sight of nightmares, galloping water, is a disease that sloughs the flesh from their limbs
through the magma and fires of the and leaves them deformed and crippled.
lava flows. Bonespears call this The rivers have carved out immense caverns and gullies
plane home, as do for themselves, and an adventurous basher might travel for
hundreds of miles upstream and never find the source of the
river. When the rivers fall from the high cliffs, they
almost never
make it all the
way to the bot-
tom; most of
‘em end in great clouds of vapor from the heat
of the ground — except for the Styx, which thun- of its dead ene-
ders all the way to its filthy pools before disappearing mies. Noxious gases occa-
into the caverns under the crust. sionally spill out from the lower reaches of
Lava sprays into the air from holes in the crusty ground the cavern, ending in a puddle of magma that occasionally
like some sort of fiery fountain. A body's got to be excep- belches forth a gout of lava. It's all very homey, at least to
tionally careful about where he walks. Even if a basher's the Blowfish.
protected against fire, the lava can melt right through his
possessions. Anyone not protected against it takes 6d6 Sprcia Features. The gases spilled forth
points of damage per round of exposure to the lava. Even if from the magma pool act as a cloudkill spell,
a berk doesn't touch the lava, the very ground of Khalas but they don't affect anything without
burns for 1d2 points of damage to exposed flesh. a humanoid set of lungs. They actu-
And bloods call this the nicest of all the layers of ally make the Blowfish stronger
Gehenna. It just goes to show that the whole plane isn't — when in its lair, the awn-
worth a visit, unless a body's got something to prove. shegh attacks as a 14 HD
monster.
THE ABOMINA+FION’S LAIR
(Site) THE TEARDROP PALACE
(Realm)
Hrarsay. A powers-destroying beast makes its home on
Gehenna, roaming out every so often to drain the petitioners Cu aeacter. There's no one as great as a power, and those
and proxies of the gods. Everyone in the area fears it, 'cause that say otherwise are reduced. Berks come and go, but one
they know they might be its next target. Even the powers truth stays constant: Anything can be stolen, and anyone
are a little leery of the creature, and none dare seek it out. can be a victim.
Desckiprion. The hearsay's not far off, for once. The crea- Powers. Sung Chiang (LL), god of thieves and trickery,
ture hails from a prime world called Aebrynis, and more rules the Teardrop Palace with a deceptively loose grasp.
speci ly from the continent of Cerilia. It's one of that He's always concocting one scheme or another in an at-
world's awnsheghlien, or abominations. It was once human, tempt to garner ever more power for himself. Sung Chiang's
but in its blood runs the power of a crushed god of evil — and a three-faced god with eight arms, and his realm's awash
the abomination can increase its power by absorbing the with the symbolism of creatures with many arms and long
strength of other creatures that have godly essence in their reaches.
own veins,
This abomination's called the Blowfish (M/@ awn- Desesiemos. At first glance, this doesn't seem like a big
shegh/12 HD/NE), but it's a lot fiercer than the name might realm. Located near one of the banks of the River Styx, it’s
indicate. It appears as a humanoid with blackened skin, as merely a nautiloid pagoda with two smaller shrines set be-
though it'd been in a fire for a good long time. When it's side it and a busy bazaar in between the two, all encircled
angry or threatened, though, it becomes apparent that the by a beautifully wrought fence.
blackened stuff ain't skin; it's a mess of spines that stick out But that's just at first glance. As a body draws closer,
to a distance of about a foot. The spines are coated with poi- the place seems to expand. It shrinks visitors to the realm, or
son (save versus poison at -4 or die in 1d4 rounds), and they expands as they approach. Either way, the effect's the same.
also allow the Blowfish to take in blood from its victims. A body approaches the Teardrop Palace as an insignificant
The Blowfish isn't stupid. It makes its home in a se- ant, and knows exactly the god's opinion of him. It's all
cluded cave high in the mountains of Khalas, far from the enough to make a berk realize that he is not the center of the
prying eyes of powers and proxies. It does its level best to multiverse, and it's for this reason that Signers don't often
slay anything that comes by to disturb its solitude. Other- willingly visit the Teardrop Palace.
wise, it spends its time feeding on the corpses of its victims The closer a body gets to the pagoda, the smaller he
and occasionally taking out some of the more foolish prox- gets. Stairs lead up to it, but they're too high for someone to
ies. The creature has increased its power dramatically since climb comfortably — a body's free to try, but it takes consid-
it first showed up on Gehenna, and the proxies' link to the erable effort. Most folks just use the gutter on the side of the
potency of the gods has been transforming it into something stairs. It's another reminder of their place in the scheme of
new and exciting. It's looking forward to getting even more things, but it's sure easier than scaling the clifflike steps.
power. Everybody can get inside the palace; what they do once
The cave itself is nothing exciting. It's fairly large, the they're in matters most to the power. First, visitors must pay
product ofnatural volcanic activity, and it's still very rough. obeisance to one of Sung Chiang's avatars (this one a
The Blowfish has decorated it a bit, hanging it with the skins monstrous jellyfish), and then pass through to his shrines. If
*33*
they're special visitors, they can find a
CHAMADA,
chamber in one of the nautilus arms that
spin off the main temple. The hallway winds
+ +HE SECOND MOUN+ +
in on itself unto infinity. In stark contrast to the first layer, Chamada is brutal and
Below the upper temple lies its inverted op- unforgiving, the most cruel of all the layers of Gehenna. It
posite. In this pitlike cathedral, Sung Chiang makes comes as a bit of ashock to folks who've just come from the
most of his deals. Down here, his evil nature most truly ex- first layer, but they'll get used to it or they'll die.
erts itself. See, Chamada's covered with volcanoes and furnaces,
The chant is that Sung Chiang can afford to make his oozing magma like a wound drips pustulence. Occasionally,
realm infinite; he steals pieces of other gods' realms, and like a particularly juicy pustule, the crust breaks and the
imprisons those gods when they come looking for their lost magma sprays high into the air, spattering down for hun-
lands. Some of them come to accuse him, while others come dreds of feet around. The fiery ground causes 1d6 points of
to seek his help in searching for their lost goods. Either way, damage per round to exposed flesh, and anything not
they pay the price for trusting a god of thievery. It might treated to resist such horrific heat must make saves versus
just be that he steals some small part of their essence, such magical fire to keep from bursting into flame.
as a breath or two or the glimpse in their eyes, and stores it Rivers of lava thousands of miles wide flow from the
away with his precious things. top of the mount, obliterating whatever lies in their paths.
A map ofthe Teardrop Palace can be found on the back No sooner has one hardened and cooled than another wave
of the Gehenna poster. comes. Though the ground may look solid, mostly it's just a
thin crust over the latest flow, and a body's got to watch
Principat Towns. Only the pagoda and the two smaller where he steps or face a fiery, painful doom.
shrines rest here; the realm is like a self-contained town in The stench of sulphur and charred flesh fills the layer;
the midst of Gehenna. Most visitors are initially disap- the reek's enough to make a body vomit blood. It has the ef-
pointed by the palace. It's only when they get closer and fect of apermanent stinking cloud, and no place here is safe
smaller (or when the realm looms larger) that they realize from the smell except the caverns below. Sadly, the caverns
the full extent of the whole area. melt in far too quickly for a body to escape the stench for
long.
Special Conpirions. Sung Chiang's always looking to
make people aware of how important he is. He usually does
NIMICRI
it by reducing his visitors in size, imposing a sort of artifi-
cial awe on them by virtue of his own size and majesty. Vis-
(Town)
itors must make a successful save versus spell or suffer a -1 CHARACIHR., Everything is one with itself and everything else.
penalty to all Wisdom checks and subsequent saving throws Individuality is an illusion; nothing matters except the rav-
while here. This effect lasts for the next three visits as well. enous hunger of crowds.
PrincipAl NONPLAYER Characters. Smol and Roc, the two Ruisk. The ruler is the city, and the city is the ruler.
gehreleth proxies of Sung Chiang, make it a point to remain There's no easier way to put it than that, and nothing harder
in the realm as much as they can. In their endless scheming for an outsider to understand.
and plotting against each other, they dare not leave for fear
of having their shrines defiled. Thus they use minions, Brmso THe Tisosr. No one pretends to the throne. The
whether willing or not, to carry out their nefarious deeds, If city operates as a whole being, and no self-appointed
a traveler draws the notice of one or the other (or maybe mouthpiece interferes with its functioning.
both!), he'll find himself used as a pawn in their endless
feud. Desceirrion. Nimicri appears like a small moon, about
500 feet across, floating casually above Chamada's fiery fur-
Services. Almost anything a body wants can be found naces. Spires and steeples jut out from its surface, and
in the Teardrop Palace. Items have been stolen from all over houses and buildings mar its circular perfection. The whole
creation, but if a body doesn't mind buying stolen goods, of the orb is paved and civilized, and it looks far gentler
this is a great place to get them. Of course, he’s also liable to than anything on the plane has a right to be. The streets
lose his purse in the milling crowds, and the prices throng with happy-seeming people, and plenty of bustle
are much too high for any sane person to want to goes on at all hours. It looks, actually, like an ordinary
do regular shopping here — but on the other prime world, except for the fact that it's built on a sphere.
hand, where else is a body going to This whole city is, in fact, a total sham. It's a single liv-
find anything on ing being, a great mimic that parrots the motions of life to
Gehenna? lure bodies to it. Despite its location, the mimic’s had re-
markable success, Some say that it roamed the Prime for a
*34*
while, but there are no stories about this, and it seems un- food into its gullet, Some visitors it lets go, so they can tell
likely a prime would set foot on the place anyway — most of their friends about the wonder of the town. Some berks even
"em seem to be scared of anything new and different. turn stag on their own races, luring friends and foes here in
If a traveler looks closely, he'll see evidence that might exchange for something that can't even be guessed at.
clue him in to the nature of the town. That is, he might see Fortunately, the great mimic can't duplicate a creature's
that no matter natural abilities. The magical and unique abilities of its prey
where a native are beyond its reach, so the creature has no access to breath
resident of the weapons or lightning bolts or spells.
town walks,
either the feet Miuna. Nimieri needs no
don't lift very militia. It is its own police
high or the force, and it reacts
berk's got quickly to whatever
some goo that slim threat any berk
trails behind might pose. Some-
him with each one messing with
step. Truth is, the natural order
none of the na- of things finds
tives are indi- himself
viduals. They're shunted off
all part of the from the rest
great creature, of his party
and they all by walls that
speak with seem to rise
its voice. If out of
someone nowhere. His
tries to sep- retreat is
arate one blocked off, and
of the lo- he eventually
cals from finds himself in
the ground, à dead end . . .
à greasy literally. The
strand of fil- last thing he
ament re- sees is a
mains con- great
nected to the toothed
berk, and the mouth
rest of the opening in
body grows the pave-
tendrils ment ahead
down the of him, and
ground in he feels the
order to walls pushing
avoid him in, If he
being persists in fight-
sepa- ing, well, the walls
rated. If they're just close in and close
cut, the body dies immediately. in till there's no space for
The worst thing about Nimicri: a body doesn't have to anything but the walls.
be eaten by it to become a part of it. If even a drop of blood
falls on the streets, the city can produce the form and mem- Srevices. Oddly, Nimicri does produce some excellent
ory of the berk up to that point. In fact, the city often goes goods. The bodies it has absorbed retain the memories of
out of its way to make sure that some minor mishap befalls their former abilities, and the mimic puts them to use in
each visitor at least once during his or her stay, so it can ob- making itself a trading point. It hopes, eventually, to be-
tain another memory template. It never shares the memories come part of a regular trading route, at which point it'll
with anything or anyone; it uses them only to lure more have its pick of victims.
+354
CURRENT ( | Travelers report having seen a dragon suffer for long years, until they give up the ghost and expire
land here a while back; of course their testimony is suspect, for good. The yugoloths regard torture not as amusement so
since they were dodging lava at the time. much as a philosophical interpretation of existence.
Also, word is that fiends have been spotted here. It's Deep below the tower lies the vast library. It extends for
dark as to why they might need to talk to the beast, but miles, protected from the lava by the spells and wardings of
chant is that the Blood War's about to reach a new level, and the most powerful yugoloths. Each contract is inscribed on
the city might prove useful in the upcoming battles. the living skin ofa petitioner, burned in with magic and
branding irons, Locked away in a tiny cage, the only thing
THE TOWER OF +HE left on the petitioner's his mind is the knowledge of the con-
ARCANALO-HS tract and his horrible pain. It's quite delicious to the yugo-
(Site) loths.
HEAR The tower's the largest gathering of arcanaloths to boosts. It's thought that Larsdana built this
be found in all the multiverse, It's also the home of their tower as a focal point for the arcanaloths’ power. By con-
great library, where the contracts of the Blood War are centrating their will, arcanaloths can access all of the
recorded on the screaming spirits of petitioners and caged records available in the tower. This allows them to recall
away as a permanent record of the war. which fiends have bobbed them, and which have dealt in
good faith. It also lets ‘em know which generals are easily
Drsciinis, Rising high above the lava flows and betrayed, and which it’s a bad idea to turn stag on, Plus,
avalanches of Chamada, the Tower of the Arcanaloths soars they can know who their enemies are at a moment's notice.
as an architectural wonder. The tower, designed by Larsdana This option's only available to the arcanaloths and the ul-
ap Nuet, echoes the evocative architectural style that char- troloths; the other yugoloths have no idea how to focus
acterizes Sigil. Blades and spikes decorate the exterior of the their minds correctly.
spire, promising pain and death to those foolish enough to The only drawback is that an arcanaloth has to concen-
cross the lintel into the arcanaloths' domain. trate for a round for every plane of distance, and this lets
The tower functions as the record vault for the arcanaloths in the tower know exactly where their fellow
the yugoloth race. The entire history of the is. An arcanaloth looking to keep its secrets from its peers
species can be found here, ifabody only and superiors must either physically do its research at the
knew where to look — and if he could tower or find other sources of
get inside the walls, See, the arcanaloths information,
jealously protect their secrets from
lesser beings, and they do their
damnedest to keep their darks
hidden — the sheer inhospital-
ity of the layer's the main
reason the arcana-
loths built their A BURNING SHAR
tower here. FALLING V®ID,
Inside, the @R a PE+TI+IONER @ FIRE?
bodies of flayed + MAKES ne DIFFERENCE;
petitioners dan- B@+H are
gle from chains EG LY BEAU-FIFUL
depending from the
ceiling. Some of these berks're — HELEKANALAI+¥H,
still alive, and their blood pat- KEEPER or
ters into a vast pool below — +HE TOWER of +e
the ink the arcanaloths use for
their contracts. The pool's kept ARCANAL@®+HS
warm, and it's constantly stirred to keep.
the ink from scabbing over.
Instruments of torture line
the walls, diversions for the ar-
canaloths who want to take a few
moments away from their recording.
These are always in use; a lot of yugoloths
need diversion for a moment or two, and the petitioners
*36 +
MUNGO@+H, that she's whip smart — but he wouldn't say it in her hear-
+ +HE THIRD MOUN+ + ing; she's got the sense of humor of an iceberg.
The fires have very nearly died out in Mungoth, and the il- Doscemion. Ice and icy pain shape this realm. A tower-
lumination they provide is barely enough to light the layer. ing fortress rises high in the center of Ondtland; this is the
In this land of ash and snow, the crust has hardened and Frigid Palace, home to Loviatar herself. Its jutting crags look
formed obdurate rock. Volcanic activity still almost like the tortured screams of her victims, and during
constantly shakes the ground, but it's the endless night, the icy glow of the citadel rises into the
much less violent between sky with an eerie beauty, dancing in blues, reds, and
the mountains, and greens across the sky throughout the realm.
the reddish glow Its beauty is one of the few benefits of
fades nearly to coming to the realm, and one of the few
violet between the expressions besides pain that Loviatar
furnaces. us NOS ane C allows herself.
Days and nights in Ondt-
HHA+ GE+S Y GU IF'S land are not at all equal. Day-
t HUMIDI+Y light comes for an hour or
two, followed by 22 hours of
— MUNGO+H darkest night. The wind whips up clouds
PE+I+I@NER SAYING of fine snow, and it howls around the
eaves of the buildings.
The realm is ice-locked, so much so that a body's breath
The greatest danger here isn't the freezes on his beard. Ondtland is protected from the occa-
lava, though an avalanche of burning rock sional hot spots by Loviatar's will, and not a spot of life sur-
mixed in with the snow can still wipe a berk clean out of ex- vives that's not brought in. Dire wolves roam the icy plains
istence. It's the snow itself. Corrupted by the constant ash, (though even here, it's not totally flat!), and powers help the
the snow burns through clothing and skin like they aren't goblin or barghest that thinks they'd make good mounts.
even there. Snowstorms last for hours out here, which is bad A variety of carnivorous caribou lives here, too. Huge
news for anyone caught in 'em — the snow causes 1d3 packs of them make their way across the realm, traveling
points of damage per turn to anyone caught beneath its where they will. Fortunately, they've got low morale, and so
deadly fall. a berk can scare them off if he's looking for meat, but
Mudslides are also fairly common here. In fact, it's al- they're still ferocious opponents when pressed.
most like the plane's looking to loose them on travelers; a Icy rifts and crevasses are common, and some of them
body's got to keep an ear out for the telltale noises of a slide drop hundreds of feet into magma pools. It's only when a
approaching or he'll likely be washed away, to wind up body gets within about 20 feet of the magma that he starts
packed deep in some crevasse. to feel it. Still, for someone who's dying of exposure on the
This is said to be the gentlest layer after Khalas. In fact, ice, camping on the shores of a magma pool sounds down-
if it weren't for the occasional cave-in filling the caverns right inviting.
with mud or lava, the caverns underneath the layer might Crags and glaciers challenge a climber with their height
almost be habitable by an ordinary basher! and sheer slopes. An adventurous cutter might well find
caves burrowed into these walls, though he might not like to
find what made ‘em, It's said that remorhaz and yeti lurk in
ONDLAND
the high glaciers. The glaciers move as if they have a mind
(Realm)
of their own, and they've been known to glide miles in a
Cuakacitk. Pain is everything. Pain sharpens the senses, and single night. Worse yet, their crevasses open and close like
prepares one for the worst the world has to offer. A body great mouths, and many a
that doesn't bow down before a greater power suffers what body has never been
he deserves. found once
it's fallen into
Powrr. Loviatar (FR), the Mistress of Pain, holds the one of these
whip hand in Ondtland, and she plies it often. She rewards rifts.
good and bad service the same way — with a drawing of the
nine tails across a body's back. It's just that she lets a good Pirscipst Towns. Several towns lie
servitor live, and she flays the very life from a bad one. She scattered across the realm, each bidding to outdo
tolerates no fools, demanding the same sort of icy logic in the others in hostility and strength. Smertzen is the largest,
her minions as she expects from herself. A body could say with a population of about 10,000. All of its inhabitants
*37*
wear the fur of the white wolf in belief that it wards off unharmed, figuring that the pain caused to travelers after
evil deeds done to them; it's not very effective. Still, it's they've already been warned is even greater than those who
the most cosmopolitan of the towns in that visitors aren't stumble into it unknowing.
routinely stripped of their valuables and thrown out into
the snow, and there's even a slim chance that a body can Seevices. The torturers of Ondtland come at a high
leave here with something of value that he didn't bring in price, but they're valued across the Lower Planes. Some of
himself. them have even taught at the prestigious School of Pain in
The second-largest town of the realm is Aasbern, Baator, while others go on to become roving torturers.
watched over by a werewolf who goes by the name of Per They're recognized by the icy daggers they bear and the
Svenson (Pl/d human [werewolf]/F8/LE). He's a skin- whips coiled neatly at their belts, Though the fiends don't
dancing wolf who uses the skin ofa true wolf for his trans- fear these berks, they do respect their talents. In fact, an
formation, and he guards the skin he uses jealously. He re- Ondt torturer's often given accommodations and food by
gards visitors as fresh meat come willing to the slaughter. If both sides of the Blood War, in hopes that he'll perform ser-
the larders are full, a traveler can make it through town vices on captured prisoners,
safely. If they're running empty, well, it's best just to say Ondt wolfskins are easily enchanted to serve as protec-
that they've brought health to the community. tive cloaks and the like. If they're gotten off the wolf care-
fully enough, their native benefit of protection from cold is
SPECIAL Conprrions, When it's calm in Ondtland, a body transmitted to the new wearer. But a sod had better be care-
has little to fear from the elements, aside from the freezing ful about whose skin he wears; unfortunate berks have oc-
cold and the acidic snow. But when the wind kicks up, it's casionally turned to ravening beasts when wearing these
like a knife carving through a soul's clothes. Sometimes it skins, and even the usual cures for lycanthropy don't
blows up a fine powder of the snow, which sears through seem to have any effect.
flesh with agonizing pain. Sometimes the wind's
even stronger, and it can knock down a rein-
deer with its gusts and howls.
POR+EN+
The powdery snow causes 1d4 (Town)
points of damage when it blows CIARACH. Deception and betrayal come
across a body's face. A strong push easily to everyone
from the wind can force the wind SPAN +2: here, and anyone
from a body's lungs and leave him SSPRIN-d- ACR@SS «i6 ICE: who doesn't play
gasping on the ground, Anyone HOWL er W@LVES PIERCING the game be-
who fails a Strength check 4 NIGH+ AIR: comes a part of
when the stronger wind blows it. There's a
is knocked down and suffers SCREAM:
price to having a
1d3 points of damage from — a **YPICAL NIGH+ spirit, and it usually
the force of the blow. comes in the form of
Iin @ND+LAND
a cage.
PRINCIPAL NONPLAYER
CHARACTERS, The Great Jarl Kors No one
Aeric Redson (Px/d human/ openly rules this town, All
F16/NE) roams the wastes between manner ofcutters want it,
the towns, carried by his sled wolves and but none of them can get enough con-
followed by his menagerie of Whips, an elite trol over the city to declare themselves the
fighting force. He delivers Loviatar's justice to the towns, true ruler.
and changes the laws as he sees fit. The jarls of the towns
usually change 'em right back once he's gone, but not one Bruo mit TiikoNt, A mysterious figure sits in a corner
crosses him to his face. of the central hall, a wizened old woman with snakes grow-
The Reindeer Lahoutek (Pl/d human/R12/Transcendent ing from her eye sockets. Laughing Jane (Pl/9 tiefling/M4/
Order/NG) has been a part of the realm for a good long time. NE) speaks from all three mouths on her head. Her human
She befriends those travelers she can, warning them of the mouth speaks of other worlds and places best seen in the
perils of the realm, doing her best to steer newcomers out of imagination. The snake from her right eye speaks her mind,
trouble. She also slays wolves and sells their pelts in the and the one on the left sees through the veils of both decep-
towns. Though she's good aligned, she has no wish to earn tion and truth, and speaks of both. Everyone who wants to
the ill will of the people of the towns. She just wants to rule comes here to find what's on her mind, and everyone's
make sure no one falls prey to the evils of the realm — at convinced she knows the truth of what Portent is really
least, not unwarned. Loviatar lets her remain in the realm about.
*38*
Drscwiprion. Portent's a maze ofstreets, all winding over millennia that Portent's said to have existed here. In fact,
and through each other like a tracery of veins. Around the travelers find that they can't draw a weapon in anger. If
outer rim of the unwalled city, the streets become more reg- they can train themselves to plan out an attack and assa
ular, winding about with exact twists and turns. All of the nate another . . . well, there've been plenty of murde! But
outer ones are of a precise width, while the inner roads are once reason goes out the window, the body of the attacker
of varying sizes. goes rigid until reason
Along the main arteries of traffic, the buildings spring returns or the berk
up tall and strong, as if they were feeding from the flow of dies.
information and power along these roads. The rich who at- See, the town
tained their wealth by treading on the backs of their fellows actually forces a
and grinding 'em into the dirt live at the body to think out
center of town. Towards the outside of a conflict, to
town lie the slums, where the riff- plan acts of
raff and the once-mighty now live. harm. Ifaberk
The streets out here are narrower, - reacts in
as if the lack oftraffic keeps anger, he's got
drawing them in tighter and about à
tighter. minute to
The Great Hall perches at calm himself
the very heart of town. In the down and
dusty hall sits a throne made rationalize
from a bone that was never the conflict.
a part of any known crea- Once that
ture. It thrusts from the time's up, the
floor in a brazen display fight moves
of power, and it seems into his head.
to ward off any who He thinks
look upon it. Any- he's fight-
body's welcome ing, but the
to come in and only damage
visit it, but he's doing is
very few actu- to himself. In
ally do. game terms,
The real he's got a
nerve center round to cease
lies a few his anger. At
hundred that point, he
feet away begins the at-
from the tack as nor-
Great Hall. mal, rolling
At the damage on his
Bazaar, target. Any
most of the damage he does,
important though, he does to
decisions himself. Once he's
of town gone through all his
are made. hit points, he dies. If
In the he can make a Wisdom
space of time it takes for jink to pass hands, alliances are check at -4, he realizes what he's doing to himself. Other-
severed and established, and new factions let loose on the wise, he goes down fighting a battle in his head.
dreaming town. Warriors and mages all have something to
sell here, and money's their only loyalty. SERVICE Portent's always been full of sages, wandering
about in search of whatever secret's buried here. They'd
Mira. Portent has never needed a militia. For some badger Laughing Jane mercilessly if it weren't for the fact
reason, fights here are always of the verbal kind; not a sin- that the locals also want to see her, and bodily remove the
gle instance ofaphysical fight has been reported in the long intruders. Those who don't leave with minimal fuss usually
+394
leave with a chiv sticking out of their back. Still, the sages
abound, and a body who doesn't mind interrupting them
KRANGA+H,
can question 'em for minutes on end, and usually for free. + +HE FOUR-H MOUN+ +
Guides to the lower tunnels of Mungoth can also be Any voleanic activity in the Dead Furnace died out long,
had for a substantially higher price. They're all sullen and long ago, though the black stone attests to its all-pervasive
scared-looking, and most of 'em return without their influence. The entire layer swims in a void of oblivious s
charges, but a few have proven trustworthy. The more jeal- lence, The only noise is the sound of feet scrabbling over the
ous among the guides hold that this is only because they're darkened, icy stone, and the only smell native to the layer is
holding out for a greater betrayal. the faint reek of brimstone in the ice. The cold causes 1d6
points of damage per round.
The wind rarely blows in Kran-
gath; the death of the layer prohibits
even that much of a sign of life. The
only time a wind blows is when a portal opens
out and takes some ofthe layer's stale air. This
usually causes a whisper of wind throughout the
rest of the land, stirring the stale stench of the ice and
eN YOUR WAY
bringing a glimmer of hope to those who're left behind,
+e GEHENNA? When the wind dies down again, so does the small flame
| KNOW GUIDE, of hope — and the hostilities and the anger begin anew.
i€ KNOWS WHERE +e +AKE YOU, Nothing dwells
WHERE N@ + «o +AKE YOU. on the surface —
ND +HE BES+ WAYS +e GE+ -FHERE. it's too cold
even for the
WHA+ »e YOU SAY?
brutally
IN+tERES+ED? tough petitioners. They all reside in the
— “SMILING” EJUNI, caverns below, waging fierce battles and
doing their best to survive at the expense of their
DOING HIS LeveL BESH fellows.
*e Get A PAR+Y or
CLUELESS KILLED
THE NIGH+ BELOW
(Realm)
Characters. Cold scheming and hatred oflife form the two
basic precepts of existence. Nothing's important, save these.
A body should rail against the creation that brought him
CURRE T CHAN here, and there's no better way to do that than by stealing
Laughing Jane recently announced that the town's actu- everything creation holds dear.
ally the body (well, the inner workings, anyway) of one of
the first yugoloths, bound by the sigils of
the outer streets to Power. The ruler of the Night Below is none other than
keep it captive. She also said she was the one who bound the Shargaas the Night Lord (MM), orcish god of stealth, thiev-
creature, and she paid for it with the price of her eyes and ery, and cold. He's also got undeath as part of his portfolio,
her sanity. No one knows if she was telling the truth or not, and he delights in using that power. He hates life and the
but a few folk decided to start digging up the outer streets in forces which brought him into existence, and he spends
hopes of releasing the beast. And, of course, many didn't much of his time bemoaning the very fact he exists. He usu-
want to see that happen. Bloody street battles have erupted ally appears as an ebony-skinned orc dressed all in black,
all over the city as factions rise and fall trying to defend one with dark eyes that nonetheless seem to glow with an un-
side or the other. holy light in the darkness.
Yugoloths have been seen entering the Great Hall at the
center of the city and seating themselves on the throne. Descurion. Erroneous reports place this realm on either
Though they don't say anything to anyone coming or going, the second or the third layers. Truth is, this is disinformation
they certainly leave with satisfied expressions on their spread by the minions of the god, who're hoping to get
fiendish faces, Human bloods who have sat on the throne berks lost in the fiery plains of Chamada or flayed alive in
haven't found or learned anything, but that might just be the acid snows of Mungoth.
because they weren't open to whatever lessons they should The Night Below comprises a series of caverns extend-
have learned. ing off into infinity, beyond even what the confines of
+404
Krangath could hold — yet there are caves under the surface portant, and the slightest sound echoes throughout the tun-
of the layer that are not a part of his realm! Some say that nels. Those blessed by Shargaas can Move Silently through
Shargaas' realm reaches into every cavern in every world, at the tunnels with a 65% or greater chance, with not even a
the cold spots that adventurers associate only with tempera- shuffling betraying their stealthy movements. They can also
ture, It's thought that Shargaas can see each of these spots, mask their scents with an equal chance of su cess.
and determines whether or not to take a berk whenever he Those not blessed by the power suffer a penalty to their
passes that spot. Move Silently skills — a penalty that removes roughly half
It's impossible to tell where any of the caves lead. They oftheir ability. Those who have no ability find their armor
twist up, down, around, and inside and out, some even jingling, their swords clanking, their packs creaking. In
winding over each other like giant worms in love. The occa- short, they find that they can hear their own noise with
sional passageway might connect ‘em, but a body really much greater acuity, and they must save versus paralyzation
shouldn't bet his life on it. to keep from moving at half-speed to prevent the noise from
The passageways open up into huge caverns every once traveling far.
in a while, and it's in these that the main orcish populations
are found. The brutal and petty peti- Principal NoNPLAYER
tioners live their after- CHARACTER Dralik Zallar
lives in desperate “THe FOUR-FOLD FURNACES (Pr/? half-orc/F6,T7/NE)
searches for the ap- HHE FIRES +ERRIBLE " came here to study at the
proval of Shargaas. home of the best orcish assassins
They sla intruders — tHe POE+ IOLEUF in the known universe, and she's
that enter, unless the getting pretty good at her lessons.
interlopers can show However, she knows just how hard it
they've got a is to get around if a body doesn't be-
good reason to long here, and she'll guide a group of travel-
be here. Most ers straight to Shargaas' citadel, if that's what
don't have one good enough. they want. Of course, she demands a price: The right to
The name Night Below is more than just hunt one of ‘em for an hour through the caverns. If the
pretty symbolism. It's the truth. The darkness is utter, and berk escapes death for the hour, Dralik holds true to her
any light illuminates only a 5-foot area, no matter how word, Otherwise, she feels free to betray the rest of the
powerful or magical. Even infravision doesn't work. In party.
Shargaas' realm, only he and his servants can see in the
dark. Any light brought into the realm immediately attracts SiRvICE Visitors looking to hire assassins or thieves
the attentions of at least 10d10 orcs, who come to investi- find the only welcome in this realm. The orcs pride them-
gate. Only one of 'em usually appears before the invaders, selves — and rightly so — on being some ofthe best of either
but a body can rest secure knowing that there's bound to be for planes around. Though they aren't always the strongest
at least nine other orcs hidden in the nearby shadows, ready fighters, they certainly know their way around the tools of
to kill and maim — preferably from behind. the trade. Poison, accidents, and all things murderous hold
Rumors abound of other creatures creeping around in no secrets from the Night orcs. 'Course, the price is ridicu-
the darkness of the realm, but those that've seen these don't lous. But on the other hand, if abody's looking for quality
tell of it, while those who haven't keep rattling their bone- work, only a few places come more highly recommended.
boxes, One thing's for sure: The ores know about ‘em, and A body'd have a hard time finding anything he might
probably control 'em, so there's no point in worrying about want or need that he couldn't get someplace else — except,
it. If they're going to attack, they're going to attack, and the perhaps, for information on portals to the rumored layers
only thing a basher can do is defend himself. below Krangath. All those who've
gone, though, have never
PusciPAt Towns. As in Pandemonium, the main towns of returned. Those who keep
the realm rest in the larger caverns. Still, the largest holds track of such things say
only about 3,000 or so people; the realm's so big that there's another layer must
really no need for them all to be living close together. The exist, but chances
major town is called Cold Fever, after one of Shargaas' pun- are that everyone
ishments, and it's just as inhospitable as the rest of the realm. who's seeking it has
Chances are that a berk who doesn't belong here'll be dead ended up as part of
before he reaches Shargaas' Audience in the center of town. Shargaas' undead
army, instead of
SPECIAL CONDITIONS. The darkness of the Night Below getting where they
magnifies the other senses. Sound and smell become all-im- want to go.
*4*
“I suppose I could tell
you about the Waste,
but what'd be the point?
It's not going to change with the knowledge, and
it’s sure not going to feel anything you do to il.
“What? You just wanted to come here and see
the place for yourself? Well, all right . . .
for all the good it's going to do you.
"I was like you once. Bright-eyed, full
Ue ofdreams, and ready to take on the multi-
7- verse. All that changed when I'd seen the
truth behind this place.
"See, the Waste takes your dreams and perverts them.
It grants your deepest wishes, and then takes 'em away. For the first few days
/ that you're here, you have incredibly vivid dreams, and your imagination
=S runs rampant. It goes faster and faster, until you realize that you're run-
\ ning out of ideas, until you realize that this place has sucked every-
thing from you. There's precious little that'll keep you from end-
ing it all then; unless you can hold on to a scrap from your
past and nurture it till it becomes a hope for the fu-
ture, you just fade away into nothingness.
“Yeah, some places here
might interest you. Bur unless you've got
the spiritual equivalent of the strength of a titan,
you won't be interested in 'em by the time you get there.
"Ahhh, what's the point? You're going to go ahead
and do it anyway, no matter what I tell you, Powers
know that I've tried. There's just no use in trying to stop
you. No use in doing anything. Anything at all."
— Dalton the Gray, terminal visitor to the Waste
The Gray Waste lies at the nadir of the Lower Planes, where all the evil in the planes con-
verges in one gigantic, colorless clash. It gives rise to the purest, most undiluted corruption of
the multiverse, or so it's said. Its inhabitants practice evil for evil's sake, without any of the considera-
tions of law or chaos that taint the rest of the cosmos.
So what is "pure" evil? Well, it ain't what a body might think. It's not the consuming rage of the
Abyss or the devious plotting of Baator. It’s apathy, hopelessness, and despair. It causes the death of
all a body's dreams and desires, leaving the withered husk of what used to be a fiery
spirit. Under this influence, a berk gives up on things that used to matter, and
gives in to total lack of feeling.
The Gray Waste encompasses three layers: Oinos, Niflheim, and Plu-
ton. One might more properly refer to the layers as glooms, because,
well, they're nothing if not gloomy. See, the Gray Waste is more
than just a pretty name; it's a way of life, and the only description of
the plane that completely defines it.
The gloom touches all — including the For some, the loss of
spirits of everyone who comes here. Every- hope and feeling is wel-
thing's a shade ofgray, ranging from come solace. Most don't.
charcoal to almost-white. It's been realize that only the bet-
said that a body's possessions turn
MADNESS IS +HE
ter dreams slip away,
gray as soon as he sets foot in the BES+ DEFENSE the dreams that make
Waste. That's nonsense! The AGAINS+ +HE WAS+E! life worth living.
bleaching takes about a week, And when a
though any bright colors brought
— KAR AN ESCH,
body's finally succumbed and lost his
here begin to fade immediately. BLEAKER dreams completely, he no longer desires
Once that week's up, though, even to leave the Waste. Within 1d6 months, he
the most vibrant of colors is gone, loses sight of his own identity and vanishes into
leeched away by the wasting tan of the the uncharted regions of the plane to shed his mortal
Gray Waste. Then even muted colors stand guise. The last anyone sees of him is a body trundling off
out, for as long as they last. into the distance — though bashers tell tales of larvae with
"Course, in a place where even dark black is an excep- faces that seem strangely familiar.
tion, somebody wearing colors is bound to give another It's for this reason that certain groups of good folks
berk a splitting headache. It's like looking into a bright sun make it their job to track down sods afflicted with the soul-
for the locals, and if one thing rouses them from their stu- wasting sickness of the Waste. These do-gooders want to
por, it's the pain of
colors, The newer residents, still capable save as many from the horrible fate of larvaedom as pos-
of caring, converge on the offender and beat him senseless sible, and to keep the cursed fiends from gaining new re-
while they tear the colors from his body and bury 'em. They cruits. Though night hags hunt such parties viciously, these
do their best not to make a body bleed; even the dull red (or humanitarian bashers persist in their mission of mercy.
green, or blue) of blood hurts their eyes, and they don't want Denizens of the Lower Planes seem to be immune to
that. this draining. Either these creatures completely lack dreams
No sun, moon, or stars brighten the glooms. The sky and hopes, or they've got extraordinary mental fortitude.
stretches out in a featureless gray expanse, and it's mighty Whatever the case, a fiend has never been known to revert
difficult to tell where the horizon ends and the sky begins. to larva status.
One's just a little darker than the other. The lack of sun Whispered rumors speak of beings so incredibly power-
means no day or night, only the neverending cycle of slight ful that the battles they wage use the very powers them-
brightening and slight darkening. The cycle has no apparent selves as pawns. Occasionally these forces stoop to using
pattern: It can brighten for hours on end, or it might take even lesser beings, such as humans, but they remain hidden
merely a few minutes before the dark encroaches again. And to human knowledge. The rumormongers say that these are
it's not like a body would want to measure time anyway. The the forces behind the planes, the very personifications of
plane suffers in a state of eternal waiting, both past and fu- good and evil.
ture, with all the boredom and ennui that such a situation Of course, as far as anyone knows this is just rumor and
entails. idle speculation brought on by too much bub, not enough
It's like a land of eternal twilight, but without the sense sleep, and outside influences. Matter of fact, it sounds a lot
of closure dusk brings. It's like dawn, but without the like something a shator gehreleth might make up, Still, the
promise of a new day. The plane represents a constant state speculation brings a large number of visitors seeking to dis-
of indeterminacy, and it absolutely drives a body to the cover the truth.
brink of despair and beyond.
Fact is, the Gray Waste actually steals dreams and
hopes from a cutter, draining him ofall that he ever wished
GE++ING AROUND
to be. Some say that the Waste converts the dreams into As mentioned before, a body can get in and out of the Gray
power for itself — who knows? For every week a body Waste by plenty of roads. It’s just a matter of mustering the
spends here, he must make a successful save versus spell or will to do so. Most folks simply can't leave once they've
begin to lose his sense of self. This comes in the form of in- been here too long.
credibly vivid dreams, so vivid that a body can smell and Three of the Outer Planes’ four Great Paths form an es-
hear what's in ‘em, These dreams dredge up a body's past, sential part of the landscape of the Gray Waste (Mount
ransacking his memories and his desires, and spilling them Olympus, the Styx, and the World Ash; see further details
onto the ground of the Gray Waste. The poor basher being below). Only the River Oceanus doesn't lead here, and that's
drained finds the process enjoyable, at first, until the dreams because its waters are too pure to be polluted by the evil of
die down in intensity. As they do, his imagination and will- the Waste. Besides, one path already touches each layer. An-
power dissipate as well, and he finds himself wondering other'd just confuse the issue.
why he ever dreamed in the first place. Guards watch each of the major paths; the powers and
tat
the yugoloths overseeing the Blood War like to know who's through the winding passages inside its vastness. Of course,
coming in and going out. Only the yugoloths do anything to that's the longer way, and mighty uncertain for a berk who
restrain a berk, since the other guards really just don't care doesn't know where he's going. The mountain holds a lot of
much, dead ends, and thus a lot of bones from the sods who just
Plenty of standard portals and gates appear here too, didn't know enough to find their way out.
From the top layer of Oinos, they lead to Gehenna, Carceri, Hades has put large gates around his realm so he
the Outlands, and the Astral. All portals out of the place doesn't get the curious and the gawkers wandering through
look like great spinning coins, endlessly turning in the air. his home without a good purpose. Though his wife might
They're immune to the color-leeching qualities of the Gray get lonely, Hades suffers from no such affliction.
Waste — perhaps due to some influence from the plane
which they abut. The portals leading to Gehenna are made THE RIVER S+YX
of copper, those to Carceri are gold, the Outlands portals
shine silver, and the Astral portals gleam platinum. Their The Gray Waste has the dubious honor of being at the mid-
color and size glow like beacons across the Waste, making point of the Styx. The river usually moves slowly through the
them visible for miles. Waste, though in a few places it gives way to sudden swirls
To travel anywhere on the Gray Waste outside a power's and eddies, spinning the foolish and unwary down into wa-
realm, a body has to learn the trick of not concentrating on tery and forgotten deaths. The Styx flows only on Oinos.
his destination. Only the lack of desire or care to reach a place The water's no more powerful here than anywhere else.
allows a body to make much progress. He moves about ten Dark as pitch and nearly as viscous in some places, the Styx
times faster than if he's intent on reaching a certain point. brings oblivion to the memories of any berk stupid enough
All sorts of terrain cover the land, giving a body the to touch it.
options of traveling by horse, by foot, by boat, or by air. The foul river fairly teems with transports coming and
Plenty of roads wind around the Waste, but none of them going. It's the easiest place to get on or off the red current,
span more than a mile, Seems the builders just plain gave up and marraenoloths constantly ferry passengers here. Hy-
with the futility ofit all. droloths swim the polluted river, following the barges of the
Teleportation onto or around the Waste — whether by marraenoloths. This is also the most common decamping
spell (teleport or teleport without error), natural ability, or point for the armies of the tanar'ri and baatezu; their blood
magical item — is difficult, and it's impossible in Oinos. The only helps to pollute the waters even further.
other two layers pose about a 75% chance of failure, and
that's enough to deter just about everyone but the barmiest
tanar'ri.
Speculations about the cause of this limitation include
the following chants: the very similar nature of different
parts of the plane “confi the magic (it all looks alike,
even to a spell); it's some condition imposed to limit the
movement of fiendish troops to the main battlefields of the
Blood War; or something on the plane itself dislikes
such freedom of movement. After all, the despair YGGDRASIL,
takes a bit of time to set in. If visitors can simply "HE WORLD ASH
pop in and out, the Waste can't claim them among
its victims. The World Ash has its roots in the heart of the
second layer of Niflheim, growing from a low hill
within hailing distance of Hel's realm. The Dragon Nidhogg
lairs here with her spawn of young dragons. She devotes
herself to chewing down the Tree of Wisdom, her mighty
teeth tearing a hole through the very base of the tree.
Though she's wingless, she's still a formidable opponent, as
the bones littered about the base ofthe tree suggest. She
won't take the time to attack someone coming down the
base of the tree, but she will defend herself and her number-
meuN- OLYMPUS
less brood from anyone who dares to assault them. A wise
The very base of Mount Olympus runs out not far from the blood just descends on the opposite side ofthe tree.
gates of Hades’ underworld in the third layer of Pluton. The Yggdrasil offers one of the few ways a body can get
Mount remains an excellent way to bypass the other layers, into Niflheim without going through the first layer, and so
and so it sees a fair amount of traffic. A body can either it's prized among travelers hoping to avoid the Blood War
climb down the slopes of the mountain or make his way skirmishers.
*45*
charm spell doesn't ordinarily allow a saving throw, they
THE BLOOD WAR
can still attempt the save (without the bonus, of course).
The first layer, Oinos, serves as the primary battleground of When a charm spell is successful, it snaps a body out of
the Blood War; it's scarred and pitted from the titanic forces the Waste's influence, at least for the duration of the spell.
that've been unleashed upon it for eons. Though the war (Note this doesn't work on someone who's been under the
rages throughout the Lower Planes, it's here that the conflict Waste's influence for more than two weeks.) The magic
reaches its hideous peak. The armies clash without cease on gives the charmed berk something to hope for again. When
the infinite battlefields, and anyone not fighting on one side the spell wears off, the berk's mighty angry at the manipu-
or the other is pulled into the fray unless they've got the lation, and that shields him from the Waste's control for
power to prevent it. Not too many sods do. about another week. But once his anger fades, he sinks even
Because of the difficultly in teleporting accurately into further into despondency, and he automatically fails his
and around the Waste, the baatezu and tanar'ri forces are next save against the Waste's spiritual numbing. From there,
compelled to travel to the Waste via the Styx (through it's just a matter of time.
Gehenna and Carceri) and via set portals on their home As if to make up for the near impotence of the charm
planes, most of which are only wide enough to send a few half of the school, enchantments work better here, Spells on
fiends through at a time. objects are enhanced by about 25%, with longer durations
and greater area of effect — but only if the enchantment
could conceivably be used for an evil purpose. If the en-
+ MAGICAL CONDI-IGONS + chantment can only be used for good, it fails outright.
The Gray Waste, like all planes except the Prime, has its heo v. Naturally, the plane most associated with
share of magical strangeness. A spellslinger should know evil would have a nasty effect on this school. Necromantic
that his spells always have the most evil effect possible. If he spells on the Waste never raise mindless undead. Even a
doesn't pay attention to what he's doing, he's got a good low-level mage can raise a small army of ghouls. Of course,
chance of injuring his comrades or drawing hostile attention that's all he can raise till he attains quite a bit more power,
to himself. Just a word to the wise. but it's more than a neophyte spellslinger can usually create.
In addition, all color-based spells (color spray, pris- All undead here are free-willed and evil aligned,
matic sphere) are utterly ineffective here. Any necromantic spell used for good purposes fails au-
tomatically. Unless it t by a power or a proxy, or unless
CONJUR Susie. Summoning spells on the a realm has some special feature, positive necromancy never
Waste usually call one of the skirmishing warriors in Oinos. works.
They're typically more than a little irritated at being dragged
away from the war, and act only according to the letter of Locus. The elemental schools remain basically un-
the binding placed on them. Furthermore, they keep note of changed, but summoned pseudoelementals are always evil.
the summoner so they can take care of that piece of business Summoned elementals are free from the moment they're
when they get done with the current battle. conjured. They might choose to attack the sum-
A summoning spell can bring anything to the caster, re- moner, or serve him, or just wander off aim-
gardless of power level. A simple monster summoning I can lessly. It all depends.
net a pit fiend. Fortunately, the laws ofthe spell still apply,
so the caster doesn't have to worry too much about it turn-
ing on him — at least, not at that moment.
*46*
beasts — but then a traveler finds an occasional group which
POWER KEYS
does care for each other, and that throws off the whole
The powers that live on the Gray Waste are unlikely to pass equation.
out power keys, except to very favored servants or the ser- The best advice for dealing with the folks in the
vants ofallied gods in the pantheon. They don't see a reason glooms? Avoid judging them as a group. They're individu-
when all will end in gloom and despair anyway. What's the als, and they'll individually surprise a body. Sometimes it's
point in gaining an extra edge, when the death of hopes and for the better, but far more often it's not.
dreams comes soon enough?
Still, since most of the powers here cooperate with the THE POWERS
rest of their respective pantheons, they often grant keys to
their fellows’ followers. Most of these keys are specific to a Most of the human powers of the Gray Waste seem to be
single sphere of spells, and usually the one sphere of the powers of death or disease. It's said that many of them were
asking power's specialty. (A cleric of the Greek pantheon, for once gods of law or just set to watch over the dead.
example, might find a key to restore his Healing sphere to They've been here so long that even they've been affected
full power in Pluton, simply because Hades remains on good by the dreary conditions of the land, slowly becoming what
terms with the Greek powers on Arborea.) they were supposed to safeguard. Now, few of them ever feel
The keys usually take the shape ofthe granting power's the need to leave. Though they have the power to do so,
holy symbol, with something to indicate what sphere it in- they simply don't.
fluences. Various nonhuman powers, none of whom are friendly
to humans or humanlike folks, lair here as well. Of these,
scaly sea-confined Panzuriel is among the mightiest, though
DENIZENS OF Rotting Yurtrus of the orcs could give him a run for his
+ +HE THREE GLOOMS + money if
the two ever bothered to fight it out.
One of the more hateful powers here is Cegilune,
The infernal creatures that haunt the glooms of the Gray mother of the night hags, despised even by her own wor-
Waste aren't as bad, on first glance, as those of the shipers. Unfortunately, she's powerful enough to
other Lower Planes. They don't constantly enforce their worship, and so she retains her
scheme and plot to crush anyone lofty position. Kuraulyek of the urds
who crosses their path, and keeps to a gloomy cavern in
they don't usually engage in one of the hillsides of Oinos,
mindless destruction. never venturing out for
Ofcourse, it's a bad idea to fear of the retribution
generalize anyone or anything in me? of Kurtulmak. Ab-
the Gray Waste. The plane has its | KEEP MY RAGE BO++LED UP bathor the Greedy, a
share of surprises, and the inhabi- l-F'S +HE ONLY WAY dwarven power, rules
tants are no different. A body'd do well | SURVIVE from his cavern in the
to keep in mind that these creatures call Glitterhell, one of the few
the Waste home, and precious few on all — CALLA+HI@N ACONNE. places on the Gray Waste
the planes dare that. These things must GUIDE IN that retains color.
have a reason for it. NIFLHEIM The human pantheon
According to sages, the of Toril has more than a
yugoloths are native to the Gray few representatives here.
Waste, It’s a moot point, Kelemvor took over many of
though, since they've pretty Cyric's duties in the Crystal Spire
much packed up and moved (formerly the Bone Castle), which
to the furnaces of Gehenna. shines on the layer of Oinos. Like many of
Now, all these beings remember the watchword ofthe the powers before him, Kelemvor arrived on
Gray Waste: There's no cause and effect; things happen be- the Waste as a power of law andjustice. It's only a
cause they must. The natives subscribe to this belief, and all matter of time before that changes. Cyric himself wanders
do their best to influence what must happen — in a fashion the planes, and though he's built a new castle on Pandemo-
that benefits them, and them alone, of course! nium, he can be found on the Waste every once in a while
It's a strange setup. Plenty of creatures live here, and plotting to take back his old realm.
most have a sort ofhierarchy. Yet it seems none care one jot Shar and Mask also keep their realms here. Shar's
or tittle for another, each using the others only to get ahead. Palace of Loss crouches brooding in Niflheim, its window-
It makes a body think evil's got to be lonely. Of course, these less towers overlooking the bleak landscape. Mask, a roving
creatures tend to think of caring as something for lesser power, nevertheless maintains the Shadow Keep in Niflheim.
+474
Nearly unapproachable, the Keep is constantly masked in a tenth year, each ruling in the other's stead for that year.
fog that turns all but the most determined bashers aside, Pwyll's charming, friendly, and absolutely honorable. He's
leaving them confused and standing at the point where they one of the few proxies in the known multiverse not of the
first sighted the realm. same alignment as the power he serves — but while he rules
The East Indian power Ratri, the Queen of Darkness, Annwn, he pursues Arawn's agenda with the same fervor
usually keeps her unlit realm in Niflheim. She's one of the Arawn would, and the two trust each other like brothers.
few powers on the Waste not given to evil, and her realm A basher by the name of Eirikka the Bloody (Px/
may be a safe haven for travelers — if they can find it. As human/T13/NE) serves Hel's interests outside of the power's
her chaotic nature demands, she moves her realm as she realm. A firm believer in the power of death, Eirikka's sent
pleases, occasionally even stealing a bit of ground away many a sod to her mistress. The short-tempered proxy has
from the other powers of the Waste. gained quite a reputation among the denizens of Niflheim.
The Greek witch-queen Hecate holds the realm of Most of them capitulate to her quickly, rather than face the
Aeaea in Pluton. As goddess of the moon and magic, she's fate legends have ascribed to Eirikka's targets. Her most
cautiously worshiped by mages hoping to gain insight. More prominent features are her hands, which drip with the blood
often than not, she answers their prayers with an intuition of all her victims when she's angry — and it's not uncom-
that's as much a curse as a blessing. mon to see her clench her fists so tight that an arterial spray
Morgion of Krynn maintains the Fortress of Disease, seems to burst from them.
which rises from the rolling hills of Oinos far from the main
battlegrounds of the Blood War. Not many berks like to visit
THE PE-I-FIONERS
here, because the plagues around the realm are more viru-
lent than just about anywhere else on the planes. Even One might think that the petitioners of the Gray Waste em-
Yurtrus might hesitate to pay Morgion a visit. body the most evil of the whole lot, that not a more
But despite these lofty names, the best-known powers wretched throng exists on the face of the multiverse. After
of the Waste are the powers of Death. The Norse Hel rules all, the Waste's said to be the worst of the Lower Planes, so
the realm of Niflheim, and her judgments hold sway over why should the petitioners be any different?
much ofthe rest of the layer of the same name. Hades of
the Well, it ain't so. The petitioners here are a lifeless
Greeks occupies a similar position in Pluton; indeed, most bunch, touched to their very spirits by the sheer apathy and
primes simply call the layer "Hades." And while Arawn of sadness of the plane. They show no emotion on their faces,
Annwn doesn't have a layer named after him, he's one of and they're practically impossible to read. They could be ex-
the more influential powers of the Waste. An awful lot of cellent liars or politicians, since there's no telling what
death surrounds these three powers, and a body would do they're actually thinking.
well not to irritate any of them. They're not jealous of their Most of 'em are grayish ghosts, spirits so depleted by
portfolios, and they work together to punish those who scoff the Waste that they lack solidity. The ones who've been here
at the death gods. for a while speak rarely, if ever. Instead they crowd the
Recently, a powerful ultroloth's been offering his ser- never-dead like moths around a candle, seeking the warmth
vices to the powers. Ousted from his position as the of emotion and hope that clusters in the breast of every liv-
Oinoloth, the master of the Wasting Tower, the ultroloth An- ing person, no matter how hopeless that person may feel.
thraxus (Pl/d. ultroloth/20 HD (233 hp)/NE) wanders Of course, the petitioners may appear differently in the
through the Gray Waste, hoping to secure a position as a realms of their powers. None of the petitioners of Yurtrus
proxy. None of the powers trust him, though, and all have have mouths, thus speaking as infrequently as their master.
turned him away. Fortunately for him, Anthraxus is practi- Those of Hades materialize as gaunt gray shades, pressing
cally a power unto himself. forth in an endless wave. They're like a formless gray sea,
but each has his own features drawn into an expression of
yearning and jealousy for the living.
THE PROXIES
If the Lower Planes were a place for punishment
Perhaps the best-known proxies of the entire plane are the (which, it should be noted, they aren't), the Gray Waste
Furies, the Three-in-One incarnation of vengeance. Some would have to be the worst for its victims. It removes their
say they're gods in their own right, and that's not too far hopes and fears, leaving them to wait eternally for some-
off. Despite this, the Furies generally serve the entire Greek thing they can never have. At least the other planes promise
pantheon, and not just their own agenda — but their services something to strive for, something that the petitioners can
come with a price, and it's one most ofthe Greek powers hope to achieve through their travails. On the Gray Waste,
seem unwilling to pay. they can hope for nothing except the possibility of being
Arawn's favorite proxy is a splendid fellow named turned into larvae. That's not much of a hope; larvae are pa-
Pwyll (Px/d human/F15/NG), one of the few mortals who thetic and absolutely expendable. Only one in millions
has earned Arawn's undying gratitude, so to speak. He's a evolves beyond this mindless creeping form.
prime-world king, but he switches places with Arawn every It's no wonder the petitioners are gloomy.
*48*
Three sets of creatures make the Waste famous, and each of
thenris just as influential across the glooms in their own pe-
culiar way.
The omnipresent larvae are the
spirits of selfish mortals, evil beings
whose actions in life were so malicious
that they didn't have to suffer
through the gray despair the _
rest of the petitioners have
to endure — they trafís-
formed directly to
this form at their deaths.
Either that, or,the,lar-
vae were the ünfortu-
nate victimgof the
night Mid
Lar¥ag serve as
the currency of
the Lower
Planes, They
pass from the hands of
the hags to liches,
tanar'ri, baatezu, and
yugoloths. The liches use
‘em as additional power for
spells and life foreey
The fiends use "em
as potential re-
cruits for the
Blood War, as
power for
spells, and as
just plain
food. It's a
chancy life at
best, but it's still
better than remain-
ing one of yearning sods on the Waste,
The second race of denizens are-the
hordlings, the misshapen bastard chil-
dren of the Gray Waste. Like the mindless armies
of lemures and nupperibos on Baator or the endless
armies of dretches on the Abyss, the hordlings roani
where they will, with little regard for houndariei andy
civilization.
It's thought'that hordlings mi
titioners, their forms warped and)
recognition by the evil of the
twisted sense of self. Perhaps they:
the plane break them dr to let go. gin MES
treds and their angers.. That, ws
why they're all individuals=
had its own hostiliryand eachi
to a different end.
Of course, that would mean millions of berks had the Of course, all the fiends taking part in the Blood War
strength to resist the Waste’s influence. And that means lit- roam through the topmost layer of the Waste in great num-
erally uncounted billions of petitioners on the Gray Waste. bers, their massive armies despoiling everything in their
It's frightening to realize just how many souls have devoted path. It's a good thing the color bleaches out of everything,
their lives to the pursuit ofevil. because otherwise Oinos would be overrun with the colors
The night hags complete the triad. They harvest the lar- of blood from species throughout the multiverse. Baatezu,
vae and contribute to the larval numbers with their own tanar'ri, yugoloths — you name it, the Gray Waste has it.
special powers. With their nightmares and familiars, the Baku Dark Ones frequent the plane, offering their ad-
night hags ride herd over the larvae, gathering them up to vice and power to whichever side suits them. Sometimes
sell to whoever's offering the highest bid at the time. they're just here for the carnage and bloodshed; other times,
It's thought that the night hags are one of the more they've decided to set up lairs for a time. Baernaloths lurk in
highly evolved forms of the larvae, which might explain the corners of the Waste, inflicting pain on those who en-
their strange power to turn their enemies into larvae. counter them and occasionally imparting advice or secrets
"Course, that's just another theory; if it were true, it'd give to yugoloth supplicants.
the larvae hope, so it can't be. Some have suggested that Groves of viper trees cluster
night hags are the ultimate form of the hordlings — evolved in spots only in Oinos, as the
hordlings that have finally learned how to make their anger powers of the other layers destroy
work for them. In fact, the night hags might just be the re- any that infest Niflheim or Pluton.
finement of hags from the Prime; hag petitioners, as it were. Terlen, abrian, and denizens also
Frankly, no one knows exactly how these three dis- dwell on the layers, doing what they do
parate groups tie together, but they inextricably do. They're best. It's not a pleasant sight.
all an essential part of the Waste, with the night hags on top Rounding out the grim list of inhabitants are the
of the heap. creatures that occasionally serve the night hags: nightmares
and diakka. Herds of nightmares gallop across the wastes,
THE FAC+IONS leaving trampled dreams and bloody hoofprints behind
them. Flocks of diakka dance and weave their confusing
If the factions are leery of being associated with Baator, a song for anyone stupid enough to listen.
body can imagine the way they shun the Gray Waste as a Current chant reports a group ofberks (about 100 of
plane of primary influence, Still, it has points that appeal them) who come here to take bets on the Blood War and just
mightily to the philosophies of quite a few of the factions. about anything else they can think of. These consummate
Plenty of cults and sects have sprung up on the Waste, gamblers call themselves the Dead Poolers. They observe the
though none have really gained a foothold — most of the War, and thousands of gold pieces change hands during the
members end up not caring enough about their group (or course ofasingle battle. If they can't find a battle, or they're
anything else, for that matter) to stick together for long. bored with the tanar'ri and baatezu, they capture a traveler
As one might guess, the Waste appeals most to mem- and a native creature, put 'em in a pit, and see how long it
bers of the Bleak Cabal. Normally, only the total extremists takes the traveler to die. They also make side bets on how
of the faction come here to adopt the attitude. The plane's painful his death's going to be. The Dead Poolers relish the
also popular with Anarchists who want to infiltrate the pain of others, but they're smart enough to realize that they
Bleakers, because a visit to the Waste is a quick and easy can't afford constant exposure to the plane. They come in
way to learn just how little anything matters — cosmically for a daylong trip and then jaunt back out. But to where, no
speaking. one knows.
Though they'd never admit it, the Dustmen like this
plane too. Both disease and death gods drive a body toward
the end the Dustmen seek. It's a rare day on the Waste when + THE THREE GLOOMS +
there isn't a party of Dustmen seeking the realms of Hades,
Hel, Kelemvor, or Arawn, hoping to learn something new in The Waste is said to be the most evil of the Lower Planes. It's
their unending quest for the understanding and acceptance certainly much more insidious than the others, because it
of death. saps the will from a body before he really even notices
what's happening,
O-FHER ENCOUN-FERS The three layers of the Gray Waste echo the Rule of
Threes perfectly. The first one, Oinos, holds a land of disease
Only a fool would think the only inhabitants of the Waste and stunted trees. Niflheim, the second layer, is all mist and
were the beings mentioned above. The plane harbors many pines, free of the wasting sickness of the first layer. The
diverse creatures, and plenty of them do care about things — third, Pluton, comprises rocks and poplars, bluffs and
one of these things being how to kill an inquisitive sod so oceans. All three layers are equally dangerous — they just
quickly yet painfully that his spirit never forgets it. wear different faces for the unwary,
+ 50+
SINGS, Desciienos. The Glitterhell's tucked away in a cavern
complex deep in Oinos. It's hidden from the prying eyes of
+ +HE BA--FLE PLAIN + man and dwarf alike, and no fiends dare the god's wrath by
As the main battleground of the Blood War, Oinos never crossing the threshold of the realm. Lots of other caves open
sees peace across the layer. Ever. It's the battlefield for the out near this complex, and each ofthem appears to be the
biggest armies the cosmos has ever seen, and the ground's entrance to the realm — but these fakes all lead to trapped
scarred from the eons of constant conflict. The sounds of caverns, which collapse on an intruder, or dump him into a
claws clashing, weapons rending, and the screams of the pit of vipers, or dissolve into a bath of acid under his feet.
dying echo across the layer. Even in a time of comparative Abbathor's fiercely protective of his treasures, and he
calm, the moans of the wounded fill the air. It's almost doesn't want just any berk getting into his realm. A traveler
enough to make a berk crave the stolid despair of one of the should be aware that on the outskirts of the realm, all that
petitioners, 'cause at least they don't care anymore. glitters might only be fool's gold.
The first layer's mostly flat plain, though some jagged The Glitterhell shines like softly burnished gold, even in
hills break up the monotony. Stunted trees and plants dot the depths of the Waste. The gentle light gleams mellowly in
the landscape, but all soon die beneath the feet of stamping the depths of the cavern, and it's valuable just for that. The
hordes or from the taint of the poisoned air. color itself can restore someone suffering from the apathy of
In fact, all life suffers on Oinos, for the Gray Waste, reminding them ofthe color and life and
it's a place of disease. Anyone who light beyond the limiting horizons of the layer.
walks its surface has a 10% chance The diseases of the layer have no power here; Ab-
per day of suffering from the mal- bathor's too jealous of his good health to allow something
ady called the "wasting sickness." that potentially threatening into his land. He prefers his
This sickness drains one point from Strength, Consti- little workers healthy, since the wasting sickness would
tution, Dexterity, and Charisma per day, until all four of wreak havoc on their ability to function for him.
these statistics reach O (at which point the unlucky sod dies), The petitioners of the Glitterhell work and thieve for
or until someone casts a cure disease spell on him. TI s- Abbathor's pleasure. He's a harsh taskmaster, always de-
ease is unique in that it doesn't kill a body until he's totally manding more from his charges, knowing yet more treasure
debilitated, and that it also affects so many of his abilities. can be accumulated and dug from the rock. As a result, his
It's thought the disease stems from the constant decay grim and angry followers wish they could have more time
of the Blood War. So much death occurs here that it would for themselves, but they never quite find it. Still, they're not
have been impossible for there not to have been some sort of pale ghosts like the rest of the petitioners of the Waste, so
major plague. Since just about all the bodies are left to rot they could count themselves lucky. Compared to those sods,
where they fall, a remarkable stench of death permeates the they've actually got it pretty good. Not that they ever would
layer. Fiendish bodies are extremely hard to break down, think of it, because they're all too soddin' jealous of every-
and so the forces of decay have to work extra hard to turn one else.
'em into the ash that eventually becomes the dusty gray The Glitterhell's divided into three sections: Abbathor's
ground of the layer. The combination of this decay and the Hall, the Mines, and the Village. Abbathor's Hall is off-limit:
evil of the plane creates the wasting sickness. to everyone but the power and his proxies, and anyone else
found there is assumed to be a thief and killed outright. The
bright lights of the Hall discourage anyone who might want
THE GLI++ERHELL
to hide in the shadows. Inside, in a quintuply-locked, magi-
(Realm) cally warded vault in the very center of the Hall, sits the fa-
CHARACTER, Greed is good. It keeps a body alive. Greed's just bled Trove of Abbathor. It contains all manner of treasure,
the extremity of hope — the hope that a body gets every- from a measly copper piece to the emerald throne bearing the
thing he wants. Nothing is more important the acquisition bones of the last Emperor of the Forbidden Dawn.
of gold, and no one is important enough to get in the way of The Mines support the principal industry of the Glitter-
treasure, Greed's the greatest motivator in the universe, and hell. In defiance of all laws of earth, veins of all sorts of
everybody wants it all. metals run through the ground. Few of these metals are
valuable, at least to Abbathor, and so they're ignored in
Powr&. Abbathor of the dwarves (MM), the god of all favor ofthe rare silver or gold veins, or even the occasional
that's greedy and miserly in the dwarven character, rules the gems. Chant is that Abbathor's the one responsible for mines
Glitterhell with a jealous eye. He regards any physical trea- running dry in the Prime — he steals them so his petitioners
sure that enters the domain as his, even if it's stuck deep in have valuables to bring to him.
the pockets of someone else. Abbathor doesn't care much for All the locals live in the stone-walled town called the
magic, preferring the glint of light off of gold and jewels. Village, and they're not supposed to want to go anyplace
Still, this copper-pinching miser begrudges even the slight- else, Well, that's true for the most part, but then no one
est sliver of precious metal to a body. dares leave, either. The dwarves live in one part of town; the
*51*
other races are crammed into slums on the other end. Every- their services back and forth. Of course, none of them ever
one in town seems to dislike each other. agree on a fair price; each side always believes the other's
getting the best deal. Lots of berks never agree on a price at
Peincipar Towns. The only village is the Village, also all, coming to blows over one niggling detail or another.
called the Redoubt. Thousands ofbashers live here: petition- A body won't find anything too fine here, because any-
ers, and planars who decided that the Glitterhell's far prefer- thing decently crafted finds its way to the cavern of the god.
able to dealing with whatever awaits them outside. The Everything's built hastily, without regard to details, which is
nondwarves at the Redoubt are little better than slaves, definitely odd for dwarves — but they're all greedy too, and
serving the desires of anyone who cares to command them, they don't want to see their hard labors fall into a vast trea-
They mostly serve as miners and apprentices to the crafters, sure pile, never to be used.
though a few've made their own names famous. That's not to say that the locals don't value anything.
It's just that they're used to having Abbathor take anything
Speciat Conprtions. Holding back on any valuables a they prize — the god figures that if they like it, it must have
body brings with him to the realm inevitably attracts Ab- some intrinsic value.
bathor's attention. Even extradimensional magics can't hide Another portal to Niflheim may exist here, its location
gold from the power; things in a bag of holding or a portable kept secret by the greedy Abbathor. Someone really desper-
hole are still fully visible to Abbathor. ate to get there might be able to convince a dwarf guide to
Abbathor or his minions descend with great wrath on take him to the portal.
anyone hoping to escape the realm with something valu-
able. The minions pry away anything they deem worthwhile
KHIN-@IN,
and present it to their god.
THE WASHING TOWER
(Site)
Principat Nonrtayer Cuaracters. A dwarven berk called
Foreman Dreabh (Px/d dwarf/F8/Fated/NE) makes sure the Hrassav. Khin-Oin's made from the flayed spine ofthe first
mines produce enough to keep Abbathor happy. He's a dom- god who tried to cross the yugoloths. The yugoloths turned
ineering bubber whose only concern is making himself look it into a fortress where they hatch their schemes to dominate
good; his slavedriving habits ensure that those under his su- the multiverse. Though they're ostensibly always fighting,
pervision work bloody hard. He's planning to steal Ab- they actually have a master plan to bring the rest of creation
bathor's greatest treasure, just as soon as he figures out under yugoloth control.
what it is.
Abnais Ralene (Pr/? human/T3/CN) heard Descuirrion. It's said the tower
about the fabled hoards of Abbathor and soars 20 miles above the
decided she'd have to take a look for her- surface of the ground,
self. Though she's none too experienced a and plunges 20 miles
thief, she's one of the more resourceful below. Whatever the
cutters a body could meet. As the truth, it's big. A
most influential human here, she's THE WASHINGTOWER? body standing
established herself as the I+°S &icH- OVER
+HERE, at the bottom
proprietor of a trading sys- looking up sees
THROUGH «ut BAA+EZU ARMY,
tem, and she's gone far to- the massive vertebra
ward making herself totally
ACROSS tHe BA++LEFIELD —
ofa long-dead colos-
invaluable to the dwarves. Ifa veu SHOULD PROBABLY sus looming over
human needs a favor, he AVGID +He FIGHTING — him. One central
needs only ask. Ralene's will- AND FHR®UGH TANAR'RI ARMY column curves
ing to help out her fellow hu- i+ SH®ULDN’+ +AKE vae into Oinos' sky,
mans in a land run by dwarves much MORE +Han SEVEN with lesser towers
— for the right price, of built out of its
course,
er EIGH+ WEEKS
side all the way up.
*& REACH I+. A body can only
Seevices. Nothing imagine how far out
— 4 HELPFUL GUIDE
can be bought in the they extend under-
Glitterhell, because Ab-
IN 6INOS
ground. (A map ofthe
bathor keeps all the jink tower — the sections
for himself. Instead, the known to non-yugoloths,
petitioners and residents anyway — appears on the
work on a barter system, trading back of the Gray Waste poster.)
*52*
Chant is that the yugoloths came from this place, that NIFLHEIM,
they were created in the pits deep beneath the towers. No + N@R+HMEN’S DESPAIR +
one knows the truth of it, but it is known that in all of
recorded time, none but the yugoloths have ever held the Niflheim, the second layer, has a bit more variety than
tower. Of course, that's more a testament to their ability to Oinos. It's not just rocky terrain and scorched, pockmarked
pull together in the face of opposition than their proficiency earth. Free of the disease that ravages the first layer, it has
in working as a group. abundant trees and underbrush. As a matter of fact, the
All sorts of politics play out in Khin-Oin. Plenty of ul- layer looks like a verdant prime world — except that it's still
troloths lair here, and all of them have their own vision of completely gray.
perfection. Each looks to convince the others of this vision. The cooler air gives rise to a constant mist that twists
Ofcourse, they all realize there's little chance that the others and swirls around the branches of the trees and the strange
will come around, and so they all engage in physical "de- bluffs that rise from nowhere to fall away just as quickly.
bate." Every day the halls erupt into pitched battle as one The fog's thickness makes it difficult to see more than 100
faction or another decides to press for greater power. feet. The mist also distorts sound and sight, and any sort of
The wasted figure of the Oinoloth watches over all this, missile combat's nearly impossible — a body's has to get up
Though theoretically in charge of the yugoloth efforts on close and personal to fight here.
the Gray Waste, in reality the Oinoloth is too busy holding The fog also imparts constant dampness to anything
onto its own precarious position in the Wasting Tower, play- brought here. Dry clothes become damp, and metal rusts.
ing one faction off another. These days, a yugoloth called Only objects wrapped tightly against the intruding fingers
Mydianchlarus rules the tower (PI/Ø ultroloth/18 HD/NE). In ofthe mist, or maintained despite the mist, escape its effects.
the last few years Mydianchlarus managed to overthrow Naturally, all manner of predators use the mist as cover
Anthraxus, the previously reigning Oinoloth. Now the new to approach their prey. If the victim can't see what's coming,
ruler struggles to maintain the power it's built over the he can't prepare very well, can he? Thus, this land fosters
years, and to accumulate a little more for itself. loosened swords and lightning reflexes — at least, until the
Despite all the infighting, the yugoloths pull together Waste's influence makes a body wonder why he bothered to
amazingly well when faced with an outside force. They for- worry. The major predators of the layer are wolves (both dire
get all past differences in the moment of defense; it seems and normal) and trolls, neither of which is particularly
that, more than anything else, the yugoloths want to keep afraid of humans.
the tower's secrets from falling into the wrong hands — that Though the towns and realms here suffer despair like
is, into any hands but theirs. the rest of the Waste, they're also places that keep a small
The tower's features are flame of hope cherished against the dark.
nothing short of amazing.
Of course, once a body real-
izes that the whole thing's 40 or more
miles from top to bottom and at least a
mile thick, it's not so hard to understand
why Khin-Oin's one of the most prized cases
in the multiverse.
53 +
Queen of Annwn. She passes away after ten years’ time, and disappointed anyway. Arawn, despite his uncaring reputa-
Arawn goes searching the mortal world for a new queen. His tion, doesn't like to see berks wasting their short lives on
old queens hold places of glory in Annwn, but they no frivolity.
longer hold any mystery over Arawn's heart. Arawn's Queen The journey to the realm is hard, no doubt about that.
is always the fairest lady alive among the Celts; though they But it's not insurmountable. Waves crash down on the bow
rarely come willingly, once they arrive in Annwn they come of every boat that carries the living, and great serpents
to believe that they've always wanted to be here. twine around the bow. They attack only if they're attacked;
Arawn has absolute power of life and death over the their main purpose is to frighten off travelers. Rocks rise and
Celts. He becomes fond of certain of the dead, and he does- fall from beneath the waves without pattern, and rarely ap-
n't willingly relinquish his hold on them. If somebody wants pear in the same spot twice. And of course, if Arawn doesn't
to bring 'em back, Arawn offers to trade someone similar for want someone entering his domain proper, a body just can't
the dead man — quite a generous offer, in his view. A berk make it in. The
who doesn't take him up on this proposal isn't going power
to get a better one, so he might doesn't
as well take what's offered. much like
Arawn might even grant the to kill
revived berk some special people him-
powers as an added bonus. self, but he'll
do it to avoid
DESCRIPTION. unwanted
Annwn, also known visitors.
as the Isles of the Like
Cursed or the Ten most of the
Isles, floats in the rest of the
middle of a vast Gray
sea far from the Waste,
center of Nifl- Annwn ap-
heim, Its pears dull
rocky and dis-
shores mal. What
deter isn't
travel- bleached
ers, bone
and white is
it's said shadowy
that no and ob-
living scured,
creature forming
can survive dark
the trip to places
the islands. among the
That's just mirages
so much of the
barmy realm.
talk, set Color
to deter can
heroes be
from
foolish
quests to
the land,
where it's
likely lac
that d
they'll
just be
*54*
found toward the center of the realm, with the real life of their new lives. When they stand and straighten, they know
the place (so to speak), but the outer fringes remain as dank their place in the underworld, and they hasten there. Some
and dull as the rest of Niflheim. stay in Cauldron, acting as the townsfolk of the realm, while
Rocky and dark, the Isles are covered with oaks and others move along to till the fields or hunt in the forests.
pines and the occasional open plain or barren hillside. A They may grouse and grumble, but they do their tasks as
perpetual mist hangs over the realm, but it's not nearly as Arawn commands,
thick as that which droops across the rest of the layer. There The main feature of Cauldron (after the life-giving
are bluffs and ravines, sheer places and flat places; in short, cauldron itself) is the stone castle in which the ruler of the
all manner of temperate terrains and misty dells. A body al- town lives. Llediaith Half-Tongue (Pe/¢ human/F1/NE)
ways sees a place he recognizes here, somehow brought here keeps the peace in the town. As a newly arrived petitioner
or recreated for his personal solace. Each spirit is granted a his tongue was torn from his mouth by wolves, so he com-
personal area of Annwn, to do with as he chooses. Some municates by grunts and gestures. The whole castle is rigged
make druidical groves, others build houses, and still others with bells, all of which lead back to silken cords in the cen-
do as they've done in their lives: nothing. ter of the hall. Llediaith has specific codes for various func-
Not all of Annwn consist of reflections. In fact, only a tions, and he rings the bells to alert his staff to his desires.
few areas belong solely to the petitioners. Still, enough of Branwallis, a town of about 7,000, is the next largest
‘em are filled with angry berks that a body traveling through settlement. Most ofthe scum of
the realm gravitate here, in-
ought to be careful; some of the dead are mighty protective cluding murderers, and it's got an unsavory reputation.
of their glens, and they've rigged traps to spring on invaders. Gambling halls and festhalls can be found here, and the
The dead-faced and grim petitioners are the spirits of trade in the smoky taprooms is far more savage than in the
those who did nothing to distinguish themselves in their rest of the realm. In its own way, Branwallis staves off the
lives, or those who never believed they had done enough. If influence of the Waste, and so it's valuable for that alone.
their dying thoughts were of ignobility, they became peti-
tioners in Annwn. Those who actually accomplished some- Serai Cosprmoss, Unless they're exceptionally strong-
thing live closer to the center of the realm, nearer to Arawn's willed (that is, make a save versus spell, including bonuses
keep. The closer to the keep, the more memories of life they're for high Wisdom), travelers begin to adopt the characteris-
allowed, and the more immunity to the Waste’s ennui. Arawn tics of the lands they're near. As they draw closer to the cen-
occasionally lets a few of his minions travel back to the liv- ter of the realm, they become more civilized and refined,
ing world, where they can pass advice to their descendants temporarily losing one point of Strength and gaining one
and warnings to their friends about possible treacheries. point of Charisma. Farther away from the center they slip
Ofcourse, not everything is as it seems in Annwn. into barbarism and decadence, gaining a point of Strength
Many here turned stag on their lieges in life, and they're not and Constitution and losing a point of Intelligence and Wis-
likely to change those patterns now. Most were simply un- dom. There's no apparent dividing line, but it's a gradual
trustworthy and evil; they'll kill a berk, bob him, or betray process that takes a day or two to take full effect. The effects
him just for the pleasure it brings. They're not particular. fade in an equal amount of time once a sod's left the realm.
On the shores of the great sea stands a mighty fortress
made of human bones. Surmounting it all is a skull, said to Principal NoNPLAYER CHARACTERS. Those planning to
be that of the last ruler of Annwn. This is the Fortress An- come here and make a ruckus outside the natural order of
noeth, the lighthouse and sentry post for the realm. The skull wrongness in the realm should know that the Bone Warriors
atop it acts as both the light — its eyes flame with a lambent always stand ready to deal with problems. These otherwise
light on especially foggy nights — and the eyes of Arawn, ordinary warriors don the armor Arawn creates for them,
who can use the skull to see through the entire domain. Leg- which makes them (to all appearances, anyway) skeletal and
end has it that the skull retains the intelligence and spirit of eerie. Horned helms top their heads and obscure their fea-
the old ruler. He's still fiercely protective of his former realm, tures; it's said that to look upon the face of a Bone Warrior
and he loves his new job even more — he still oversees the is to suffer the ultimate oblivion, and it's this threat that
realm, but has none of the administrative responsibilities. keeps most of the petitioners here in line.
Toward the center of the realm, a castle made of gold- The armor provides the warriors with the immunities
etched iron and silver faintly glows through the gray filter and resistances of skeletons — half-damage from piercing
of the Waste. It's from here that Arawn rules, and here that and slashing weapons and so forth — and none ofthe atten-
his gay court gathers. The court embraces strong and proud dant disadvantages. It's eerie to know that beneath the
warriors, and fair and gracious ladies. skeletal ribs is an unseen man — most simply throw down
their weapons and run when the warriors approach. About
Principat Towns. Cauldron is the chief town of Annwn, 1,000 Bone Warriors exist at any given time.
and the largest city on the Ten Isles. AII petitioners enter the When Pwyll rules here, he's a jovial chieftain, more
realm here. The town takes its name from the great cauldron than willing to help out a companion or stranger in need.
in the middle of the burg from which the dead crawl into His time on the Gray Waste has changed him only a little, to
*55*
the extent that a portion of his mind always calculates how the planes than he wants to, stops in from time to time to
best to turn a situation to his advantage. keep his friend Viliki hopeful. Kherion brings her news, dis-
Hafgan (Pl/ human/F17/NE) is Arawn's mortal enemy patches, jokes, and riddles from the rest of
the planes. Some-
— but for reasons known only to the god, Arawn can't take times, his humor's about all that keeps her from giving
any action against him. Hafgan plans to take over the eastern everything up, even when the laughter is strained at best.
isles of Annwn, and Arawn is powerless to stop him. Pwyll That, and his weekly shipments of brightly colored cloth,
occasionally steps in to stop the opportunistic Hafgan, but it'll help keep the town afloat.
take someone untainted by Arawn to stop the interloper. Though Kherion hates himself for betraying his fac-
tion ideals this way, he does his best to keep Cainor in
Services. The famous cauldron at the center of this burg power, feeling the responsibility of keeping her mind alive
can revive any dead man to life, as long as the body is placed and well. (He comforts himself with the reasoning that
inside it for a day and a night. Since Arawn's not too keen on while Viliki's in power, the dominance of the Waste is less-
having the dead brought back to life, a body's got to get spe- ened, and surely that influence is the definition of oppres-
cial permission from the power. Either that, or stand off an sion!) He uses his knowledge of underground and revolu-
army of Bone Warriors, and maybe even an avatar of Arawn tionary politics to quash anyone who's working against her
himself. If a living cutter leaps inside the cauldron, it de- — often before they're even aware that they were uncon-
stroys him instantly and irrevocably. The cauldron also shat- sciously plotting.
ters, to reform only after a year has passed.
The silversmiths of Annwn surpass those of the Prime Desceiprion. Tucked away in a grove of tall pines, a
by a long shot, and the iron smelters fashion weapons that frontierlike town looms out of the woods like an unexpected
can stand up to the best steel weapons. The cloth weavers predator. This image greets a visitor to Death of Innocence.
make cloaks and fabrics that withstand the water for a good The whole town's made of wood hewn from the gray pines
long time. In short, the quality of products here is excellent; of the Waste, and reinforced 10 feet through. Great gates bar
it makes up for the surly attitudes of most of the petitioners. entry to any who aren't authorized or welcome; the outer
Finally, it's said that the Wild Hunt resides here when sides of the gates bristle with spikes of wood and mistletoe.
they're not on the Prime. It's well known that the Hunt Inside the gates, a broad avenue leads to the center of.
chases berks through the hills here, but nobody seems to town. At the center of town stands a fountain carved in gray
know if this is actually the resting place of the Master and marble, depicting a man astride a horse bursting forth from
his Pack. the waves. It's here that Mellibrun hangs his colored cloth,
descending from the man and his horse. It's an old ritual,
DEA+H OF INNOCENCE and it too contributes to the hope the town maintains in its
heart of hearts.
(Town)
The straight and regular streets seem much like those
CHARACTER. A grim resignation of a body's fate, the knowl- on a prime world. The wood of the buildings constantly
edge that you can never return to the way you were. Life's a oozes sap and blood, and it's for this reason that many be-
burden to be borne by the stoic and the brave; death only lieve the trees around Death of Innocence are the trapped
offers the easy way out. spirits of petitioners. The trees certainly give off a strange
smell and sound when burned.
Ruter. Viliki Cainor (Pr/9 human/F7/N) is the resigned The town holds over 5,000 people, but it always seems
ruler of the town. She doesn't really belong on the Waste, new and empty. Yet it also exudes a strange feeling of an-
but she's given up her hopes of attaining perfection in her- cient times. Perhaps the residents are afraid to trust the
self and in others. She's sliding down the spiral toward de- old/new emotions welling up through Cainor's influence.
spair, but she's stronger than she believes; she'll never com- The strangest thing about the town is that it's full of
pletely give in entirely to hopelessness. Her self-imposed re- people trying to redeem themselves. Rather than giving in to
sponsibility to the people of the town keeps her functioning. how they lived before, they're making an effort to develop
Viliki's a woman of deep emotions, and these emotions new patterns. Despite their ingrained nature, they're striving
keep the people of the town from succumbing to the drain- to change themselves. This results in a place actually
ing of the Gray Waste. She retains an optimism tucked away halfway decent to live in,
carefully in her thoughts of despair, which protects her from
the apathy that drains the dreams and hopes from every- Mumia. A citizen militia protects Death of Innocence
where else in the plane. Somehow, she manages to broadcast from harm. It's made of planars and petitioners, all of whom
these feelings throughout the town, and that's all that keeps are dedicated to keeping the peace. The planars are mostly
the place together. 2nd-level fighters; the petitioners are 1st-level fighters.
A recent rumor declares that one of the militia squads
BEHIND THE THRONE. Kherion Mallibrun (Pl/3 half-elf/T4/ may be preparing to betray the city. No one knows which
Revolutionary League/N), a blood who knows more about squad it is, and it's making everyone a little tense.
*56*
Services. This prime-like town offers only the most The river Gióll flows in a great circle
basic services. A blacksmith trades secretly with one of Ab- around the realm, with only one way across it:
bathor's petitioners for his iron, and a tanner takes in the a bridge guarded by the giantess Modgud (Px/9 frost
pelts of the wolves that prowl the forest around the town. giant/18 HD/NE). The river flows too fast and powerful
Hunters aplenty bring in meat and pelts for themselves and for anyone to swim across it; the current rushes ever
others to enjoy and use. Craftsmen in town can fashion any- downward, forcing a sod against the riverbed until he
thing from the living lumber of the nearby wood. But most drowns. Even flyers are sucked down by the power of the
important, the town's a fine refuge for a body to flee from river. A body should have real business here, or else the
the spirit-killing dreams of the Waste. power to overwhelm the giantess with words, wits, or
strength of thew.
CURRENT CHANT. It seems Hel's not very happy about this Once across the bridge, a body can remain on the road
town in the midst of her layer resisting the mind-numbing or travel across the country. If he remains on the road, he
influence of the Waste. She sees these sods as rebels and passes Garm the Hound, chained at a gate near the cave of
malcontents, unable to give in to the truth of the Waste. Gnipa. Garm, a huge dog with an oversized head, likes noth-
Some say the increased troll activity of the region is due to ing better than devouring passers-by. A body might be able
Hel's displeasure, and they're getting out while they can. to destroy Garm, but Hel would just revive it again, so
Rumors have filtered in from other sources that Malli- there's really no point to it. Besides, the dog's destined to
brun's not going to be around to make his next shipment, kill Tyr come Ragnarok, and a creature that can kill a god is
Word is that someone's planning a little surprise for him in something mortals had best leave alone.
the woods outside of town. Since certain elements in town Other creatures roam the wastes of Niflheim, all of
don't want to hold on to emotion or to change their ways, which occupy a special place of terror in the hearts of the
it's likely that they're the ones looking for his demise. Most Northmen. They're dangerous and omenstricken, and
folks hope that Mallibrun catches word of this — but no one many's the berk who thought they had no power over him.
wants to be the tongue-wagger. Many's also the berk who suddenly found himself a perma-
nent resident in this realm. It's best to stick to the road here.
The path eventually leads to Hel's palace, a mirror
NIFLHEIM, HEL'S DOMAIN image of its counterpart in Valhalla, at least from the out-
(Realm) side. No valkyries hover about the realm, and no color stains
Cusgacreis, In the land of the dead, there's little point in this death-full and stench-ridden place, but otherwise it
seeking happiness. Dour reflection is the best a body can looks similar. Inside, however, the floor crawls with poiso-
hope for, the pale shadows of life flitting through his eyes. nous snakes of all varieties, apparently unaffected by the
Valor is for the living; the dead simply do their duty. cold and misty weather. Poison drips from the ceiling, and
woe to the sod who decides to look up and see what's drip-
Powrk. Hel (LL) of the Norse pantheon watches over the ping on his head!
dead ofthis realm. Though she’s the daughter of Loki, she has Arranged around a central table in the Great Hall are
none of her father's merriment. Instead, she broods about huge banquet tables, all laid out with sumptuous feasts that
death and disease almost constantly. She's cold and emotion- slowly rot — the poison dripping from the ceiling should
less, though she's said to have a sardonic sense of humor. dissuade any berk with sense. Most of the petitioners of the
Most people never see that side of her. Still, her dry voice has realm sit around the tables, looking with hungry eyes at the
been known to drop occasional bits of humor — mostly at the food laid out before them. When a petitioner finally gets
expense of the person she's talking with. hungry enough to eat, the food causes terrible pain, and he
Her body is completely white and featureless on the left usually ends up vomiting his guts until he dies. But he's
side and ebony black on the right. She rides a three-legged back again the next day, sitting at his accustomed spot at
white horse, touring her realm and casting fear into the the table.
hearts of the petitioners. She likes to make sure the gates the hall (which is
Hel rests on a throne at the back of
around her realm are strong, and she punishes any spirits past literally hundreds of miles of petitioners), watching
that escape before they're supposed to. over her charges. It's said that anyone seated in her chair
can see through the entire domain, but he also suffers her
Drsesimmn. Little distinguishes Niflheim the realm from immediate retribution. Unless a berk can avoid her gaze and
Niflheim the layer, though this area seems even darker and her knowledge, he'd best not even risk the throne.
gloomier than the rest of the layer. The land descends slowly The petitioners of this realm died a dishonorable death
to a great cavern, through which a traveler must make his from old age or disease. They're all a little bitter about their
way. The journey through the cavern is fraught with danger fates; they're granted knowledge of their past lives, so they
and perils, both physical and mental, and it's only when a
the warrior residents
can ruminate on their failings. Many of
body reaches the great river that he knows he's truly in Hel's didn't have the fortune of falling in battle; they were too
land. good or too careful, and so could not ascend to Asgard.
Hise
It's said that when the day of Ragnarok comes, the gates of Niflheim will be thrown wide
and the spirits of the dead will take to the field and avenge their bitter afterlives. They are,
frankly, aching for it. Anything's got to be better than sitting in Hel's version of abanquet hall.
Some petitioners have managed to make a life outside of Hel's hall, but
they're even worse off than those trapped lifelessly in Hel's palace. These
vicious and grasping souls seem to exhibit bestial or monstrous ten-
dencies. Skalds of the Norse pantheon claim that these eventually
become the beasts of legend and myth that populate the wastes
of Niflheim's outer reaches.
IE gy, x A
e^ body riding across Hel's
domain doesn't get any-
where unless Hel wants
him there. If he's on a mis-
sion she doesn't approve of,
he rides and rides without
getting to his destination. He
never sees the same land-
scape twice, but eventually
notices that everything
seems strangely deserted.
No matter the landmark
he rides for, he never
reaches it.
Necromantic
magic functions at
twice normal potency
here, unless it's a
healing or resurrec:
tion spell. If it can
conceivably be
used to harm, it's
quite potent in
Niflheim.
|
*59*
can be clear and full of
her stars, or it can rain as if an ocean Every single spell cast in Aeaea pinpoints the user to
had opened above. On one night warm breezes and gentle Hecate. She determines if she wants the spell to have the
rains, rare on the Gray Waste, drift across the realm; on an- desired effect, or if it just fizzles in the air around the wiz-
other night the sky cracks, thundering down despair and ard. It all depends on her mood. On clear nights she's
death. Most of the folks here assume that the kind of night gentle, and allows most spells to succeed. On darker,
depends on Hecate’s mood, The nights do have a visible be- stormier nights, she has little patience for the gentler or
ginning and end; when one ends, a sense ofclosure fills the more introspective spells; flashy spells and destructive
entire realm. The place goes completely black for about an magics rule the night.
hour, and the petitioners prepare themselves for the new
night. And then, over the eastern hills, the moon rises or the PRINOPAL Nonrtaver CiagacreRS. The most notable resi-
storm boils, raging through the darkness. dent, the wizard Circe (Pr/9 human/Tra25/CE), is an old
Hecate doesn't have a fixed palace, though she main- protege of Hecate's. She does her level best to protect the
tains a tower on the outer fringe of the realm. It's a light- realm and impress Hecate's might on travelers, She's got
house of ancient construction, and its beacon shines enough power to take out a small army without breaking a
brightly through the darkness of the Waste with a rich yel- Sweat, but she can be outwitted.
low glow. This glow serves only to remind the petitioners on
the rest of the plane just how badly off they are. Srevices, Anything a body might want regarding
Hecate's realm teems with omens and portents, and magic, especially dark magic, can be found for a minor price
nearly everything a body runs across signifies or symbolizes in this realm. Of course, "a minor price" really depends on
something else. Futures can be read in the fall of a leaf, and what the seller considers "minor." Some have literally lost
lives destroyed between the howls of a she-wolf. Mares and their spirits to the hucksters, while others have gotten away
dogs frolicking can spell utter doom for one or unqualified with as small a price as a clipping from one of their finger-
success for another. nails. But considering what the folks here can do with that
Roads meander over the hilly realm, leading nowhere clipping, it's hard to say which is a greater sacrifice,
and coming from nowhere. Small villages spring up and dis-
appear along the roads, but few remain for long. Poplars
CORPUS
line the roads, and groves dot the entire realm. It's said that
the most devoted of Hecate's petitioners come to the groves
(Town)
on the nights of the full moon to perform arcane rites. Cnssac iri. All for one and one for all — literally. Everyone's
The petitioners here followed Hecate's footsteps on the got a function to fulfill, and they'd better do it, or the whole
Prime. Some are witches and wizards, while others are sim- place falls apart.
ple highwaymen, preying on those foolish enough to be
abroad in the night. Whatever they are, they've all got Kors. A blood named Caili Jaspar (Pl/¢ tiefling/F1/N)
hearts of blackest evil, and none of them are cursed with the serves as the Mouth of the town. He speaks for the assem-
gray oblivion that's the lot ofsomany others on this plane. bled citizens, passing along the judgments made by the
Head. He's only been a part of the Corpus for about two
Puincapal Towns, Minor villages lie scattered about the years now, but he's good enough at reading the signs to
realm. The largest is Thalatta, near the three-headed statue continue to act as the speaker for the town.
at the largest crossroads in the realm. It's a collection of
mud-daubed huts, in which ancient crones mutter and chant Binin mE Terone. Truly ruling the town is the Head,
their spells. The only use they have for visitors is for spell the smartest and canniest collection of individuals the town
components; that is, as the raw material for said compo- could throw together. Hidden away in a cave, they discuss
nents. the ramifications of any act. At times, various portions of
the Head are dominant — and the success of their actions
Sere. Cowprrions. The Greek goddess of magic doesn't determines how dominant that "urge" will be in the future.
hold with restrictions on spellcasting; all conditions im-
posed by the nature of the plane vanish Urscurtion. Corpus holds hundreds of thousands of
here, and every spell works with maxi- people, and that's the literal truth. The whole place consists
mum efficiency. Sounds like a per- of the living bodies ofpetitioners and planars who chose to
fect place for a spellcaster to do join the town. Every structure in the town is "constructed"
his work, right? Well, like from joined human and demihuman flesh.
everything on the Waste, Faces stare out from the walls, some in
there's a catch: agony, others just blank. Some bodies twist
around corners or form supporting beams, while
others have the relatively easy job of being street
cobbles.
*60*
Ow
If seen from above, Corpus appears like a Srrvicts. Anything related to the
human body, with the head nourishment of a human or demihuman body can be
on one end and the feet on found in Corpus - in fact, it's probably the safest place
the other, arms akimbo and to eat on all the Lower Planes. A body can't look for much
legs splayed. Each part of town else; swords or magic have little purpose here, and guilds
bears the name ofits body part, and are just a part of the town. But the food's good, and the inns
each functions exactly as that part. The are comfortable, provided a basher doesn't mind sleeping on
Veins form the streets, while the Heart spreads money and a bed made of about five different people. None of the bed
nutrients along the Veins to nourish the other parts of the members mind much, so a body shouldn't feel too guilty.
Body.
The Stomach, where cattle and grains and other foods Cosseer Chant. Some say that Corpus is preparing
are driven, is a vast pool filled with bile. The bodies here ready to up and leave. This thought terrifies residents farther
press together so tightly that not a single drop leaks through down the Body, but most're willing to do their duty when
them. The food's just dumped into the acid, which is ab- the Head lets 'em know what it is. The more imaginative
sorbed through the bodies and passed along the fleshy links near the Stomach speculate that there's another town simi-
to the various parts of Corpus. The acid's strong enough to lar to Corpus, and the two'll merge into one giant body.
eat through flesh, though the bodies of the Corpus seem to Reports continually filter down the Body
be immune to their own juices. Anyone else takes 1d10 about dissension in the Head. Rumor has it
points of damage per round until they can escape. that the left halfofthe brain isn't so keen on
The appeal of Corpus is this: It's a shield against the what the right half is doing, and that war's
Waste's numbing drone. As long as a berk's willing to serve imminent among the parts of the Body. If this
five years in the Body, he's welcome to stay in town. Of is true, it'll tear Corpus apart. And that'll be
course, once a sod's in, it’s mighty difficult to get back out. the end of the grand experiment.
But people have escaped from Corpus; these folks can't HADES,
stand not running their own lives, and they'd rather be free THE UNDERWORLD
than have some leatherhead who knows nothing about 'em (Realm)
making decisions for them. They're called “dead skin," and
nothing's done to get 'em back, but they're hated by the CHAKACT ^. Gloom, gloom, gloom. Striving is futile, because
folks still in the Body — and it seems that the dead skin usu- everything ends in despair. The price of hubris is punish-
ally ends up dying within a few years of their departure, as ment everlasting, but only those who dare challenge the
if the strands that once connected the skin to the Body also gods need worry.
sucked away life.
Pieces of the Body that serve exceptionally well can be Powis, Hades (LL), Lord of the Dead, rules the realm of
promoted. Most angle to be part of the Head, but some ally the same name. Most people just call it the Underworld and
themselves with "urges" that are on the way out. These have done with it. He's the most powerful being in the Gray
urges usually find themselves working their way back to- Waste, bar none, and though he's classified as an intermedi-
ward the feet of the Body, unless their mental enemies slip ate power, most folks in the know call him a greater god. As
up and allow the urge access to the Head again. This defi- the eldest brother of the chief of his pantheon and the first
nitely demonstrates what a cutter'd call “a body politic.” son of Cronus, he's not exactly weak.
Neither is he what a body would call jovial. In fact, he's
Mitis. When an infection in town becomes apparent, downright gloomy most of the time. But sometime his eyes
pieces of the buildings disconnect to hunt down the offend- light fire, and he becomes animated, almost lively. Like Hel
ing cancer and cut it from the system. In some cases, the of Niflheim, he can be approached by mortals, though he
“militia” simply provides an escort to the edge of town. prefers not to have his time wasted by silly requests for a
Others times, they actually must subdue their victims. Most loved one to be brought back to life. Indeed, if it weren't for
thus subdued are taken to the Stomach and thrown in. his wife Persephone, he wouldn't hear mortals at all.
In truly desperate cases, all the members of the commu- Persephone, daughter of the goddess Demeter and a
nity can meld their minds into one, and send a psychic blast minor power herself, was abducted by Hades long ago and
so strong that it blows the problem into so many bloody forced to remain in the Underworld because she had eaten
gobbets. This attack paralyzes the town for days, so it's Hades' food. She's here for six months out of the year now.
really more of a last-ditch effort. The blast is strong enough She's quiet and doesn't speak much, but she loves to hear
even to stun wandering powers — the force of hundreds of the news of the upper world, and ifasupplicant's stories stir
thousands of people's beliefs is a potent thing, and all of it her fancy she intervenes on his part to Hades. The death god
focused on one being is enough to drive even a god to his can barely resist her, and so a sojourner would be well ad-
knees. vised to curry the favor of Persephone.
*61*
Description. A joyless, lightless domain, the Underworld The petitioners are despairing and crude; their only
features a palace of gray marble surrounded by gray marble emotion is paralyzing grief. This dull afterlife allows them
walls at a distance of thousands of leagues. (A map of the considerable time to reflect on what they could've been if
realm in the Adventures in Conflict booklet is available for they'd only taken the chance to try something new in their
cutters willing to brave the gloom.) The sky above arches a lives. Of course, if they realized what too much daring cost
featureless gray, though once in a while a body could swear some people, they'd be glad ofthis state of being, See, just a
that he sees the roof of an incredibly large cavern. little way off from the bulk of the petitioners are those sods
It's possible to get from the Prime directly to the Un- assigned particularly nasty fates in the Underworld.
derworld. Volcanic caverns lead deep into fissures below the These berks dared to insult the very faces of the Olym-
ground, which in turn let on to large passageways where pian gods. Their names endure as the stuff of dire legends:
every footstep reveals a new peril. It's a way known only to Sisyphus, eternally struggling with his rock; the gaunt and
the gods, but they show it in dreams to emaciated Tantalus, with water and fruits just beyond his
their favored ones. reach; Ixion, the would-be violator of Hera, spinning eter-
Only a single double nally on his wheel of flame; Peirithous, rooted on the
gate pierces the marble chair of forgetfulness; and the Danaids, mur-
walls of Hades’ realm. derers of their husbands, forced to fill an
Constructed of beaten endless and unfilling urn with
bronze, the gates have been water.
dented and scarred by living heroes All the punishments Hades
doing their best to get beyond and declares are at the request of
speak to Hades. The power allows them his fellow powers, and all
to remain damaged because it discour- suit to the nature of the
ages other folks: If the greatest mortal crime committed. The
heroes couldn't pass, what hope does SRAY . Olympian gods are quick to
an ordinary berk have of getting in? GRAY take offense, and Hades is only too eager
Besides, just beyond the gates its ENGUGH to punish such transgressions against his
prowls the dread three-headed hound, +@ MAKE siblings.
Cerberus, Unless a body can Rivers run through the
charm his way past or beat
A BODY BARMY
entire realm; it's said that
the stuffing from the dog, — KONESKIO SILAS, the Styx itself has a place
he's not likely to get too here, though no fee can con-
@NEe-week RESIDEN+
much farther. There's a dark vince a marraenoloth to pilot
er HE WASE
his skiff into the Underworld.
It's well known that the River
basher wants it badly enough, Lethe, the sweet waters of forgetfulness, flow through the
if his desire can overcome the Underworld. Though a petitioner forfeits any chance of
strong will of the dog, then he can get returning to the world above when he drinks from the wa-
past unscathed. It’s all in how a cutter ters, sometimes the temptation to forget his current miser-
approaches Cerberus. If someone slays the dog, it's simply able state is too much to resist.
returned to life by the will of Hades. (See the “Into the Land Many dread beasts wander through the realm as well,
of the Dead" adventure in Adventures in Conflict for more seeking living flesh to rend and tear. They're the dead coun-
detail about getting past the hound.) terparts of their Olympian brethren, and they've got a
Beyond the great hound lies the rest of the realm. It's a grudge against anything that still carries the spark of life
place of blackened, stunted trees and wasted ground. Groves within it. All are obedient to the will of Hades and his wife,
of black willows flourish, and one such grove holds a single but unless thus restrained, they've got free rein in pursuing
white laurel inside. It's said that this laurel allows a peti- their anger.
tioner to see back to the living world, returning his memo-
ries as he looks upon his children and grandchildren and so Principai Towns. There are no towns in Hades’ realm,
on down the line. Some souls come back from the grove only the places of punishment and the great palace of Hades
with greater hope for their lives and their lines; others come and Persephone. The palace isn't open for anyone to come in
back weeping even more fiercely than before. and stay, though it's richly appointed and the vast halls
The lifeless, gray, wraithlike petitioners move only at echo with loneliness. It's the private residence of a power,
the will of Hades. In fact, the whole realm often seems de- built with love and desire for his young wife.
serted to a mortal traveler; that's because Hades hides his Still, a body can walk in the front doors and march
petitioners from most cutters, only to spring the unfortu- straight ahead to the Twin Thrones that watch over the en-
nates out just when the intruder least expects it. tire realm. Any deviation from this path is looked upon with
*62*
extreme disfavor — and anyone who'd dare the
disfavor of agod of death is certainly wor-
thy of the punishments meted out by said
god.
*64*
hink the evil planes are nothing
but fiends? Try bargaining
with a Titan! Hunt unimagin-
able prey, visit a library of souls, or
_ beton the Blood War with an
Underworld bookie. . . .
2615XXX1902
A PLAYER’S GUIDE y
+CoNgLicT+ N D
CREDIS
Designers: Colin McComb and Dale Donovan * Developer and Editor: Michele Carter
Creative Direction: Andria Hayday
Box Cover Artist: Robh Ruppel * Book Cover Artists: DiTerlizzi, Robh Ruppel * Interior Artist: DiTerlizzi ^
Cover Photographer: Michael DeHoog * Art Direction: Bruce Zamjahn P
Electronic Prepress Coordinator: Dave Conant * Typography: Angelika Lokotz
Border Art: Robert Repp * Graphic Design and Production: Dawn Murin, Greg Kerkman Fi
TSR, Inc. TSR Ltd. ADVANCED DUNGEONS Br DRAGONS and ADAD are registered trademarks owned by TSR,
Pain logo, and the TSR logo are trademarks owned by TSR,
201 Sheridan Springs 120 Church End acter names, and the distinctive likenesses thereof are
Lake Geneva Cherry Hinton ight 91995 TSR, Inc. All Rights Reserved, Random House and
nies have world-wide distribution rights in the book trade for English
WI 53147 Cambridge CB1 3LB ge products of TSR, Inc. Distributed to the toy and hobby trade by regional
U.S.A. United Kingdom tors. Distributed to the book and hobby trade in the United Kingdom by TSR Lid,
aterial is protected under the copyright laws of the United States of America, Any
material contained herein is prohibited without
2615XXX1903
yes D EA
VT 3
seal On the extréme :EB of the Great Ring, six planes resist the pull of
A e U R law. giiachaos. These planes aren't “true neutral" by any means. Above
i 4 E = loomssthe triad of good — the Beastlands,
à r s Bytopia; and Elysium — where majesty and
[2.1 el LI ¢ ifm .. mystery feign. Below lurks the triad of evil —
7$ = T E Carceri, Geherma, and the Gray Waste — well-
springs of terror and pain.
These planes comprise some af the most dangerous sites in the multi-
verse, yetthey also hold its most sought--after ground. Elysium, for exam- x
-.ple, represents the kind of paradise many dream of — offering, release from `
x cares, wants, and worries. For sheer relief from the fretfulness of the world,
few places surpass the shining glory of this plane.
‘Course, the ideas of paradise vary from body to body. Some find the
lush and savage. Beastlánds more to their liking. They rejectelvilization and
the amenities that gó with it, embracing the ways of the wild, These folks
haye always wanted to be animals; they prefer to focus on immediate de- d
sires, indifferent to. larger concerns."
If.à body does embrace civilization'and enjoys hard work, he can make
himself a comfy case on the slopes of Bytopia. This industrious bt pastoral
plane offers not one "paradise" but two, each lying Opposite the other.like
the layers of a sandwich, Bytopia welcomes those who. - gladly labor to
achieve their peace.
The attractions aren't limited to the Upper Planes, ofcourse; the vi- | ^
cious planes below draw an equal number. Gehenna, homie of thefiendish
yugoloths, challenges the strong with its utter cruelty, The whole plane's a
forge, a place where a body who's into personal power can exercise his will
and hone it into something greater. A blood who survives the fiery slopes
of Gehenna has earned the right to-sneer.at those who
haven't dared attempt it.
£i Even Carceri, prison of the Titans; isa plane sought
LAW es @NE SIDE, avidly by those who battlefor land and beliefs.
ý CHA®S ou HE OHËR, It's filled with liars and traitors, but if a berk's
GOOD ano EVIL BIDDING FAIR philosophy fits the plane, no place seems more
46 FEAR EACH orner APARA — appealing. Eventually, most sods'on Carceri come
to realize the plane ain't exactly what they envi-
ano YOU CALL aay PLANES sioned when they set out on their personal cóürses.
Meu KAL? That's a problem they'll just have to overcome.
"Cause once a body's in the Red Prison, he ma;
— TASMAR, 4 PLAN ALKER, never fee ET RE PY
*e 4 CLUE Ci$$ PRIME The final plane of conflict is the gloomy Gray
Quz b Waste. The Blood War stains its barren fields while
despair spreads like a cancer among the inhabi-
fant The Waste represents the ultimate proving ground for souls who just
can't accept the notion that they're weaker than anything. Here their desire
` js sorely tested, and their dreams have to be stronger than the plane's
L^ © draining influence if they want to survive. For some people, this is paradise
: 4^ ^ itself. For others, it's paradise lost.
A o. cn
+ THE WAYS OF NEUFRALIFY +
If one thing's common to the residents of the "neutral" planes, it's
their enigmatic behavior. Most reject the tenets of law and chaos, yet no
outsider can predict their actions or understand them fully. The yugoloths
of the Lower Planes offer the best example: These fiends follow their own
agenda, treating a body with different degrees of civility. On occasion, they
*2*
1
tanar'ri and simply
take a berk's head
off. On others, they
talk to a traveler
like he’s the most
important blood
in existence,
Most often, they
just use a body as
a pawn in their end-
less maneuvering. The sad thing is, their
good counterparts can be almost as ma-
nipulative if the ends justify the means.
On the planes of conflict, most
everyone's got something tffey want to
achieve. Whether the outcome serves.
good or evil, allies can suddenly be-
come enemi nd almost any berk can
be sold for the right price. Some call it
treachery, Still, this behavior helps maintai
the precious balance of the Great Wheel. Regardless of
their motivations, natives of the planes of conflict pro-
vide a moderating influence, assuring that neither law nor
chaos gains the upper Hand or overwhelms the multiverse.
By natural extension, this “code of neutrality” en-
sures a balance between the needs of the individual and
the society he's in. Neutral creatures have no doubt
that there must be a fair interplay between stric-
tures and freedoms, between rights and an-
archy. Sometimes the code favors of -
the individual; sometimes it ben-
efits society. Either way, it
always focuses on
. the needs of one
or the other.
(This aspect of
the "code"
barely touches
Elysium and
the Gray Waste,
however. Natives
of both planes ap-
pear to have tran-
scended the whole self-
versus-society issue.
They care
only for the
purity of good
or evil.)
The “balancing act” of the code has a side effect: Neu- sium. It’s the river of sweet water and good intentions.
trals have earned a reputation for taking their time to con- That doesn’t mean Oceanus holds no dangers; waterfalls
sider an action. Members ofthe Sign of One fit the stereotype plunge thousands of feet to the rocks below, swirling
well; they appear to evaluate every action from every angle whirlpools take a berk down to his doom, and predators
before they act. Folks of the Transcendent Order, on the other swim the river's waters and lurk along its shores.
hand, don't match the description at all — if ever there was a A body looking to get someplace in the Upper Planes
group who didn't think before they act, it's the Ciphers. can usually just camp by the riverside, Plenty of boat traf-
Here's one last tip about natives of the “neutral” fic follows the river (except near the more treacherous
planes: They're convinced they understand more of what areas), and most ofthe bargemasters are happy to accept
the multiverse is about than other folk, that only they can an extra passenger or two.
"grasp the big picture." Telling 'em otherwise is a sure way
to spark a fight. After all, "neutral" doesn't mean “pas-
THE RIVER S-YX
sive." These folks can get riled just like anybody else.
The polluted waters of the Styx flow
through all three of the neutral evil
planes, Carceri's first layer is riddled
with bogs and canals, and most of
them are somehow connected to the Styx, On
fiery Gehenna, the Styx plunges off tremen-
dous cliffs. Much of the dark water disappears
into steam when the river passes over Gehenna's furnaces,
while smaller tributaries of the Styx wind through caverns
lit lambently by lava flows.
+ GE++ING AROUND + On the Gray Waste, the broadest and lowest part of
the Styx meanders this way and that. The river serves as a
A body who wants to get around on the planes of conflict decamping point in Oinos for both tanar'ri and baatezu on
would be well advised to follow one of the Great Paths. their way to Blood War battlefields, and plenty ofpollution
Only Bytopia lacks a connection to one or more of these pours into the Styx from the rotting corpses of the fiends
popular routes. The Gray Waste, for example, lies on three that've died here. It's said that at the very midpoint of the
of the four Great Paths: the Styx, the World Ash, and plane, a vast whirlpool cycles the corruption back to what-
Mount Olympus. It's almost as if the plane were inviting ever plane spawned the Styx.
people to come to it.
Bashers traveling the Great Paths should always be
YGGDRASIL,
wary, even on the good planes. If the average traveler
+HE WORLD ASH
knows these paths, it’s a sure bet that lots of less savory
creatures know about ‘em too. And such creatures aren't The tangled roots and branches of the World Ash touch
afraid to take full advantage ofthe naivete of someone too three of the six planes of conflict, uniting them in a com-
stupid to keep her hand near her blade or a spell on her mon grain. The base of the great tree lies in Niflheim on
lips. the Gray Waste, where the dragon Nidhogg chews at the
tree's roots and nurses its reptilian young. Nidhogg lairs
near the entrance to Hel's domain, and a wise planewalker
M@®UN+ ®LYMPUS
soon learns to descend the other side of the tree.
The great Mount Olympus touches all three of the lower Yggdrasil stretches into the Beastlands, waving its
planes of conflict, but only one route is well known. The leafy shadow throughout the plane. It also touches every
mountain extends from Arborea to the very depths of the layer of Elysium, although the portals into the third layer
Gray Waste, where the caverns of the upper land descend have been sealed.
to Pluton, the third layer. The caverns open up within sight
of Hades’ realm, the beaten bronze of the Underworld
TRAVEL *HROUGH +HE PLANES
gates shining in the gloom of the Gray Waste, Obviously,
it's one of the more dangerous paths to take; there's no Once a berk's gotten onto a plane, he's still got to figure
saying what lurks in the tunnels underneath the mountain. out how to get around. Even the most leatherheaded
planewalkers know that every plane has its own conditions
THE RIVER @®CEANUS and hazards for travel, and those who go blithely tramping
around the Great Ring without a clue as to the best meth-
Oceanus, the pure river of the Upper Planes, flows through ods of travel are sure to end up stuck in some powers-for-
the first layer of the Beastlands and all four layers of Ely- saken place — and at the mercy of the plane's inhabitants.
744%
) Ss
Tye BrasrLANpsCThe-only special condition for travel
through the Beastlands is that a body just) has to know
where he's going, and he ought totry to get'there as quick ©
as he can. Otherwise, he might end.üp as a beast's meal or
manage to irritate some powerful creature somewhere. On
the Beastlands, act like predator rather than prey.
a I
N
T
eo
THE I who spend time on its savage expanse,
Many primes say the Beastlands re-
mind them ofthe wilderness back home.
Every type of natural environment that exists on any prime-
e E world is'exemplified here. Desert, savannah, meadow, steppe, jun-
gle, forest, marsh — all these and more can be found on this plane. So *per-
fect” isthe wilderness of the Beastlands that all characters familiar with the
wilderness find their senses sharper, their connection with nature more
intense. =
In fact, this plane’s so feral and free thatit liberates the spirit and
brings out the beast in sods who spend too much time here — in more ways
than one.
The weather on the Beastlands is as wild as the plane's inhabitants,
Weather patterns charige and fluctuate without warning, so a beautiful,
clear day can turn to a raging thunderstorm in minutes. The plane's three
layers each have their own ecology, bit the terrain in them all is a jumble.
á While jungles don’t exist next to arctic glaciers, the terrain is much more
random than that of any prime world.
The first layer of the plane, Krigala, is the domain of eternal noon. The
sun Selera forever floats high above the land. Selera's eternal energies pro-
vide for rampant growth of
the local flora. Plants in most prime worlds usu-
ally get fewer than 12 hours of sunlight a day that.they convert to energy
for growth. But on Krigala the sun never sets, allowing the plants, trees, and
other flora to grow to immense proportions. In some places Selera burns and
/ scorches the earth, creating deserts and arid steppelands. At the opposite
HEY Berk, end of the ecological spectrum, lush rainforests and humid, misty marshes
NICE BEAK! lie thick and verdant along the layer's waterways, including the River
Oceanus, Between these extremes are plains, veldt, meadows, hills, senig-
lands, and even mountains.
^ CLUELESS River Oceanus is the center of all life on Krigala, as the sweet-
ABOU+ «o BECOME smelling waters feed the plants made thirsty by Selera's unrelenting heat.)
HEADLESS Animals come to the river to feed, drink, and — for the predators — to”
hunt. The branches of the Warld Ash, Yggdrasil, also grow through Krigala
and the other two layers of the Beastlands. Numerous animals — predators
included — make their homes and nests in Yggdrasil's wide branches.
Next is Brux, the layer of twilight shadows, its sky balanced with both
"sun and moon. Brux is the layer of eternal dusk. In the sky above Brux, Sel-
- éra and her aloof moon-brother, Noctos, war for dominance, All the inhabi-
tants of this layer live their lives in a cool, misty half-light. As the light from
Selera is less intense, most of the layer's plants point their leaves toward her
high station in the sky above. The mists and the dim'light cause many long
shadows to fill the undergrowth and other areas deprived of Selera's lumi-
nance. Often these areas hold nothing of interest, but it's said that some hide
passages to secret realms and treasures long lost from the Prime: all those.
items that sods believe safely locked away in some dark vault or shadowed
‘crypt, but disappear nonetheless. The chant is that at least some of these
items appear hete in the shadows of Brux. Some cutters speculate that the
Demiplane of Shadow may somehow have a connection with this shadowy
Pe second layer of the Beastlands. r ES
*6* : *
The shadows the twilight of Brux, and panthers wait to pounce from
hold other secrets as the darkness of Karasuthra. Fact is, the critters run this
well, for more than one plane. Most are as smart or as dim as they were back on
berk has wandered too close the Prime, and they can all talk, though most prefer not to.
to one of Brux's deep shadows Many of the critters are the plane's petitioners, and many
only to find it contained a fierce of those petitioners were once humans, elves, and other
predator — or worse. humanoids. A good many nature-oriented cutters such as
The weather in Brux is cooler and more rangers and druids come here too, as well as those of good
humid than Krigala. Forests, from alpine to de- heart who sought a simple life at peace with nature. These
ciduous, dominate the landscape. Ferns and cutters all take an animal form on reaching the Beastlands.
other cool-weather plants are common. Insects See, an animal only has four things in the whole mul-
buzz in the twilight air, and those creatures that forage or tiverse to worry about: finding a kip, finding a mate, find-
hunt in the half-light move through the almost-night on ing enough to eat, and not becoming food for another
the eternal quest for food. creature. They don't have to worry about politics or fac-
Last is the layer of perpetual night, Karasuthra, where tions, paying taxes and tithes, attending jobs or school, or
the sun is never seen, the full moon rules the sky, and the marrying into the right class offolks. For a lot of folks, it's
darkness consumes all light. The third layer of the Beast- the ideal existence.
lands is Noctos' domain. The brightly glowing full face of Watching over all these creatures are exceptional ver-
the moon provides the only natural illumination here. sions of these animals, the warden beasts. Above them are
Torches and other open flames won't burn on this layer. the animal lords, representatives of animal species cast in
eculate that the darkness of Karasuthra is inten- humanoid form. These bloods protect their charges with all
; the darkness may hide something dread and danger- the might and magic they have at their command — and
ous, Of course, this chant only raises more questions. Who any berk who thinks that such animalistic cutters can't be
or what has something to hide here? Why hide it on the much ofa challenge deserves to be put in the dead-book.
Beastlands? If the darkness isn't natural, how is it achieved? Along with all the "normal" animals are those bashers
Others wonder if the demihuman races that live above who've got more than a bit of the animal in 'em — crea-
ground (elves, some halflings, and surface gnomes) tures like centaurs, wemics, swanmays, and even a few
might've developed their of infravision in a place lizard men and good lycanthropes. They're all a bit
like Karasuthra. They note that humans live above ground rougher than their counterparts elsewhere, since the call of
and don't have infravision, so why do these other ra the Beastlands brings out the beast in every creature, but
They live on the surface too, and in most prime worlds most of ‘em are still friendly enough to outsiders who
share the same day-night cycle as the humans. Maybe haven't come hunting them.
elves and other demihumans originally came from a place The Sign of One's as prevalent on the Beastlands as
that was ill-lit — such as Karasuthra — and later migrated any faction, though that ain't saying much. The faction
to the Prime. Or maybe that's just speculation. maintains just two small outposts here. One ofthese, Sign-
The majority of burrowing and underground-dwelling post, contains Dreamhearth, the philosophical mecca for
animals make their homes here. These critters are used to the faction. The Signers believe they're each the center of
the darkness underground, and apparently are more com- the multiverse, and point out that nature is self-centered
fortable on this layer than the other two. Some berks've too. For a normal, natural animal, the world — for all in-
taken the idea into their heads to explore the tunnels dug tents and purposes — ends at the limit of the critter's
by the biggest of these animals. senses. If the critter can't eat it, mate with it, find a lair in
Just what these explorers hope to find isn't known; if it, or not get put into the dead-book by it, then it doesn't
they're thinking that the tunnels lead to some long-lost exist. Animals, therefore, represent a kind of ideal for some
dungeon or crypt, well, they're as barmy as a Guvner on Signers, because an animal's singularity of vision coin-
Pandemonium. The critters here ain't interested in material cides with the Signers' focus on their own lives.
items. If they were, they wouldn't have come to the Beast- The Beastlands are also home to the Verdant Guild, a
lands, where life is simple but sometimes savage. (Now, sect dedicated to keeping the wilderness free from the
that doesn't mean the tunnels hold no wealth, just that the "contamination" of civilization. This sect is described in
critters most likely wouldn't be interested in it. Vast de- full below.
posits of valuable mineral wealth might lie beneath the Most magic's unchanged throughout the Beastlands,
surface, but the creatures here don't go digging for it.) Of with one major exception: Spells involving wind, air, or
course, convincing a giant badger or weasel to let a cutter flight just don't seem to work. It seems that if a cutter can't
snoop around its case ain't exactly easy in the first place. fly naturally, he just ain't getting off the ground. And, of
Each layer is filled with the creatures that prefer a course, the beasts of the plane aren't quite normal animals,
particular kind of light. Lions roam the savannahs of Kri- and a berk trying to control or charm one to do his bid-
gala, giant lynxes sniff the misty air for scents of prey in ding's in for a nasty surprise.
*8*
THE VERDAN+ GUILD
(The Wylders)
Sect PuiLosoryy. The wilderness is the foundation of all life. ALLIES
The wild places have existed for eons, and should continue AND ENEMIES,
for untold ages. Without the resources of the wilderness, The Signers,
civilization itself is doomed. Therefore, the wilderness Sensates,
must be preserved from the forces ofcivilization, evil, and and Ciphers
destruction. get along
Since its founding centuries ago by the centaur ranger well enough
Angeliika Silvermane, the Guild has strived to preserve the with the
Beastlands and all wild places in danger. The Wylders don't Wylders, while the
propose to burn down all the burgs and head back to the nihilistic and self-
caves; they merely wish to avoid the elimination of wild serving poses of the
areas and wildlife throughout the planes. As nature is bal- Doomguard, the Dustmen,
anced, so should civilization and progress be balanced with and the Fated go against the
a healthy respect for the wilderness and all things natural, sect's gr
Members of the Verdant Guild strive to seek this balance
and never allow the callous destruction of natural beauty. Euicwurry. Any nonevil, nonlawful being can join the
The current leader of the Wylders is the outspoken sect. Few evil cutters are interested in saving the trees, as
Aaronatok, an unusual type of priest from a secluded the trees have little to offer such self-centered berks in re-
prime world that suffered some massive ecological disaster turn. The sect is often forced to act covertly against the
in the past due to a unique type of magic used there. forces that destroy the wilderness in the name of "progress."
Aaronatok knows from experience what a This faet rubs most lawful beings the wrong way.
destroyed ecosystem can mean to a world, and
he has made it his mission to see that such a Brugis. Sect members learn the direction sense non-
fate doesn't befall any other worlds. Members weapon proficiency without cost. Upon joining, a cutter
of the sect include humans, elves, gnomes, must choose the animal that his mask depicts. The process
half-elves, halflings, swanmays, wemies, of gathering the components and assembling the mask
centaurs, pixies, sprites, aarakocra, is a secret, but it takes at least one month.
treants, and other races that value Once the mask is complete, the wearer
the wilds’ beauty. gains a speak with animals spell once
The sect's symbol is a render per day with the type of animal on
ing of Yggdrasil (which is used by the mask.
the sect as a means of travel)
with a mask before it. The mask ResrTRICHONS. Cutters who
is adorned with claws, teeth, and belong to this sect may not learn
feathers, symbolizing the beings any "civilized" proficiencies like
the sect defends. All members of agriculture and blacksmithing.
the sect wear some type of animal Wilderness skills such
mask as a sign oftheif reverence for as survival and
nature and as a badge ofoffice. weather sense are
permitted, Also, when
PRIMARY PLANE GRSINFLU= forced to visit any
ENCE, The sect makes the center of civilization
Beastlands its home, {anything bigger than
though members can a small village),
be found on any Wylders operate at a
good plane. Some disadvantage, suffering a
members visit other ~4 penalty to all
planes and prime reaction rolls.
worlds from time to
time, watching over the
wild areas.
* PI cS OF N@+TE 4 the wrong way!); a fiery labyrinth in the heart of darkest
Karasuthra; and the realm of a giant-god, which floats
It's not hard to locate interesting places on the Beastlands. through the skies of the Beastlands and may even serve as
The real challenge is navigating the distances between a quick means oftransport through the plane — if the
them, while possibly being stalked by wild beasts along the storm-god's in a good mood.
way. (Some Clueless call this plane the Happy Hunting
Grounds, but they ain't so happy once they realize it's
them being hunted.) Still, if abody's got respect for nature,
chances are he'll be left alone by the inhabitants.
Among the more inviting sites are the rough Signer A gentle wanderlust fills this community of wemic no-
outpost of Signpost, where a body can restock his supplies; mads. As the breeze blows across the veldt, this tribe fol-
the rocky column of the Forbidden Plateau, which is ru- lows game herds across the plains of Krigala. Living their
mored to hold beasts the likes of which even a planar'd be simple, spiritual lives off the bounty of the land, these
amazed at; a winged-elf town in the trees of Brux; fierce hunters stalk their prey and raise their young with
the realms of the beast lords, equal fervor. The prides believe strongly that
which are feral or = the plane itself is alive, and treat it with the
friendly as their na- reverence that most bashers reserve for
tures dictate (try their chosen deity.
the Cat Lord's Triberove is
Prowl for a ruled by Chief
good Thunderclaw,
night's the tribe's eldest
rest, but be warrior and wisest
sure not to hunter, The Council
scratch her of Elders, the leaders
of the tribe's 20 prides,
provides a forum for tribal is-
sues, grievances, and rituals. Among
the pride leaders are Sparkleye, Thunder-
claw's impulsive heir-apparent and Threetoe
Scarpaw, a rival of Thunderclaw's who sees
himself as the next chief of the tribe,
Scarpaw gained his name years ago after
losing a battle to Thunderclaw for the right
to be the tribe's next chieftain. The tribe's
witch doctor is Spirit-talker. She has not yet
spoken on
the subject
of the tribe's
next chieftain.
The 600-
odd citizens of Triberove
wander Krigala, follow-
ing the herds of antelope
and bison that serve
as their primary
food source. Many of the tribe's warriors belong to the
THE @WL LORD'S SOGAR
Verdant Guild and, during the tribe's travels, keep watch
for intruders and other potentially dangerous outsiders on
(Realm)
the Beastlands. The tribal society is one of nomadic The owl lord is always alert, ever wise, forever watchful for
hunter/gatherers, with the males forming hunting parties prey or foes. His domain in the low branches of Kara-
while the females gather water, fruits, and vegetables, and suthra's night-growing trees is a land of silent, winged
guard the tribe's young and its elders (whose position ex- death to any who offend him.
cuses them from the hunts). The tribe carries all its posses- As with all animal lords, the Lord of Owls personifies
sions on the broad leonine backs of its citizens. Tents pro- the instincts and abilities of his followers. In his human
vide shelter from inclement weather, and the light from the form, the owl lord resembles a wise old man, with gray
evening's cooking fires plays off the dyed and painted hair and large eyes that miss nothing. Little escapes his
skins used in their construction. Most ofthe tribe is quick mind. Short in stature, the owl lord's appearance be-
equipped with stone implements and weapons, although lies his natural speed.
some of the younger warriors (including Sparkleye) have In his bird form, the owl lord most resembles a huge,
traded with the plane's Signers for metal swords and axes. great horned owl with a tremendous wingspan. It's impos-
The wemics treat outsiders (and especially mages) sible to sneak up on this blood, and he's undetectable if
cautiously but respectfully, until their nature can be deter- he's moving to attack an opponent. He takes this form if he
mined by the tribe's elders. Most nonevil beings are ac- must enter combat.
cepted and allowed to travel with the tribe. Obviously su- The owl lord maintains no permanent abode. He and
pernatural creatures such as tieflings are met with extreme his flock of followers construct no shelter, although they
wariness and some distrust. Cutters who display bravery seek out hollow trees to protect themselves from storms
may be invited along on a hunt. and high winds. They roam the forests, plains, and mead-
ows of Karasuthra for prey and exciting contests of aerial
THE SEELIE COUR+ aerobatics.
As with most animal lords, unless a berk has some-
(Realm)
thing to offer the Lord of Owls, it's unlikely that the lord'll
This realm is not a permanent fixture in Brux — or any- have anything to do with him. The owl lord is aloof with
where else, for that matter. The chaotic faerie members of those other than his followers, not inclined to meddle in
the Seelie Court wander not only this layer of the Beast- the affairs of other species. He is, however, an insatiable
lands but also Arborea and Ysgard, Wherever the Court re- hunter of knowledge, so bringing him a tidbit of informa-
sides, it manifests as a magical woodland, which shelters tion he didn't have before is sure to gain his attention.
calm glades that sparkle with dew in the half-light. Sharpeye, an intelligent giant owl, acts as a pseudo-
The Seelie Court is ruled by Queen Titania. Her con- proxy for the lord. He sees to it that the lord is not dis-
sort, Oberon, is usually at her side. Other high-ups that turbed by unworthy supplicants. It's an important position,
sometimes travel with the Court include the powers of the for many overeager berks — knowing owls to be sources of
dryads, satyrs, korred, leprechauns, unicorns, and other wisdom — seek the Owl Lord's Soar for advice and insight.
sylvan creatures. While encountering any of these More patient visitors to the Soar may learn of some
powers is very rare (and most bashers are turmoil among the animal lords regarding the current cat
thankful for that), the followers of lord's rivalry with the power Bast. It seems at least some of
these deities and other sylvan the other animal lords don't feel that one of
ants, swanmays, and faerie dragons their own should be getting involved lk
are common inthe bower. with full-fledged powers, especially
The inhabitants live in the open air, in the trees, in powers who don't reside on the
thickets, or under toadstool-ringed hills. A body who finds Beastlands. One chant suggests that
herself in the Court must be peery. The flow of time is not this may have to do with the ani-
consistent in the Seelie Court; it may flow more quickly or mal lords’ unique relationship with
more slowly within the Court than without. Glimpses of their home plane, although
the past and future can be seen in reflective surfaces such none of the lords
as standing water or even a faerie lady's shining earring. admit even to that
Chant is that it's wise not to accept gifts of any type much.
(including food) when in the Court, as that may bind the
receiver to the giver in fealty. The only boon the Court
may provide without this risk is information. 'Course, the
fickle residents of the magical bower must first be con-
vinced to reveal such information, and its veracity is by no
means guaranteed.
The Clueless call Bytopia the Twin Paradises, and for once might almost be
right. The plane's two layers are situated opposite and upside-down from each
other, almost as though one was the reflection of the other in some huge mirror.
But the mirror image is only an illusion; two distinct layers face
BYT one another across a vast expanse of sky, The tallest mountain
$ peaks that rise from the opposite lands actually meet, forming
huge, continuous columns of rock. A body can climb these
BE WEEN touching mountains if he's agile enough, but here's the dark of it:
Gravity switches as he crosses the midpoint between
layers. If a sod's not careful, he'll end up falling
Twe H E AV E N $ "down" the mountain while he's still climbing "up" it!
The two layers, Dothion and Shurrock, are the
centers of comnierce and craft on the Upper Planes.
Most ofthe finished goods and products sold in the markets of these planes (and
the better part of the Outlands and Sigil, too) are produced by the residents of By-
topia. In fact, business is the driving force of the plane.
Every cutter does only what he or she loves to do. This philosophy extends to
£ everything, including work, so the goods produced here are both a business and a
labor of Jove. As a result, the work ethic on Bytopia is very strong, and folks who
don't share this ethic are treated coolly. Adventurers, especially, are considered
wastrels, lazy sods who wander about without producing anything of substance.
There're no handouts here, either. If abody's in need, a cutter'll help him out, but
if aberk's just short ofjink he'll find himself working for his dinner and kip — By-
topians don't extend credit.
Pastora) industry is the essence of the plane. Both layers are rich in natural
resources and raw materials, but none of the burgs are crowded or polluted. No
huge Mechanus-like gearworks block out the sky. Tall towers don't billow, forth
clouds of noxious smoke, and factories don't dump poison into the streams.
He |INK Bytopia remains pristine as its crafters, artisans, and simple folk work hard
for YOUR DINNER? in quiet, rural settings throughout the plane.
NO PR@BLEM. Production is a wonderful thing, but it's wasted without the vitally im-
* portant business of trade. Every crafter's labor remains incomplete until
THERE'S A ROOF T 4 E
it gets to someone who wants it. Goods produced here — considered to
*WA* NEEDS FIXING — be some ofthe most finely crafted items on the planes — are distributed
HOP +@ I+, LADS! — all along the Great Road, for high quality gets top jink everywhere.
Trade caravans crisseross the plane, securing goods to sell else-
— KENDIA, where. Trading burg. dot botlt-layers of the plane, sefying as meccas for all the
BY+OPIAN races of the multiverse who engage in civilized, legitimate business. Bariaur, aasi-
IN NKE ER mar, gnomes, tieflings, and even well-behaved illithid merchants cross the forests
and meadows with wares to sell or swap for Bytopian goods.
Ofcourse, the fact that none of the Great Paths touch Bytopia makes things a
bit difficult for planar traders. Traders must depend on the portals from Sigil and
the gate located in the Outlands town of Tradegate for access. Some think the
plane itself “warits” to make it tough for berks to simply drop in from Yggdrasil or
the River Oceanus; Bytopia is about work and striving, after all. These thinkers be-
lieve a body’s got to actively find a way to get here. Others say such berks think
too much; the Great Paths don’t touch Bytopia because they don’t touch Bytopia
— simple as that.
For every center ofcraft and ‘commerce, there’s three times that area of un-
tamed wilderness. Many of the wild creatures are mundane, but some are magical
in nature — and a few are dangerous. Giant woolly beasts are unique to this plane,
and giant versions of normal animals are common. Add the capricious sylvan
creatures of the vast forests and a body'll realize that travel — especially with
valuable cargo — is never truly safe.
The two layers of Dothion and Shurrock share a single unusual sky. There's
no sunor other single source ofillumination; it just glows brightly throughout the
3
*12*
day. At night, no moon
rises, and the glow sim
ply dims to be almost
nonexistent. Some
bashers
in the sky, but the
just the home fires
burning warmly in
the layer above.
Dothion has dj
mild climate ang
pleasant terrain,
The layer expi
iences all fouj
seasons, but
it never getg
too hot or
too cold,
too rainy
or too d
Pastures,
rolling
hills, ağ
streaj
and
riy
inate the landscapi
Visitors look around and see
rangers, trappers, fishermen, shep=
herds, woodcutters, and even druids. Whereve
settled communities arise, herds of sheep and other
animals are raised to feed the populace, and farms are nu- but members visit the plane on business. Ciphers seem to
merous due to the pleasant weather. like the place, coming from Elysium with surprising regu-
This is the layer of production and commerce. A larity. The lawful and good Brethren of the Order of the
steady stream of goods emerge with clockwork regularity Planes-Militant preach their code of eternal vigilance
from the shops and workrooms of the layer's independent against chaos and evil, seeking converts to their cause. The
inhabitants. The mild weather makes the folks friendly and chant's that they're gaining influence in the lawfully in-
enthusiastic, and their love of work gives them plenty to clined plane.
do. If they aren't producing goods, the inhabitants are sell- Spellcasters have an advantage on Bytopia. There're
ing them. Trading burgs grow up in the most unexpected fewer restrictions on magic than just about anywhere else
places, and deals of all kinds are cut over meals, drinks, or on the Great Ring. The most notable restriction concerns
while enjoying the evening breeze. elemental spells; spells that cause major changes to the
The layer's largest trading burg is the bustling town of land don't function very well, as the plane likes itself the
Yeoman. Most of the goods produced throughout Bytopia way it is.
and the major trading companies that handle those goods
pass through Yeoman on their way to someplace else. The
Conclave of Guilds rules this burg, keeping business mov- + PLACES OF NOHE *
ing at a steady pace.
Shurrock, meanwhile, endures wild weather patterns "Cast a net and catch a gnome," bashers say. Gnomes do
and a rougher terrain than its more sedate twin. The atti- seem to be everywhere. If abody's got a liking for the little
tude of the layer extends to the natives, who are rougher, fellows, visit the Golden Hills where their gods reside.
wilder, and more independent in turn. Ofcourse, there are Other places worth a visit include the Ridiculous Tower,
fewer of them here than in Dothion, so burgs tend to be built by a titan; a baku graveyard; CenterSpire, a necessity
farther apart and somewhat small. The forests are deep and ifabody wants to travel from Dothion to Shurrock by e:
thick, the ground hard and rocky, so farming's not as im- iest route; the lair of an adamantite dragon (if a bash:
portant here. Instead, cutters turn to mining, smelting, feeling brave); and the town of Yeoman, where nearly any-
quarrying, smithing, woodcutting, milling, and stonework thing can be bought and sold, and fortunes can change on
for their livelihoods. Most folks pursue their occupations the hour. If abody's seeking work, someone surely will put
with utter devotion, though they tend to do so indoors or him to it in Yeoman.
underground to avoid the worst of the weather.
Shurrock is the layer of craft and industry. It's rich in
THE WANDERING TREAN+
resources, especially valuable mineral deposits, and most
of the raw materials used in all Bytopian crafts originate
(Site)
here. The hardy, industrious bodies who live and toil here On the road from Tradegate to Yeoman, the most fortunate
extract the resources from the land. A small number of caravans find the Wandering Treant Inn. The inn is a great
crafters also set up shop, especially those who like to be place to rest animals and wet parched throats. The dark of
close to the source to get the best selection. many things comes to light over tankards and plates of
Travel on this layer can be dangerous, as the weather chilled food, exchanged for profit, politics, or betrayal.
can change from glorious to gloomy without warning. Plus, the food and bub is good, the beds are clean, and the
Poor roads barely cut through the rough terrain don't help prices aren't that inflated.
much, either. That leaves the waterways, which can turn a The Wandering Treant is, as the name suggests, a
brave blood pale. Shurrock is blessed with as many rivers, huge treant that wanders a stretch of Dothion. It can never
creeks, and streams as Dothion, but the waterways run be found in the same place twice, and at times visitors
faster, narrower, and deeper, dropping over falls, churning must chase after it to procure a drink and a meal. Standing
into rapids, or rushing over hidden rocks that can rip the over 80 feet tall and measuring some 25 feet across at its
bottom out of even the strongest boats. If abody has to widest point, the treant goes by the name of Stoutrunk. Its
travel Shurrock's waterways, he'd best seek an experienced immense trunk and spreading branches contain a three-
guide — and guides don't come cheap. story building that serves as a rather remarkable inn.
As a body travels the two layers of Bytopia, he'll meet Stoutrunk has only one rule that guests and workers must
more gnomes than anything. Perhaps this is due to the obey — no fire allowed.
presence of the gnomish pantheon of powers, or maybe the There're no stables or outbuildings (since the treant
gnomes just like it here. Either way, because of the vast would leave them behind when it goes wandering), so vis-
number of them hard at work on the plane, many outsiders itors with mounts hitch their beasts to nearby, nonsentient
confuse Bytopian goods with gnomish goods — many of trees. The first floor of the inn consists of stonework built
the goods produced here are gnomish in origin, but the into the hollow trunk at the treant's base. This portion of
gnomes are by no means alone in their work. the inn contains a common room with a huge bar and a
No faction or sect makes its headquarters on Bytopia, hearth warmed by a magical stone that produces heat
*14*
without fire, a kitchen where only salads and cold-meat pseudoelementals commanded
bySteelskin's priests also
dishes are prepared, two private meeting rooms, the stairs live here. If a body doesn't mind:having tons of solid
down to the root cellar, and stairs up to tlie second floor. ground between himself and the sky, then this
The inn's water is drawn up through the treant's roots, burg's got a lot to offen. —
so the place actually has running water! In the rocky serublands not far
The second floor is formed in from the tunnels of Quarry
the treant's natural hollows, en- stands a vast stone
hanced with the finest, stoutest arch, carved by Shur-
Bytopian oak. (All of the inte- -rock's fierce winds.
rior furnishings are also made of — The arch was origi-
this type of wood.) This level of nally part of a ridge
the inn consists of 12 private — that has since
guest rooms surrounding a large, eroded away, leav-
common sleeping chamber. The ~ing only this free-
private rooms feature feather 3 standing span of
beds, windows, chests of draw- -reddish-brown stone.
ers, mirrors, and chamberpots. —
The arch and the sur-
The common chamber contains ~~ rounding area are
bedrolls and foot lockers. ~
Claimed by the people of
A third floor shelters the — Quarry, though nobody
inn's human proprietor, seems to know why they
Stoutrunk's partner and business we bother. There're no other
manager, Elesore Fajai. The chant's => burgs nearby, and few creatures
that Fajai was a paladin of Kiri- .— choose to live on the open rock that
Jolith, a power of justice from a prime world, —
dominates this area.
who took to wandering the planes after falling from his ^ The arch is some 20 feet high and over
god's favor. He teamed up with Stoutrunk a few years’ 10 feet wide. The arch itself is weathered enough to be
back, and the Wandering Treant has prospered. Those who climbable, though why a berk'd want to climb it is a mys-
remember the old management consider Fajai's fare even tery. Even at its thinnest point, the stone forming the arch
better, especially his growing list of exotic libations. (Some has a diameter of several feet, and is in no danger of col-
say it's the libations that led to the paladin's fall, but that's lapsing anytime soon. No markings, runes, or inscriptions
another story.) appear on the arch or in the vicinity. For what appears to be
The inn serves a wide variety of cold dishes, local nothing more than an interesting geographical feature, the
fruits and vegetables, and its claim to fame: a collection of bashers of Quarry seem mighty possessive of the Stonearch.
wines, liquors, and beers from across the multiverse. Chant says that the Stonearch is some kind of portal,
Ysgardian grog, Abyssal ale, Arborean and Arcadian wines, although no one claims to have seen the arch function as
local gnome-brewed Bytopian beers, Limbo's Libation, and one. At least not any berks a body'd be likely to trust, One
impossible-to-describe Sensate brews — all these and more addled-coved gnome mountaineer named Dahnveer says
are available to customers with a taste for adventure. the cutters of Quarry use the Stonearch as a gate only in
The small cellar snuggled in the treant's tangle of secret and only at certain irregular intervals. Of course, the
roots is said to contain some odd items, and the place itself bubber has no explanation for this surreptitious move-
is almost magical. An unusual chill fills the cellar, keeping ment, nor can he say what or whom is being "gated." Other
foodstuffs from spoiling and drinks cold as a winter speculations include: the Stonearch is a gate to Dothion (if
stream. Rumors abound that other things are stored in this this were so, it'd make traveling from one layer to the
magical cold — potions, tomes, artifacts, and even weap- other much easier); the bloods in Quarry can control the
ons and armor. Fajai refuses to say, and Stoutrunk refuses gate's destination by using different keys to activate the
to let anyone but the manager descend into its roots. Stonearch (if they exist, these keys must be kept some-
where in Quarry); it's a gate to Sigil (a body'd think every
gate on the Great Road leads to the City of Doors if he asks
S+tONEARCH
a resident there); bandits and caravan robbers use this as a
(Site)
quick means of escape and give the burg of Quarry a cut of
The biggest burg on Shurrock is Quarry, an underground their take for the use of the gate; or that only certain evil
settlement carved from an ancient quarry that now houses berks have the dark of the gate's workings, and the cutters
stone- and gemcutting operations. Gnomish followers of of Quarry keep a peery eye on the Stonearch not as own-
Flandal Steelskin run this burg, A fair number ofsvirfnebli ers, but as guards watching for any incursion of these
gnomes, humans, dwarves, some halflings, and a few earth forces into Bytopia.
* 154
Sometimes it's necessary (or so goes the popular wisdom) to lock way
for their own good, and for the good ofthe rest of existence, we ques-
tion is, where does a body put bashers who've proven themselves too pow-
erful for an ordinary cage?
The answer is Carceri, the prison plane, where the detritus and scum of
the multiverse are sent to atone for their crimes. (It’s 4 crowning
injustice that one ofthe greatest tools of law is a plane toward the
ARC & RI:* chaos side of the Great Wheel.) Most of
those sent here have no hope of rehabilita-
tion, having blown their chances long, long
I N $ ||D Ë L HE P RJ Kye N ago. Those who're scragged by their ene-
mies are usually dumped here, with the un-
derstanding that it's for the greater good. Of
Er m 's a plane of evil, and that means most prisoners have no real
desire to see the greater good. They're in it for themselves, not for others.
The berks who live here are ill-tempered betrayers of one sort or an-
other. The plane reflects their twisted desires and hatreds, and each one usu-
ally ends up in the layer best suited to his particular brand of treachery.
Carceri's a prison, no doubt about it. Indeed,jtcould be called the
Prison, because it's got so many notables locked iup inside it, Chief among
“em are the powerfubTiTitans, the first great revolutionaries. They're trapped
here by the will of the Olympian powers, and they're-always looking for a
way out. Hordes of lesser creatures fill the plane, all of them bitter and re-
sentful of their fates. They envy any basher with freedom, and the free who
pass through here might end up locked away as the prisoners rail against the
unimprisoned of the other planes.
It's been said thata prison's only as strong as the prison-keeper's will.
If that’s true, then plenty of berks here could escape quicker than they think.
But they see the example of the powerful Titans, striving futilely against
Tue WAY their bonds, and they make do with what they've got, giving escape.a half-
| SEE + IS HIS. hearted effort and then forgetting about it.
IF | ca LEAVE, ri Carceri's laid out like a string of blood-red pearls in an endless night.
Y@U sure Each of Carceri's six layers nestle within the string. The outermost layer is
D the first; all the others lie under the surface of the shell. However, once a
AIN’™+ GOING +o, body's inside, there's no signà of the layers surrounding it, It’s as ifeach layer
— RAIDAN VARH, were its own string, stretched out into infinity. The orbs of the outer layer lie
PEHIHIONER fairly close together. The inner orbs are farther away from each other, sepa-
rated by a dark, windy void. It's as though the other layers carry some sort:
% “of pressure that keeps the inner orbs small. 7
= Of course, with all these-orbs, there's bound to be folks who want to. go. ^ .
exploring ‘em. Only problem is, some of the orbs lie hundreds, thousands, EAS
even hundreds of thousands;of miles apart, especially on the innermost*
layer. So how does a body get from here to there?
i Well, he could look foraportal, But those are few and far between, and
=- they're jealously watched by the inhabitants. Less a body wants to pay a
price that's more than jink, he finds another way to travel. If he asks around,
he can find someone who's got the latest and greatest method of orb travel.
Some of these include skin balloons, great ships that propel a body through
the air and land him soft as a feather on the other side (or so it's said; plenty ER
of wrecks are scattered across the orbs), and other such nonsense. A body's
best off figuring his own way through the void.
Carceri's gat six layers to it, but only the first five are really accessible.
' Some've gone tg the innermost layer — or at least said they have — and from
all reports it's nót really the sort of place a body'd want to visit anyway. Not,
of course, that anybody in their right imind’ d want to visit Carceri in the first
Pre place W
*16* zi
Each layer is lit by a dull red glow, with the light ris- + PLACES OF NOE +
ing from the ground of the orbs. No sun or stars brighten
the sky, though the nearby orbs of the same layer shine Myriad sites of interest are scattered through the mire and
with a lambent redness in the skies of their fellows. Indeed, evil of Carceri. The most impressive is Mount Othrys, the
the upper layers are almost bright with their closely- legendary home of the Titans who were locked away in this
packed orbs. In the lower layers, neighboring orbs are realm for their impudence. The Land of the Hunt is a wild
often little more than hints in the darkness, boil of activity in Colothys. There's even thought to be an
The first layer, Othrys, is criss-crossed and scarred with inescapable prison here for those who've proven inconve-
canals and bogs carved long ago by erosion, the course of nient to the lawgivers of Sigil, but no one's found it yet.
the Styx, and other polluted rivers that wind their way The following places might provide a body with infor-
across the bogs. Here the great orbs are only 100 miles apart, mation and services, and with considerably less peril. At
and mountains can get a body even closer to his target. least, that's the common press. The actual truth of it's up to
Cathrys, the second layer, is covered by saw-toothed a planewalker to discover for himself.
plains and scarlet jungles whose acidic plants drip poison
on whoever draws too close. The third layer, Minethys, is a
wind-blown desert, harsher than any found in a prime FE+APHON
world. The sand is like ground glass and it's kicked into a (Town)
frenzy by the constant wind. To breathe it without protec- Fetaphon lies on the plains of Cathrys like a great abscess,
tion is to invite death into a body's lungs. On the up side, far from the steaming jungle that makes up the bulk of the
the wind blows hard enough between the orbs that it's layer. It's a place of constant drudgery mixed with sav-
possible to get from orb to orb quickly on this layer. agery; all work and a little cruelty makes these wretches
Colothys, the fourth layer, is a land of sheer-sided something less than dull,
mountains and valleys deep beyond belief. But it's hardly a Fetaphon's ruled by a seemingly ordinary berk named
mountain-climber's delight; it's hard to gauge distances on Jack De Kniss. He's said to be a petitioner, but he's just a
the steep cliffs, and avalanches and wandering beasts little too civilized for that. A hint of madness lurks in his
make this a cruel layer indeed. eyes, as though he knows some sort of unspeakable truth
The fifth and sixth layers, Porphatys and Agathys, are that he's afraid to speak aloud. He doesn't talk to visitors
relatively unknown territory. Porphatys is said to hold the unless he can be convinced they mean him no harm — and
temple of Oceanus, half-buried beneath a coldly surging he surrounds himself with bestial guards to protect against
acidic sea, dimly lit by half-seen orbs. Agathys is suppos- anticipated attacks,
edly even worse; chant is it's an icebound layer with almost The buildings of Fetaphon are constructed of ropes
no light, where the petitioners are frozen into the ground. and wood gathered from the steaming jungle nearby, The
It's an abominable layer, nearly impossible to reach. entire town hangs like some sort of bloated spider over a
The most famous of all the inhabitants of Carceri are bubbling tar pit, which sends up noxious fumes and poiso-
the gehreleths, horrible creatures said to be spawned from nous gases. The fumes come irregularly, but a body'd best
the rotting corpses of those unfortunate enough to die on be on the lookout for oily bubbles forming below the sur-
Carceri. They're the standard summoning stock of the face, because they're filled with lung-burning death,
planes, and chances are a berk who doesn't know what The town’s foundations are sunk deep into the tar.
he's doing'll summon one of these monstrosities to his Thick posts cut from the nearby jungle support the town's
cozy little prime world. They're cruel and rapacious, and structures, and each building is linked to the others by
all of 'em answer to the greatest gehreleth of 'em all: rope bridges. The best bridges have wooden slats to sup-
Apomps, the father of the race and a minor power itself. port them — but these are few and far between because the
The Revolutionary League's also said to have an out- bridges are all expendable.
post here, though with all the mistrust and politicking of See, the rope bridges are the town's best protection.
that most fractious of factions, it's not possible to verify An intruder comes in and starts tearing up the place, and
the rumor. Still, Carceri's grim and brooding nature ap- the villagers slash the ropes leading to the structure he's
peals to the Anarchists, and it's likely they've at least got on. The berk's then left to die as the building, unsupported
an interest in the place. by the rest, slowly sinks into the muck. The other folks in
Magic's not too different here, but a spellcaster has to the place die too, but then, that's life on Carceri.
look out. See, the spells always turn to the most evil result, It's thought that De Kniss has made a deal with the
and that means a body's got to use only the most benefi- farastu who live in the tar below. They're the town's last
cial of spells. Otherwise, spells reflect the treachery of the line of defense and, for that service, a few villagers disap-
plane — a berk who wants to cast a divination spell's got to pear every once in a while. No one knows the dark of this,
sacrifice a comrade and read the future in the spreading but the gehreleths seem to leave the town alone.
pool of blood. It's a fitting requirement for a place of trai- The people of the town are, with few exceptions, the
tors and liars. most civilized of this layer. Of course, that's not saying
* 184
much, since the inhabitants of Cathrys are folks who gave the swaying bodies and through the forest of bones.
in to their animal instincts. The villagers have reined in Most of the locals don't take kindly to such intrusions,
their impulses a little more tightly, but they'll still stick a and they've taken to hiding between the toes of the giants
chiv into a body's back for little reason, and occasionally to leap down on trespassers. Sometimes they miss and fall
they might even cut a rope bridge out of sheer spite. screaming to their deaths. Other times they manage to take
Nice place, eh? It's too bad that Fetaphon is one of the someone with them.
few sources of lamp oil in the whole layer, and one of the No organized militia runs Gallowshome; the folks do
best on the entire plane. The folks here have also managed as they please. If there's a crime offensive enough, the
to refine the oil and tar enough to make scented oils and people pick one of their number as the likely criminal and
other valuables. The oil's one of the few reasons anyone heave him over the side. It ain't real justice, but it's good
comes here at all — there's no other reason to put up with enough for them. It's also something that should worry a
the horrid locals otherwise. casual traveler — plenty of berks here like nothing better
than to watch some hapless fool go tumbling to his death,
and they make up stories about imagined crim it light-
GALLOWSHOME
ens up a dull day. Fiends are surprisingly few — it's said
(Site) they avoid the giant corpses due to some ancient fear.
Wedged far down in the mountains of Colothys, a portal Chant's that the town serves a valuable purpose, but
provides an escape route from Carceri. To reach it, a body's precious few can see it. It seems that by turning the dead
got to travel down through the winding gorges, into the bodies into basic objects — that is, by making sure folks
canyons miles below, through the small mouth of a cave — get use from 'em — the giants're kept dead. 'Course, this
then, finally, he'll find himself in a short passage that school of thought also says that the giants ain't truly dead;
opens into the massive chamber where the portal lies. they're sleeping. By keeping the bodies bound with ropes
Once a body reaches the opening, he might think his and desires, the sods who live here are actually keeping
troubles are over. It's not true, He's on a small ledge high these giants — whether they're good or evil — from roam-
above the ground — about a half-mile above, looking over ing the planes. It'd kill the people here if they knew that —
an expanse that's more than five miles across. In fact, if they don't like doing anything for others.
he's not careful while going into the cave, he stumbles right The portal, once it's been reached, is nothing special.
over the edge to fall headlong to his doom. All a body needs is a bone in his hand to activate it, and it
The floor of the cavern's littered with bone shards. takes him straight to Sigil.
Some are human-sized, but most are of a size that could
easily house a peasant family with room to spare. They
cover the entire floor of the cavern, creating a kind of
spiky carpet that pierces anyone unlucky enough to fall on—
it — if the fall didn't do ‘em in, the spiky bones will. BW
even the bony carpet isn't the greatest surprise here. =
That honor belongs to the dead bodies that swing ups
side-down from immense, frayed hemp ropes dangling
from the ceiling. The bodies are truly huge; each measures —
calm,
beauti-
ful plane.
No more
organized
than any of
the plane's
other resi-
dents, the
Ciphers who
live here reside in
small communities
that often gather to
act out their philos-
ophy under the
azure skies.
The changes to
magic on Elysium can
be reasoned out by any
cutter with a bit of sense.
Naturally, evil or destruc-
tive magics just won't func-
tion normally, and neither á-
will spells that hide or con-
ceal the truth. Cast a spell to
benefit others, and it works just
fine.
THE GUARDIANS
(The Caretakers, The Protectors)
Sect PHitosopy. Strive guard, the Bleakers, and the Harmonium, whose entropic
for the good of all. or unyielding philosophies clash with the Guardian ideal.
Protect those of virtu-
ous hearts from the rav- Eviowiliry. The sect is open to any good-aligned cut-
ages of evil. Force nothing ter. A berk's approach to goodness isn't as important as the
upon any party, and defend the deeds she does in its pursuit.
defenseless when others’ views are
forced upon them. Do not meddle — in- Berners. A Guardian can continue to pursue her own
tervene only where there is evil to be vanquished. goals and interests; the sect does not demand total com-
In the Guardians’ centuries of history, many a good- mitment, Many informal members are adventurers who go
aligned berk has quietly signed on with the sect, and many about their activities, keeping a peery eye out for major
have died fighting battles against evil. Originally inspired evils that would require the attention of the sect, As a re-
by the guardinals' ideals, the sect's organization mirrors sult, the Guardians are one of the best informed groups on
guardinal society. The leaders are known as Princes, after all the planes. If a member needs the dark on a particular
the leonal rulers of the guardinals. Mages and sages model topic, somebody in the sect can likely pass on the informa-
themselves after the wise ursinals, rogues identify with the tion. Most members have regular contact
yj
winged avorals, and other bashers choose from among only with others in the same branch of
the equinals, lupinals, and cerdivals for their ideal. the sect.
Individuals identify with one ofthe guardinal The reputation of the
races, the one each Guardian most admires Guardians is widespread. In
and respects. Each wears a token to signify some places, however, it's dan-
her choice and branch of the sect. gerous for members to ad-
The sect's current leader, Prince vertize their identities.
Azlan (a half-elven fighter-mage), has
held the post for over 50 years and has RESTRICTIONS. The
many years left in him. With his small open attitude of the
band of advisers and mages, he wanders sect places few re-
the layers of Elysium, keeping tabs on strictions on its
the far-flung members of the sect. members. The only
The sect's symbol is a disk precept of the sect
to represent the pure light of that could be con-
goodness, upon which a strued as a restriction
sword and olive branch are is the forbearance that
crossed. One represents the the sect's members
might and power of good,
the other the benevolence
and mercy of the same. come involved in
politics or other
PRIMARY PLANE OF INFLU- petty squabbles;
ENCE, The sect flourishes on they must remain
Elysium, but its members and dedicated to the
agents spread their cause promotion of
throughout the Outer Ring, overall good
Sigil, and the prime-material throughout the
worlds. multiverse.
Of course, only
ALLIES AND ENEMIES. The good cutters need
Guardians, with their hands- apply, and each
off attitude, get along well member must
enough with the majority of choose a guardinal
factions. The only notable race to pattern her
exceptions are the Doom behavior after.
+ PLACES OF NOHE *
More powers than a body could shake a stick at live on
Elysium. Most of them welcome good visitors (or at least eyes,
neutral ones). If a body can behave himself, there are gifts and
to be found nearly everywhere on the plane. For example, tanned
Ishtar's City of the Star provides training, healing, and rest skin bring
to a traveler. Isis’ realm of Quietude is a must-visit for a many
planewalking mage, as spell keys can be had for the ask- suitors, but
ing. (A note to planar tourists: Don't mention Ishtar in Isis" Anamoriica tends
realm, or vice versa. Outright war may be uncommon on to ignore them. She spends
the Upper Planes, but rivalry's still alive and thriving.) Re- her time ensuring that the burg,
lease From Care is a noteworthy adventurer's town, where the traders, and the fishers respect the sea
planewalkers from all corners ofthe multiverse gather on and all its inhabitants.
the banks of Oceanus to carouse, compare notes, shop for The Great Shelled One that the people revere also has
goods, and look for work. Other sites include the aarakocra an enemy: a great kraken that, according to the locals’
town of Precipice, a guardinal fortress called Rubicon in chant, lives in the deepest trench of the Thalasian sea, One
the middle of Oceanus, and the seemingly sentient Thalas- famous legend holds that Portico'll someday be destroyed
trom, which rages across the sea of Thalasi; when the kraken awakens and meets the Great Shelled
One in final battle. The battle will rage for days, sending
huge tsunamis for miles in all directions. According to the
POR*ICO
legend, all appears lost for the Great Shelled One until his
(Town)
old ally, a wise zaratan, appears and turns the tide of
Planewalkers looking for an ideal vacation spot might stop battle. Locals fear the worst, however, since no zaratan
in Portico, an island paradise floating where the River has been sighted in the waters near Portico for decades.
Oceanus flows out of the sea of Thalasia and passes into More mundane hazards lurk here as well. Ixitxachitl
Belierin. It's already got a reputation as a convenient live and hunt in the waters near Portico. Some young
stopover for traders bringing goods from the drier layers bashers occasionally go out to return the favor and hunt
of the plane, fisherfolk looking to relax after a long day at them in their canoes. Scrags also are sometimes seen lurk-
the nets, and adventurers of all sorts seeking their for- ing amid the coral caves beneath the burg, and one fisher-
tunes above or below the waves. man claims to have seen a "wraith of the deep" in the wa-
The burg is built on stilts on an archipelago of low is- ters near the burg just last week.
lands that formed when an immense coral reef was thrust When not working, Portico's young cutters spend
above the waterline by a seaquake. The reef's proximity to much of their time proving their bravery to one another;
Oceanus' exit point to Belierin was cause enough for a it's not just idle play, for a life on the sea has many dan-
burg and trading post to be erected here, The newly built gers. As in any tropical locale, wicked storms can boil up
town of bamboo huts attracted natives from neighboring from across the horizon in mere minutes, bringing whip-
islands and the other layers of Elysium, and since then it's ping winds and crashing waves. Building the burg atop
become a thriving community. The natives' outrigger ca- stout stilts lets the residents avoid all but the worst storm
noes and small bamboo sailing craft provide transporta- surfs, which can topple old or overloaded huts with ease.
tion between the islands of the archipelago. Portico can feed and shelter those who visit, and the
The natives of the region (who simply call themselves burg makes a good landing for those who've been at sea
the People of the Shell) revere a being they refer to as the too long or simply haven't gained their sea legs (or stom-
Great Shelled One, rumored to reside deep beneath the achs) just yet. Fish, crustaceans, and seaweed form the
surface of the warm tropical waters in this part of the sea. bulk ofthe locals' diet, although they treasure imported
The ruler of the stilt-town is the striking half-sea elf foods such as cheese,
Anamoriica, the priestess of the Great Shelled One. bread, and
She presides over the seven clan conchis chocolate.
(patriarchs). Her long
green-black hair,
sea-blue
*23*
= eS 5 -d
ape” * —d
cet Gehenna's. not called the Four Furnacé& fornothing. Its four volcanoes roll off
ifyobivigertheir fiery cores burning-into the‘Void surrounding them. Lava
erup(S from thesurface like a putrescent wound, and
deep /fissures bellow. forth-steam, perpetually releasing
the ever-building pressures inside the mountains. Fur-
naces springtothe surface across the layers, spilling-
Tuxeuai Ts NS :
-farth moltenTock that simply can't be come below. ..
> The plane ‘selfis entirely ccruel,and those shale here ain't
‘any better. Hefe the kinder qualities are seen as weaknesses, and
2 chanity or mercy's absolutely unthinkable. Everyone looks out for them-
selves, and anyone wWhoolfers aid certainly expects sometHingiin return,
That: 's why most planewalkers who come to Gehennashelp each other ,
out if they.can—they know no one else will. Even‘vil travelers lend aid, because *
it's Something of an institution. Still; a helping hand is just another method of
payment ~a sojournérean. expect to receive help from some other blood if he's
helpful. The most altruistic motives are perverféd by the nature ofthe pläne.
Gehenna's said to be one of the smallest planes in all thé multiverse, and that
might not be far from the truth. Where the other planes are theoretically. infinite,
some believe that Gehenna could actuallybemapped by someone with a long life
“and the perseverance to do it. Most tell these barmies to bar it; they figure there's ;
no sense in such idle speculation when it can't be próved. And besides, the vol-
canos are surrounded by an endless void, and there's no way to map that.
The entire plane lacks a a single level spot. Everything's canted to one side
or another, and it's mighty easy for a body to slip and tumble a good long way
before he fetches up against something. At least, he'd better hope. he pulls up
y short— those who don't tumble into the void, In:someplaces, the dark-
7 ness of the infinite emptiness seems to begin afew dozen feet above a
/A NEWLY ARRIVED PRIME body's head, while in others it's several miles abüve the ground, No light i
or sound passes through the void, except for theglow tas,bythe next
v once OLD M £, mount barning bloodily in the sky above,
ig £HENNA'S NO+ The four mountains are the plane's four layers. The firstlayer, Kha-
+H NINE PIFS, las, is the one most folks see, The Styx and other-dark rivers wind -
BU+ veu CAN SEE +H gm
through gorges and fissures, eventually falling thousands of feet. Most
FROMHERE of the waterfalls never make it to the ground in liquid form, as the heat
THe BERK SEEM ED + +HI "of the mountain turns the water to burning steam. It's said that the
Styx never entirely disappears, though; parts of its stream flow
+HA+ WAS Reay FUN y, through the crust, bypassing the furnaces and steam vents that
sU | ible. GEF EE: dot the falls, Khalas is supposedly the most gentle of all the
$ layers. That's a surprising observation, since it's well known
= WYSSILAR, that the ground itself here burns unprotected feet — and unprotected
^ FIG FLING QUID means ordinary boots. A body's got to have special footwear to keep his
on FHA feet unsinged.
D
f LOW
D
fiR eee £? The next layer, Chamada, is the most hostile. It's covered with lava
«flows and new ones erupt daily, sending fresh gouts of molten stone to
Vire the inhabitants. The deadly floods literally span hundreds of miles, and
little can resist their fiery flow. Even as,one hardens, another comes gushing
down over it, It’s-a place of pain and suffering, and if a body ain't careful, he'll
be swept over by a wash of magma.
The third layer's called Mungoth. Its volcanic activity has mostly died down,
but that doesn't mean it's all gone, Ice storms and blizzards sweep across the
mount, but they're not made of ordinary snow. The ash has combined with the
waters of the old rivers:to create acidic snowstorms, which flay the flesh. off any-
one unfortunate enough to be caught in them. This is also the layer ofi which the
power Loviatar, Mistress of Pain, makes her domain. Her followers willingly flock
to her, eager for the caress of her whip, wielded with harsh and unloving hands.
i
*24*
a
The last layer is many intriguing items for sale in its bazaars. And the town
Krangath, the dead volcano. of Portent draws sages from near and far to study its curi-
Any warmth it once had is long gone, and it's a land of ously irregular streets.
bitter cold and freezing petitioners. It’s a brutal existence,
even in the caverns inside the mountain. It's absolutely
dark; the only light is that brought by infrequent plane- FO LING PO
walkers. It's said that Shaargas of the orcs lives beneath (Town)
the surface, controlling the domain of darkness and send- Near one of the many waterfalls in Khalas sits a city of
ing his minions on missions of death, despair, and disease. ghosts called Fo Ling Po. It's surrounded by a shroud of hot
Travel between the layers of Gehenna is accomplished mist, cast up by one of the tributaries of the Styx as it wends
through portals located in the caverns beneath each of the its polluted way through the layer. The steam is said to be
mounts. These portals, difficult though they are to find, are purified Styx water, its foulness burned away by the inten-
the only known way to reach another layer of the plane — sity of the lava. Some even claim that the steam cleanses
though why a body'd want to get to any of the lower lay- them of old hatreds and impure desires, and they seek out the
ers (or even visit Khalas, for that matter) is beyond com- misty shores of the waterfall to appreciate it more directly.
prehension. The city's built in an oriental style, its sloping roofs
The best-known inhabitants of the plane are the and decorative streets providing a ghostly air of mystery to
yugoloths. They're unrepentant in their hatred ofthings the fog-enshrouded town. A kind of reverent silence fills
good, and they do their best to crush the sparks of good- the city; a body feels the need to keep his peace, or at least
ness in a body. They can be as spiteful as the tanar'ri, as speak in whispers, while he's within its bounds. Only the
calculating as the baatezu, and it's often bandied about sounds of volcanoes erupting far in the distance and the
that they're more evil than the other two put together. slow drip of water from the tiled rooftops disturb the si-
Since the yugoloths don't care for the petty considerations lence. Even footfalls are muffled here.
of law and chaos, they've fully aware of the possibilities of Fo Ling Po focuses purely on form, with little regard
pure evil. They're not to be trusted, and anybody who to function. A huge graveyard sits in the center of town,
hopes to deal with 'em ought to know this: They keep their and that's where the natives make their cases. At a certain
word as long as it's convenient, Book of Keeping or no, hour of every day, they rise up from their unquiet graves
and then they dispose of the person they're dealing with as and pass through the town, building up the city or adding
easily as a body tosses away a broken toy. decoration to it. They rarely speak, even to visitors, prefer-
Naturally, other creatures lair here as well, but none ring to let their tattoos speak for them.
are as potentially terrifying as the yugoloths. Slasraths, See, each of 'em has his entire life story tattooed
built from grotesque worms native to the plane, fly across his body. The tattoos grow and change with each
through the void in search of prey to devour. They're quick passing day, reflecting the deeds and thoughts of the soul
and quiet, and a body usually doesn't know he's been wearing ‘em. Just a word of warning to the wise: A body
hunted ‘til it's far too late. Patrols of tanar'ri and baatezu who stays too long in this burg ends up like them — out-
fight their battles here as the Blood War rages back and wardly passionless and wearing his life story on his skin
forth. Factions avoid this plane like a plague; it's not like for all to see.
there's a safe place for them to set kip, anyway! The whole town's run by a blood who goes by the
The magic here is affected as it is on all the Lower name of T'u Rien. He's the one permanent resident who
Planes, with any good result turned into something evil. In doesn't have tattoos stretched across his skin. Some say he
particular, charm-based spells are mighty tough to cast on feeds on the stories of his people, and that's what keeps
Gehenna, as if the inherent ugliness of the plane crushed him from having to show any of his own. He's lean of jaw
the spirit from the whole school. On the other hand, spells and quick of movement, never wasting a step or a word,
that conjure violent effects mirror the plane and explode and mighty quick with a dagger when he needs to be. A bit
more violently than ever. of sharpness hides in his smile, and when a body talks to
him, it always seems T'u Rien is sizing up the other's
strengths and weaknesses.
+ PLACES OF NOE + Plenty of tales have travelers disappearing after visit-
ing this man. Of course, they're just that — tales. There's no
Despite its totally inhospitable nature, Gehenna's still proof of any wrongdoing, and even if there was, who'd
home to plenty of sites that draw curious planewalkers. punish it?
The Teardrop Palace of Sung Chiang is a thief's paradise, The town can muster a fairly formidable group to
where objects stolen from all over the planes are sold in a repel trouble. Despite the outwardly lackadaisical de-
vast marketplace. The arcanaloths are said to have a meanor ofthe locals, a deep passion burns in them, and
mighty fortress of knowledge someplace on these moun- they'll rise up to kill anyone who threatens their tranquil
tains. The floating orb town of Nimicri is reported to have way of life. Many are expert martial artists, trained to crip-
*26*
ple their foes with a few choice blows of hand or foot. tainside, extending back for perhaps a mile before ending
They've got an additional weapon, too: They can animate at a blank wall.
their tattoos and send the images to do their fighting for The locals are all hideously scarred, the skin burned
them. The only problem's that if the tattoos die, so do the away to reveal the play of muscle for all to see. How'd they
memories that spawned ‘em. Thus, it’s only in the fiercest get this way? Well, every once in a while they feel the need
battle that the tattoo memories enter the fray. 10 soothe Loviatar's pride. By staying outside her domain,
The locals are skilled at wood- and stonecarving. they understand they might be wounding her vanity — and
Though there's a shortage of wood all across Gehenna, so to appease her, they march out into the burning ice and
these cutters have learned to shape a piece of wood into let the snowstorms carve away their features in what they
just about anything. Sadly for most travelers, the natives call "Loviatar's Caress.” It seems to work, since they've
ain't too interested in selling their services for jink. In ex- never been attacked by the vengeful power.
change for their goods, they usually ask for something They're eager for everyone to understand the neces-
more intangible — such as the memory of a body’s first sity of this ritual. In fact, most visitors to the city are en-
kiss, or the feel of silk on freshly scrubbed skin. And once couraged to take part. Visitors take the usual damage from
given up, the memory's gone forever. hanging about in an acidic snowstorm, and they're scarred
for life (though not as badly as those who live here, who
do this sort of thing all the time), but at least they won't be
HULGIS' CLEF+
cast out into the storm naked, with no hope of being reac-
(Town)
cepted into the city.
In Mungoth, everything's frozen snow and burning lava This ritual happens once every sevenday. If a body
erupting over ice. Most folks take this as their cue to live manages to make it in and out of town before it comes
below the ground, keeping themselves well away from the time for the next Caress, he's a lucky sod.
dangers of the land above. But a few've chosen to brave it Aside from being a place where a traveler can find
out on the surface. They've gathered in a town called shelter from the storms outside, the Cleft is also an excel-
Hulgis' Cleft, and they're some of the tougher souls a body lent place to find all manner of etched ware. Silver, wood,
finds on the layer. Inured to the cold and the burning ice, metals, gems — the list goes on and on. The Clefters have
they eke out a living in Mungoth's harsh land. turned their pain into profit, and they gladly exchange their
The townsfolk are watched over. =. services for jink. Their work is renowned among collectors,
by a tough basher called Master and plenty'd pay a pretty penny for someone
Hulgis Zynzaar, a tiefling A na - s = io go collect some of this skilled work
who's made it his business tiveOF Fo E s L for them.
to keep this town alive and Ling p; : No militia
guards the
functioning. Zynzaar's
said to have a hot temper, town; the
wil!
but he keeps it under people protect
wraps. He's also mighty their own
powerful, scarred many hides, such as
times by the ice that those hides are.
burns just beyond the They're eager
reach of the fissure in to find and
which the city's built, punish those
See, the Cleft is built who won't con-
under one of the shelter- form, and they
ing overhangs of the take a cruel joy
cliffs of Mungoth. It's in observing the
set far enough back
that the locals don't
AN reactions of
those who're ex-
have to worry about periencing the
the occasional snow- Caress for the first
storm blowing acid time. The towns-
into the city, and its folk have had to
hovels are built one
sp suffer through it
for much of their
atop the other to con-
serve space. The ilives, and they want
winding streets punch to make sure others
deep into the moun- suffer as they do.
E
“Most sods aSsume that the heart of the Lower Planes — the lowest. point on
the Great Ring — must be the most evil spot in the multiverse. And because
of that assumption, thrill-seekers are
disappointed by their first glimpse
e of the Gray Waste.
H E A : e After all, when bashets come to
a place where they suppose evil's the
Wi E H |M BE only focus, they expect to see roar-
ing depravity worse than that of the Abyss and
deep-set corruption more vile than that of Baator,
G Leem $ They expect a slaughterhouse, rich with the spat-
tered blood of amultiverse's worth of victims.
Well, if they're unlucky enough to step through
a gate onto a Blood War battlefield, that's exactly
what they'll find. (They also get entered into the dead-book faster than they
can blink.) But for the most part, they'll find only a wasteland, where the
main danger seems to be dying of boredom. The Waste is a land of gloom
and doom, not high-spirited plotting. It's not a place of eternal perdition,
with unimaginable tortures wreaked upon souls innocent and guilty alike.
Nor is it a place where cruel powers chuckle ayér their pawns as they move
the hapless, unwilling berks across some sort of cosmic chessboard.
Here everything's gray, almost without exception. Beyond the barriers
between layers and the occasional power's realm, the plane's colors vary be-
$ tween bone-bleached white and inky charcoal. Bright colors brought to the
Waste fade after à week or two, their vibrancy dimming almost as soon as
they arrive. But even faded colors shine like beacons in a sea of dullness and
lifelessness. After a while, looking at colored items is almost like staring di-
rectly into the sun — blinding and painful to the eyes. A body's got to figure
that if it’s like this for a planewalker, it's much worse for the natives. In a
rare show of emotion, they may go into a frenzy, bludgeoning and tearing at
the color-wearing offender, though they're careful-not to draw blood —
^ that's got color in it, too. Of course, internal bleeding's another matter. >, .
The constant gloom pervades the plane and touches the spirit$ of
everyone here, planar and petitioner alike. All the emotions normally asso-
ciated with happiness and well-being are drained from them, leaving only
dust and despair. Like any colors brought here, emotion leaks away into the
1 DON’+ know, Waste and is replaced with a despairing, yearning void.
|] peu CARE, A body traveling through the Gray Waste is likely to experience some
AND KDON'- care ' very vivid dreams. Though they seem pleasant, evoking past fantasies and /
if YOU ven+ LIKE I+. desires, they're also dangerous. See, once a body experiences the emotions ^ :
of these dreams, he won't feel them again. The place exerts a constant,
— VIARTH 1€ GRIM, drain of desire and will; and if a body values his life's passions, he'd ©
.. SIX-weee RESIDEN-E do well to steer clear of the Gray Waste.
OF «nc WAS E The Waste, as the center
of the Lower Planes, is filled with berks AF
from all over the multiverse. Some are here for the Blood War; others
are here because they see it as a trader's mecca; and still others are here be-
" cause they've heard this is the ultimate in evil, and they want to see what
that looks like. Many remain because they lose the desire to leave.
The plane has three layers, each different yet each much the same. The
first layer, Oinos, serves as the main battleground of the Blood War. It's a re-
gion of scarred terrain, smoking craters, and stunted trees. It's also a land of
disease, as the rotting bodies of the war's victims pile higher and higher. The
: decay sprays forth into the air as the bodies fester near the River Styx and
drift down the polluted waterway. The layer's awash with virulent disease,
and a body should know that he's virtually assured of catching some sort of
rot or another. 5 D
4
+ 28+
The second layer is called Niflheim, after the hall of less wriggling worms. They're herded along by the night
its most famous resident: the Norse power Hel. It's a layer hags for sale to powerful creatures across the planes. Lar-
of deep mist and pine trees, free of the disease that ravages vae are the currency of the Lower Planes, with no more
Oinos, Underbrush grows rampantly through the layer, reason for existence than their usefulness to somebody
looking almost like a prime world — if it weren't for the else. They might get promoted into some fiendish form,
unrelenting grayness, It's said that the trees and under- but it's more likely that they'll be used as spell components
brush hide the spirits of petitioners who couldn't keep even or offerings in some arcane ritual.
a tenuous grasp on their own personalities. The cool mist A step up from the larvae are the hordlings. It's said
limits visibility to a distance of less than 100 feet. The fog, that no two are alike, but there're so many of 'em it's im-
besides muffling sight and sound possible to be sure. They're constantly rampaging across
and smell, prevents most mis- the Gray Waste, doing as they will. They never destroy
sile combat. The terrain’s a little their own kind, but with any other creature all bets are off.
more rugged than Oinos; steep Some creatures they leave alone, others're destroyed with-
bluffs and sudden out warning. One school of thought teaches that hordlings
ravines carve are actually petitioners who're so twisted by their hatred
their way that they've mutated into these creatures — their inner ha-
through the layer. tred has become their outer deformity. Since everyone
The third layer's called nurses their malice a different way, their appearances are
Pluton. It's much like the all different. If this is true, a body'd have to admire the
other two, and the gray gives steadfastness with which the petitioners hold on to their
everything a uniform appear- hate; one supposes it's better
ance. Still, Pluton varies slightly in that it's covered than giving in to the utter
with willows, poplars, and olive trees. All are dying despair of the Waste.
for want of care. It makes for a gloomy The last group of native
place to wander, and the crumbling gran- creatures is the night hags. No one
ite and occasional piece of statuary re- knows who they were or where they came
ally don't help much either. from, but everyone seems to know what they're doing
It especially doesn't help to now. Problem is, no two berks seem to share the same
wonder if inside each opinion. Some say the hags are the embodiments of mortal
piece of granite and dreams, come to snatch away the dreams of the unlucky.
each dying tree a peti- Others say the hags are simply the merchants of the Lower
tioner resides, trapped and helpless to resist this fate. Planes, buying and selling what others want or need. Still
Several groups of denizens roam the Gray Wi others claim the hags are transfigured larvae, which ex-
they're all creatures a body ought to avoid. First are the plains the hags' ability to turn sods into larvae. It's all a
powers: The gods of the Gray Waste are predominantly bunch ofspeculation — what really matters is that the hags
those of death, disease, and despair. They're a gloomy lot, are a bunch of nasty crones with the uncanny ability to
set to watch over the dead, and they've been infected with put a body into a spot he definitely doesn't want to be in.
the slow withering that's the legacy of the Waste. They Otherwise, nightmares are common, and that don't
won't do much to or for a traveler, but they defend their mean just bad dreams. A couple of factions are tentatively
realms and their spheres of influence. It ain't a good idea associated with the plane, though none are willing to
to try to give the laugh to a death god, but there's always admit it. The Dustmen are fascinated by the gods of death,
à berk or two who wants to try. while the Bleakers come to soak up the despondency that
Then there're the yugoloths. Most of them have permeates the plane.
moved to Gehenna, but the most powerful maintain a Magic on the Gray Waste suffers from a few unique
tower here and refuse to give it up. Chant is that whoever changes. As a body might expect, spells that do good just
controls the tower controls Oinos, the first layer, and the don't seem to function. Divinations are tinged with sad-
yugoloths ain't about to give up a prime spot in the Blood ness, and it's said that a body casting these spells brings
War just like that. that despair down on himself.
"Course, a body can expect to see plenty of baatezu Charms don't function as often here as they might,
and tanar'ri running around the first layer. They're fight- but when they do the result's electrifying. It snaps a berk
ing a bloody battle for the superiority of one way of life out of whatever sad reverie he's in, bringing his hopes and
over another, and they've chosen the midpoint as their desires flooding back in a great rush. He's absolutely
battleground. They draft anyone they can into the War, grateful to the caster for as long as the spell continues;
hoping that sooner or later the tide'll turn for good. when it ends, he'll hate the caster because he sees the spell
Practically omnipresent across the first layer are the às the manipulation it was. And then he falls into an even
larvae, the malicious spirits of evil berks turned into mind- deeper funk if he's not taken from the plane right quick.
*30*
+ PLACES OF NOHE + THE TOWN At +HE CENTER
(Town)
Despite the fact that the place is mostly gloom and doom,
some places are still worth visiting. Among these are the Everyone knows about the three layers of the Gray Waste.
Wasting Tower of Khin-Oin, where the yugoloths plot their What most don't know is that the layers aren't all lined up
strategies; the town Death of Innocence, nestled among nice and neat next to each other — there's a point in the
Niflheim's woods, where the residents hold out hope plane where all three layers touch. And nestled across this
against the plane's influence; Hades’ realm, home to great point is the Town at the Center.
heroes and hubris-ridden kings; the living town of Corpus; It's like the rest of the plane in that it's a strange mix-
Annwn, realm of the Celtic god of the dead; and Niflheim, ture of brutality and sophistication, combined with the
Hel's realm of fallen heroes and unsung peasants, usual brand of apathy that so characterizes the Gray
Waste.
The place is ruled by a tiefling who looks to have
THE L@DES+ONES OF MISERY
more than his share of yugoloth blood running through his
(Site) veins. He's tall and pale, his bald head gleaming in what-
If the Waste drains the emotion out of every sod who comes ever light's brought near. His name is Dandy Will, and he's
here, where does all this energy go? Some claim it just van- said to hold an incredible amount of power in his two im-
ishes into the grayness, never to be seen again. But others peccably manicured hands. He speaks in a soft voice that
tell of great marble obelisks rising high on the Waste, scat- resonates deep in his chest, but he's not above raising his
tered across it with no apparent rhyme or reason. The voice to get his point across. He's smooth and sly, not to
obelisks are said to be magnets for the emotions, drawing mention animated — a true rarity for a mortal in the Waste.
the drained feelings into themselves, And some say that The town's said to have some ability to resist the apa-
these obelisks are the linchpins of the Gray Waste itself, the thy that drains everyone in the Waste. The truth ofthis
only things that hold it together. There's known to be at ain't known; a body'd think that something in the center
least one per layer, but it's quite possible more exist. of the plane'd be more susceptible, not less. Regardless, the
Each obelisk stands about 1,000 feet high, and each people of the town seem to be a livelier bunch than the rest
appears to be older than everything around it. They're of the plane, though some of 'em have the dead stare of the
proud and menacing, giving off an impression of incredi- gloombugs.
ble antiquity so strong that a body approaching ‘em can't The town itself is a strange mixture of the three lay-
help but feel humbled by it. They're carved with runes ers. It's divided into three equal sections, like the pieces of
taller than a man's height, in a language no one alive can a great pastry, all of which come to a point in the very
read. Every once in a while, the runes glow red like a flash center of town. Each part of town's separated by an invis-
fire in a dry forest, and the monument hums with barely ible line (though the Oinos side is quarantined from the
suppressed power. Other times, the runes light up with a other two by a wall with only two gates — the guards don't
bluish glow, shedding cold light onto the ground below. want disease spreading through the town), but a line which
Those who study such things claim that the slab's either is tangible nonetheless. A body feels it when he steps
drawing power from some source in the plane, or else giving across the line as a change in the air. Each part of this
it out. It’s well known that someone standing near an walled town has a single gate that leads to the outside
obelisk when it glows red feels a wave of weakness and de- world, a gate that's always open except during particularly
spair wash over him, and he relives his most miserable mo- nasty battles of the Blood War, at which point the town
ment for what seems like days. When his head finally clears, seals up tighter than a miser with all his jink.
he finds himself on his knees, head between his hands, sob- The Oinos side of town's arid and dry, and precious
bing as if his heart were broken, When the runes flash blue, few plants grow here. Though the avenues are straight and
a body feels power wash over him, invigorating him with its wide, there's also a dilapidated feeling about 'em, as if they
heady glow. Sometimes the slab restores life and purpose to were getting ready to fall apart at any time. The buildings
those who've been afflicted by the Waste, while at are ramshackle and catch-as-catch-can, made of scraps of
other times it steals it away without a chance to resist. different materials, whatever a body can scrounge from
It's been theorized that someone (or something) is the waste heaps that litter the area. Only the very lowest
using the obelisks to gather a force so strong it's beyond live in this slum. The disease that ravages Oinos has some
imagining. According to this theory, a person in the field influence in this sector of the town, but it's not nearly as
of influence experiences only a fraction of the true force virulent here. A body who's coming from Oinos to try to
exerted. It that's true, whoever commands the obelisks reach one of the other parts of town has to go through
commands a power beyond that of quarantine here first — a day in a sterile gray cell
many gods — and that “some- separated from everyone else.
one” would be a force to be Niflheim's sector's quite a bit better. It’s more
reckoned with. of a rough-and-tumble pioneer town, a place
where warriors can come to rest between exploits or lum- Most folks know this, and they hop right to whatever the
bermen can quaff ale to quench their thirsts. Everything in guards tell 'em to do.
this part of town’s made of wood, and plenty of carpenters The most appealing feature of
the town is its location.
are willing to throw together just about anything a body Situated as it is, it's a natural spot for travelers if they're
might want or need. Taverns and kips are scattered about trying to get around the Waste quickly. They don't have to
the place in profusion. The main market's also here; vendors deal with traveling on Yggdrasil or Mount Olympus, or
swarm all over the place offering their wares, Little shop- finding themselves a portal to get from one layer to an-
ping goes on anyplace else, at least for the common sod. other. That makes this a great
This is the working berk's district, a place of honest market burg; since everyone wants to come through here,
labor and blunt hatreds. There's little subtlety here; if a it's an excellent place to find exotic items and even items
body wants to hurt someone, he usually does it by punch- more mundane. The town thrives on the market.
ing the berk in the face or stabbing him in the gut with a The odd thing is, there's no toll for passage through
skene, with no sophistication behind it. the town. Indeed, the place's built to move people in and
That ain't true of Pluton's side of town. TI out quickly. Makes a body wonder
of marble and granite buildings, hewn from what the motive behind
and shaped by master artisans to fit the needs of whatever the town is. Is there
blood's living inside. This is the zone of the some sort of spiri-
upper class, the place of money and power. tual price a
Banks and wealthy merchants are the order body pays
of the day here, and everyone has adopted a for moving
snotty facade to scare off the lowlifes. so
This is mostly a residential zone, and the quickly?
folks who live here are of an entirely different
level than those of Niflheim. They're subtle and
dainty, their every movement sending a message
to someone. They're involved in a great game of
politics and wealth, and they use anybody they can
get their hands on to play each turn.
The palace of Dandy Will stands in the center of town,
at the focal point of the three layers; it’s a monument to
his willpower (so to speak) and his ability to draw this
town together. Though it was originally built long ago,
Will has taken the place for himself and never mind any
arguments against it.
Will's palace is accessible through a gate from each
side of town, but the gates're manned and carefully
watched. Anyone who wants to get in has to state his
name, his business, and make an appointment. A little gar-
nish greases the wheels, but it usually takes about a week Is there something
of waiting nonetheless. in the palace that
The palace is smooth and streamlined, though great subtly drains those
blades protrude from the wall every so often in a reminder who pass
that not every berk's going to come out of the place alive. through? No-
Inside, it's rumored that there's a great obelisk from which body really
Will draws his power, but the center of the palace is closed knows, but it's
off even to the guards. on everyone's
The militia of the Town at the Center consists of amix mind.
of fiends and mortals. Yugoloths serve in the militia, as
well as baatezu and tanar'ri. Oddly, none of them hold any
positions of influence, and none seem to mind. Chant is
that they're deserters from the Blood War, and they're just
as happy to lie low. The humans, half-elves, and tieflings
that make up the rest of the guard are hardened, battle-
scarred veterans, and they expect their orders to be obeyed
instantly. Someone doesn't, and the guards've got permis-
sion to put that berk in the dead-book as soon as they like.
Sie
introduces sites described
nowhere else. So what are you still
. reading this:fett The dark's
PLANESCAPE, the Lady of Pain logo; and the TSR’ ego are edens pwn by TSR, Inc.
151995. SR) Ine. All Rights Reservaat Máde inihe U.S.A;
"LANES-SI-CONFLICE |
FEE I j|
j ADVENTURES
+CoNELICT+
CREDI+S
Designers: Colin McComb and Dale Donovan * Editor: Michele Carter
Creative Direction: Andria Hayday
Cover Artist: Robh Ruppel
Interior Artist: DiTerlizzi + Cartography: Diesel
Art Direction: Bruce Zamjahn
Electronic Prepress Coordinator: Dave Conant * Typography: Angelika Lokotz
Border Art: Robert Repp * Graphic Design and Production: Dawn Murin, Greg Kerkman
TABLE OF CON+EN+S
HE LAND or THE Dean (Low Level)
Which the Heroes travel the Paths of the Dead, and come to Bargain with a Power.
2615XXX1904
ADVANCED DUNGEONS & DRAGONS, ADEID, DUNGEON MASTER, and AL-QADIM are registered trademarks owned by TSR,
Inc. PLANESCAPE, the Lady of Pain logo, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters,
character names, and the distinctive likenesses thereof are trademarks of TSR, Inc. Copyright ©1995 TSR, Inc. All
Rights Reserved. Random House and its affiliate companies have world-wide distribution rights in the book trade
for English-language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This material is protected under the
copyright laws of the United States of America, Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written consent of TSR, Inc.
INT®
In Which the Heroes travel the Paths of the
Dead, and come to Bargain with a Power,
er tHe DEAD
PCs PeertertD: Any, but they should be planars or at
least familiar with the planes.
FACTION Any. Dustmen and Bleakers may be most
comfortable on the Gray Waste.
Synopsis: The PCs are called upon to bring back a
hero from the realm of Hades.
+ GONE MISSING +
The PCs are still fairly new to the adventuring concept, but they've proven
themselves once or twice in some exciting battles. Naturally, along the way
they've lost a friend or acquaintance, and if they should take the time to
mourn his passing in a public place, their sorrows are noticed. Whether they're
in a graveyard, a bubhouse, or simply on the street, a respectable-looking man
dressed in the manner of Dustmen appears before them. He says "I'm sorry
but I couldn't help but hear that you've recently been bereaved. Well, I've got
certain sources that can help me track down your friend and possibly return
him to you. It'll only cost you 200 gold. What do you say?"
t2
p
+3+¢
Xaln can't answer questions regard
ing petitioners iny other planes, and
he won't speak of anything except
things on the Waste. The locals have
theorized that he was given a horr
ble gift by the plane, and now he
tries to block the knowledge with a
copious amount of drink
- Arborea
a
AVORL'S MAP
He might ask for a waterskin of Styx water, dirt from the INSIDE +HE M@UN+
base of Mount Olympus, or a branch from the white laurel
in Hades’ willow grove, The cave smells foul and gas occasionally puffs forth from its
inner recesses. Though it bears the stench of corruption, the
gas is harmless. At the back of the cave, a dank passageway
THE GOA-FHERD
leads ever downward. The stench of the gas frequently arises
When the PCs arrive on Arborea, they find themselves from this passage, and the air's humid and ripe, like a rotting
within sight of the great Mount Olympus, rising from the corpse. The map Avorl gave the PCs proves to be surprisingly
earth of the layer as if the plane around it were unimpor- accurate for much of the way, with only a few minor mis-
tant. Olive trees and poplars abound, groves of them casting takes. These mistakes cause maybe an hour's worth of back-
shadows in the Arborean daylight; a grassy clearing lies not tracking total, and are not at all life threatening.
far ahead. Goats gambol on the field, watched over by a The trip is not totally unpleasant; some of the caverns
goatherd named Petra Kourakis. inside Mount Olympus are beautiful, with pink and blue
If the goatherd happens to see the PCs lurking about, he lichen covering the rocks like some sort of weird fresco. The
instantly assumes that they're here to steal his goats. He's passage opens out into caverns that prove to be huge beyond
not very bright, and he's positive that someone wants the belief; it's hard to grasp that some of them are underground
goats, and he does his best to defend them from thieves. His caverns, so filled are they with light glowing from the rocks.
best usually involves beating the suspected poachers sense- Others, of course, are tiny and damp, and the constant
less. Only priests of Apollo or other Greek powers can con- smell of rotting eggs dispels any notions the characters
vince him otherwise. might have had about the peacefulness of this place and its
Unfortunately for the PCs, the goatherd is one of Apol- origins. Yes, it's beautiful in places, but there's always the
lo's many sons. As long as he's in the sunlight, he cannot be reminder of the corruption that waits below. Also, the PCs
defeated. His wounds close instantly, and even hard blows occasionally come across the bones of other wanderers. The
barely faze him. Only if he's lured into shadow or darkness bones don't look like they've been damaged in any way; it
is cast over him can he be defeated. Even holding a blanket seems as if their owners just up and died. Starvation, poison,
over his head is enough. loneliness — all are possibilities in the caverns under the
Kourakis is tall, thick-bodied, and his skin practically Mount. The DM can also assign random encounters; sug-
glows in the sunlight. His hair is golden, and it seems to give gested creatures include bacchae, satyrs, oreads, and any
offabit of radiance itself. monsters of Greek myth,
After a time, the party has to make camp. The trip
PETRA KOURAKIS, HUMAN MALE, FIGHTER 2: AC 7 (no armor); proves to be longer than they might have expected. As they
MV 12; hp 18; THACO 19 (16 Strength and Dexterity); &AT settle down to rest, they're attacked. Read the following
3/2; Dmg 1d6+7; SD can only be defeated when there is no aloud:
sunlight shining on him; SW falls immediately unconscious The sound of galloping hooves echoes through and past
in darkness — shadow makes him vulnerable to injury; MR the place you've chosen to bed down. As you jerk yourself to
see notes below; SZ M (6 feet, 6 inches tall); ML fanatic (18); readiness, you see a centaur burst forth from a nearby pas
AL CN; XP 650. sage, and he's headed straight for you with blood in his eves.
Notes: Charm and enchantment spells have no effect on Festering wounds cover both of his arms, and you can see
Petra. He cannot be incapacitated by magic while the sun shines the lines of infection as the sickness traces its way toward
on him. Sunlight instantly regenerates his wounds. his heart and mind. It's apparent that the disease has driven
S 18/92,D 17, C 16,17, W 10, Ch 13. him mad, and he's intent on showing you the full extent of
Personality: Arrogant, egotistical, combative. his madness.
Special Equipment: Goat's crook acts as a quarterstaff;
small blade concealed in one end allows it to be used as IcHTHION, CENTAUR MALE, FIGHTER 3: AC 5; MV 18; hp 24;
spear, THACO 18 (17 with lance and dagger); #AT 3 or 1; Dmg
1d6/1d6/1d4 or 1d6+1 (hooves and dagger, or lance); SA
Once the PCs have defeated Kourakis or gotten past charge with lance (2d6+2 damage); SZ L (8 feet); ML elite
him, they can proceed to the caverns of the Mount. Ironi- (14); AL CG; XP 120.
cally, as they leave, they see a group of bandits stealing Notes: The rusty dagger causes disease unless the wound is
goats from the field. If Kourakis is still incapacitated, the immediately tended.
bandits make no pretense of stealth. If the PCs have some- S 17, D 15,C 10,I 14, W 15, Ch 14.
how made a deal with him or escaped, Kourakis sits on a Personality: maddened; once healed, reasonable and
rock playing a lyre, while on the other side of the valley a helpful.
band of ragged peasants lure off several goats.
VH
The PCs can (and should!) flee through the tunnels of
the Mount, but there's a 40% chance they become lost. If
they do get lost, one member ofthe party must make an In-
telligence check with at -4 penalty. If it fails, the party wan-
ders under the mount for 1d4 hours. Another person may
then attempt the check, and so on through the party. If none
succeed, there’s a 25% chance that someone comes along
and shows them the way. Otherwise, it's at the DM's discre-
tion whether or not to let them get out.
As the centaur fights, he babbles of Eventually the caverns open up into stale, dead air; it's
blood, blood offerings, and the dangers of the a change from the sulfurous stench of the caverns, but not
afterlife. He is being driven slowly insane by his festering necessarily a good one. A joyless gray sky stretches out
wounds, and he fights until subdued or killed. above the PCs, and it's apparent they've left Mount Olympus
If the party subdues the centaur, they can clean his behind them. Before them stand the bronze gates of the Un-
wounds and restore him to health. A simple cure light derworld, the realm of Hades. Even as the PCs watch, their
wounds is enough to drive back the infection. Out of grati- clothes begin losing color; the wasting tan of the Gray
tude, the centaur tells them his name and his story. Waste is beginning its work already.
“My name is Ichthion, and I was part of a delegation t
see the Lord Hades to petition for the life of my father. My
father was a great centaur, and we think he passed away be + THE REALM er «^t DEAD +
fore his time. We reached as far as the gates of the Under
world when we were attacked by some of the petitioners of A line of petitioners flows in through the open gates of the
Hades* realm. The rest of the party was slaughtered, swept Underworld, passing close by the snarling maw of Cerberus,
under by sheer weight of numbers, but | happened to remem the guardian hound. Its three heads sniff each and every one
ber some of my lore: The spirits of Hades love the blood of of the petitioners passing by; every once in a while, it lunges
the living, and spilling it on the ground distracts them from forward and devours one. The Hound's mouth drips with
the blood inside your veins. As a matter of fact, that’s how 1 blood, and the screams of the petitioners being chewed on
got the infection. I used this," and he waves à rusty dagger echo across the Waste, though the screams themselves seem
“and I'm afraid the cure was almost worse than the disease to fall flat, as if their luster were consumed by the Waste as
“But while lm rattling on, do you mind if I ask how well.
you came by this way? Not many folks know this route to the The end of the line of petitioners is drawing near. The
Underworld,” bronze gates are beginning to close, (They'll close com-
If the PCs show him the map they got from Avorl, pletely in 1d10+2 rounds.) If the party hurries over, they can
Ichthion shakes his head. “No, this map is leading you squeeze into the line. If they don't, they must wait a week
straight to a night hag's den. One wrong turn here, and until the gates open again; during that time, they face the
you're stew meat. Turn right instead of left, qo down the possibility that the Waste will devour their spirits. Slipping
shaft, and you'll come out at the base of the Mount.” OF over the walls or opening the gates is impossible. Any PC
course, if the PCs slew Ichthion, they won't gain this infor- who tries to climb the wall finds that it seems to stretch up
mation. into eternity; he'll have to climb down as far as he climbed
The centaur may join the party (after all, they're going up, though it looks as if he's only 10 feet above the ground,
the same way), or Ichthion may have had enough adventure no matter how high he goes. The gates cannot be opened,
for a while, and seek only to leave Olympus. though they toll like a giant bell if anyone strikes them.
The map does, indeed, lead to a night hag's lair. A sin- If the PCs try to slip through the gates before they
gle diakk stands guard outside a small hut in the center of a close, they can join the ranks of petitioners. However,
medium-sized cavern, hopping impatiently from one foot to they've got to get by Cerberus first. Two things betray them
the other. When it sees the PCs, it gives a raucous squawk. to the dog. First, they've still got color to them. Second, Cer-
It's lucky for the PCs that the hag isn't home. berus can smell the living, and it does its level best to keep
them from entering the Underworld. The dog won't attack
Diakk (Varam); AC 0; MV 21; HD 6+6; hp 30; THACO 15; the PCs as long as they don't try to get past it.
VAT 1; Dmg 1d12; SA spells; SD spells; MR 30%; SZ L (8
feet); ML unsteady (6); Int low (5); AL NE; XP 2,000. CERBER nr Hounp or HAprs: AC -1; MV 24; HD 22; hp
Notes: The varath can cast the spells audible glamer and weak- 176; THACO -1; #AT 3; Dmg 1d12 (bite); MR 15%; SZ G (30
ness once per day, and jump twice per day. feet); ML fanatic (18); Int high (12); AL NE; XP 12,000.
Notes: Cerberus can be bribed with something that's of value
Hicu-Lever PCs: The night hag is home; she comes rushing to the giver. The Hound, contrary to appearances, willingly nego-
out of the cave to see what the commotion's about. tiates, but most people attack it,
*6*
Chances are the PCs won't be able to defeat Cerberus in cross a river near a wood, the party witnesses Tantalus
physical combat. The Hound is just too powerful. If the PCs mired in the riverbed, stick thin and pitifully reaching up
want to try, they can, but a few successful hits by the Hound and down for grapes and water. Just as he reaches, though,
should make them change their minds. the tree withdraws its branches, and the river drops. On the
Surprisingly, the Hound is susceptible to a contest of other side of the ford are 50 women seeking to fill an ewer
wills. During physical combat, if aPC can make two succes- with river water, but unable to place even a mouthful inside.
sive saving throws versus spell with a -2 penalty, the PC Their actions are exercises in futility, but these spirits are
wins the battle of wills — if he isn't torn to shreds by the doomed to repeat them over and over, never learning from
Hound's teeth in the meantime. If everyone attacks, they all their hubris.
need to make the saves, so a one-on-one approach is the If the PCs should try to interfere with any of these pun-
PC's best bet. The PC who survives two rounds of combat ishments, they find themselves sharing, for a few hours, the
and makes the successive saves forces Cerberus to heel long torment of the soul experiencing it. Though they suffer no
enough for the party to pass by. (Most folks aren't willing to permanent damage, hopefully they'll learn that a body
go this route, since Cerberus can deal up to 72 points of doesn't try to change the judgments of the powers. Ifthey're
physical damage in two rounds of combat.) smart, they won't try again.
If none of the PCs are willing to battle the Hound, that Eventually, the palace of Hades heaves into view. Here,
leaves only charm or negotiation to win a way past it. Since the flickering of the grayish petitioners is much worse than
this gate is the only entrance into Hades, the PCs can either before; they blink in and out again every few seconds,
give up the quest or try to deal with Cerberus. Though none of them can actually touch the PCs, they strain
The Hound is amenable to suggestions; though it resists toward the party with all the willpower they've got. If a PC
charm magic and physical force to leave its post, it's willing doesn't make a save versus spell, he's at -2 to all saves in
to make deals. The PCs can offer the Hound one of their own the Underworld thereafter; the flickering of the shades plays
number, sacrifice a valuable, or try to convince Cerberus on his mind and weakens his resolve.
that they've got legitimate business in the Underworld. The
last one ain't going to work, though Cerberus pretends for a
THE THRONE OF DEA+H
while that it'll let those berks through. It really just wants
the PCs to sacrifice something they hold dear to themselves. Once past the sea of petitioners, the PCs find themselves
If it's convinced that the item's suitably cherished, it lets standing in front of the palace of Hades. The gray bronze
them pa: doors of the great marble palace swing open before them,
As they go by the guardian, it casually mentions that beckoning the party inside the hall of the power. It's huge
they probably ought to think of a way to get out, because inside, designed to dwarf those seeking an audience with
they certainly aren't leaving past it. It smiles wolfishly at Hades. The nearly featureless marble hall seems to stretch
them with two of its heads, and growls in deep-throated into eternity, and a sense that what waits beyond the doors
voice from all three heads at once, “Now run along. You ve at the far, far end is worse than anything the PCs might have
got important business to attend to." A deep chuckle rum- encountered before thickens the air.
bles from its throats, The party's footsteps echo back at them, bouncing off
Beyond Cerberus is the great sea of petitioners, their the walls and whispering into their ears like the ghosts of
gray faces desperate with need. They flicker on the edge of yesterday's dreams. Every PC must make a Wisdom check at
substance, in and out of sight. They yearn for the life the -2 to continue. Those who fail cannot go any farther down
party embodies, but cannot quite seem to break through the the hall, and remain huddled here until the rest of the party
will of Hades to attack them. comes back this way. Those who succeed can continue until
The realm's full of blackened and stunted trees, their they reach the massive carved doors at the end of the hall.
existence crying out for vengeance. Blackened poplars, olive The doors open for the PCs, overwhelming them with
trees, willows, and an occasional stand of laurel litter the the dread glory of Hades and the beauty of his wife Perse-
gray land, and lifeless rivers meander through parts of the phone, both filling thrones over 100 feet high. The two pow-
dry earth. The realm stretches farther than the eye can see in ers eye the PCs regally, but say nothing. The PCs must make
every direction. It’s a place devoid of beauty or hope or car- the first move.
ing, and there's no end to it. Hades listens to the PCs' request, and his massive body
As the PCs trudge toward the only landmark in sight, leans forward in the throne. “Tel! me.” he says, "why I
the palace in the center of the realm, they pass the places of should let you return your friend to the world of light and
torment for those who've particularly offended the life. Convince me, and 1 may allow it." His eyes gleam
Olympian deities. A great mountain stands off to one side of blackly, and he leans back into his throne.
the beaten path, and a small figure toils up it behind a large The PCs must do their best to convince the power that
round rock, heaving with all his might to push it to the top they've got some sort of overwhelming reason for needing
of the mountain. A wheel of fire spins lazily a few miles their friend's life, and they've got to do it well. They can try
away, a figure strapped to it screaming in pain. As they to appeal to Persephone by weaving a sad tale; it's well
*7*
known that Hades cannot refuse his wife any favor she asks Primowtas (100); AC 10; MV 12; HD 1; hp 4 each; THACO
of him, no matter how much he might like to. They might go 20; #AT 1; Dmg 1d4 (claws); SZ M (5-6 feet); ML fear-
the route Orpheus took, and appeal to the hearts of the pow- less (20); Int semi- (2); AL NE; XP 15 each.
ers with music. They can try to appeal with law, by pointing
out that the fellow is imprisoned in Hades wrongly. Any- The PCs have a number of options. If
thing they try must be pursued with living zeal; Hades is not they recall the words of the centaur
impressed by the logic of the dead, Only those truly filled Ichthion, they can spill their blood onto
with the spark of life have a chance of swaying the impas- the ground; PCs who do so sacrifice
sive death god and his consort. Impolitic remarks are met half of their current hit points to the
with a stony glare; the powers do not tolerate rudeness from angry spirits, Those PCs become invisible to
mere mortals, and they're restraining themselves as it is. the wraiths, who fall on the blood and suck it dry. The peti-
Any subsequent impertinent remark results in that PC being tioners that drink become rosy and healthy, and wander off
snuffed from life without further ado. He might awaken to into the Underworld.
existence again to find himself suffering alongside those The PCs can also try to hold off the petitioners by
whose crimes have offended the gods. charming them with music; a bard can keep these souls at
The DM must decide if the PCs have done a good bay, provided she makes a successful musical instruments
enough job of convincing Hades of the necessity of their proficiency roll at a penalty of -4. Casting soothing spells
friend's life. If the DM determines that they have not put like suggestion can also subdue the mass. Anything the PCs
enough effort into the appeal, Hades again leans forward. do that's intended to harm (waving a sword, casting a com-
It's apparent to me that you do not care enough for your bat spell, and so forth), even if it's just intended to ward off
friend to arque effectively. Leave my realm; you shall nor be the dead, forfeits their friend to Hades. They know it as soon
molested on the way out A route to the surface of Arborea as it happens.
from a nearby cavern burns itself in the minds of the PCs. They also forfeit their shadows. They never cast shad-
They have no choice but to leave the realm; they are never ows in the light again, and Hades has a claim on their
welcome here again in their mortal lives. its when they die. This may pose a problem to specia lty
Those who've made convincing arguments must wait priests and paladins, who are supposed to be obligated to
while Hades deliberates. Persephone turns and whispers in only one deity.
his ear. Hades strokes his bearded chin, and gazes thought- If the PCs have kept their end of the bargain, Hades
fully at the PCs, keeps his. Their formerly dead friend awaits them at the en-
After they've stewed long enough, he leans forward trance to the cave, breathing deep of the Arborean air. He
again and declares, "You are correct. Your friend does nor turns and beams as they walk from the cave.
belong here You will find him waiting for you once you
reach the bright sky and fresh air of the living world.” The
picture of the nearby cavern appears in the minds of the + CONCLUSION +
PCs, “However, there is one condition you must fulfill. If you
fail, your friend is mine again, and | may determine a suit It's possible that Avorl was not entirely honest. Maybe he
able punishment for you. This the condition: You may not actually was trying to lure the PCs to the night hag's cavern,
battle with anything in my realm on your way to the upper and maybe he hunts them down again to try a different
world. If you so much as raise a hand against another crea tack. Of course, he'll be apologetic about his misinforma-
ture, your friend's spirit is forfeit to me tion, and wants to make it up them. On the other hand, he
The party cannot bargain. If they argue, Hades with- might be entirely honest, and just given them the map be-
draws his offer and tells them to leave his realm. cause he was misled himself.
If the PCs killed Petra Kourakis, the goatherd, chances
THE WAY ®U+ are that Apollo's not going to look favorably on them. In-
deed, he might send some ofhis minions to expunge the PCs
On the way out ofthe palace, the PCs can pick up their cow- from the multiverse. On the other hand, if the PCs only
ering friends and head for the hills. The flickering of the pe- knocked some sense into the goatherd, Apollo may actually
titioners is getting stronger, and it almost seems that the reward them for showing his stupid son that not everything
wraiths are gaining solidity. They strain toward the PCs, can be solved by the application of brute force.
their faces alight with malign hope. The cave mouth comes Naturally, if the PCs were successful, their friend is
into sight quickly. Thing is, between the PCs and the cave beholden to them. Having been rescued from eternal
mouth waits an army of petitioners, and all of them boredom is enough for most people to realize that
seem to have come fully into substance. With a they owe a tremendous debt. Ofcourse, de-
horrid cry, the peti- pending on the sort of person he is,
tioners rush for- this might not last
ward to fight. too long.
+HE UNDERWORLD
uL the Underworld
Si >g
Sx
eyphus Z
Z Ixion
In Which the PCs discover that Good Intentions
may lead to Evil Ends.
m ILIF#ANCY ote
N ABER OF PCS: 4 to6.
*10*
p"
Wooly Baku
Inn ^
A. FiNEwEAVE RuGs AND Carpers: The gnome widow Ajami one dozen animals, and he owns ranches outside of Yeoman
Fineweave (Pl/9 gnome/0-level/Order of the Planes-Mili- that he uses to fill large or special orders. Samo loves his an-
tant/LG) and her seven children (two boys and five girls) run imals dearly, and refuses to sell them to those who display
the family carpet weaving and selling business that Ajami's violent tendencies or who his animals distrust (like tief-
late husband, Pelimo, inherited from his father, who inher- lings). Samo does not display the Order's symbol, and has
ited it from his father, and so on. Ajami also sells imported lost some business because of it. He is still doing well, but
carpets and silks (from bolts of the fine cloth to braided resents the Brethren's intrusion into Bytopia.
silken rope) at the family's bright red embroidered tent. Pe-
limo disappeared almost a year ago after receiving a ship- C, Jaina’s Gens A Jewry: Jaina Feldspar (Pe/9 gnome/0-
ment of rugs imported from across the planes and is pre- level/Order of the Planes-Militant/LG), sister of Garl Glitter-
sumed dead. gold's chief proxy Gemma Feldspar, runs this shop. Within
One of the rugs from that shipment, a small, rather are the fruits of the gnomes' favorite labor: gemcutting and
dingy looking affair that still lies near the back of the tent is jewelry making. The shop has a vast selection of stones from
actually a flying carpet of the smallest size. Ajami and her Bytopia and around the planes, and an assortment of set-
children are unaware of the rug's properties, and it's easily tings (rings, necklaces, tiaras, bracelets, earrings, and cuffs),
overlooked when compared to the stall's other, more color- Jaina takes special orders for custom pieces. As she's always
ful rugs. A strange, 12-foot-tall blue giant appeared in the interested in new or unusual stones, Jaina's shop is visited
Bazaar about six months ago, asking after Pelimo and any by adventurers who bring in stones for identification and
"odd" carpets. The giant's since opened his own stall in the appraisal. The chant's that she's particularly interested in
Bazaar (see area G below), and still browses Ajami's tent magical stones such as gems ofseeing or ioun stones, and
regularly. Pelimo's disappearance may be connected to the will trade other magical items or prize gems in order to ac-
magical carpet, but what form that connection may take is quire them. Jaina displays the symbol of the Brethren, and
up to the DM. Ajami displays the Brethren's symbol. this has caused much tension between her and her sister.
B. Samo's Srastes: Samo Stoutkeg (Pr/d halfling/F5/NG) D. RoNcanra's Five Baxen Goons: Roncahla (Pl/ 9 dwarf/0-
deals in horses, camels, donkeys, oxen, and other riding an- level/Order of the Planes-Militant/LG) runs the most popular
imals and beasts of burden. His stable at the Bazaar holds bakery in the Bazaar. Her claims to fame are her honeyed
*13*
bread and glazed “tea ring” (the recipe’s rumored to come with long, narrow features, blue skin, and fingers with an
from the elven court of some far-off prime world). Roncahla extra joint in them, Sir Arakyne deals in all types of trin-
looks rather like a puff pastry herself, with her rolly-polly kets, gewgaws, elixirs, and other oddities. Sir Arakyne is
form enclosed in a white apron, and flour in her braided strange even for his race in that he's managed (through un-
blond beard. Roncahla also bakes “dwarves bread," a dry, known means) to progress to 7th level as a mage. He also
unleavened loaf that isn't easy to eat (she always warns usually travels alone, lacking his race's usual penchant for
elves that the bread may be too tough for them), but keeps a hiring bodyguards. Reliable magical potions can be bought
basher nourished when no other food's available. One loaf here. His prices are 10 times the listed XP value in the
feeds a demihuman for five days, a human or bariaur for Dungeon MasteR® Guide (DMG), and on these items Sir
three; the price is 5 gp per loaf(3gp for dwarves). Roncahla Arakyne refuses to haggle. The merchant came to Bytopia
displays the Brethren's symbol and is a staunch believer in just over six months ago, in search of items stolen from
their message. Of course, she’s totally unaware of the dark him. The carpet of flying in Ajami's tent used to belong to
behind the sect’s presence on Bytopia. him, but he's waiting and watching to see if the thief ever
returns to reclaim his prize, Sir Arakyne does not display
E. SADIK EL-HUARI, EXTRAORDINARY Correes: Across from Ronc- the sect's symbol.
ahla's bakery is this dark-skinned human's tent. Many con-
tacts are made and deals struck in this tent, and many local The Bazaar also includes sellers of perfumes, musical
high-ups, including the Lord Mayor, patronize this estab- instruments and music boxes (a gnomish invention), leather
lishment. The chant's that Sadik's tent is the place to be seen goods, wagons and wagon wheels, keglers (barrel makers),
if aberk's looking to do business in Yeoman. Several low ta- cheese makers, carpenters, beer brewers, tent makers, whole-
bles fill the floor, with pillows and other cushions serving as salers and dealers in raw goods, and numerous wandering
chairs. Here, Sadik (Pr/d human/F7 (corsair)/NG) offers cof- hawkers promoting the goods of this tent, that stall, or the
fees and teas from across the planes. His selections include fine cases (and strong drinks) to be had at some-or-other
teas and coffees from the sunlit layer of the Beastlands (Kri- inn. Arazmus guides the PCs as long as they pay him, al-
gala Supreme is a favorite), Mount Celestia (Mountain though he may try to weasel them into paying for his meal
Majesty is quite popular), and Elysium (Purity and Devotion if the PCs stop to eat. (DM Nov"! Areas H, I, and Jon the
are both near the top of Sadik's request list). Sadik displays Yeoman map are discussed during "The Blaze" below.)
the symbol of the Brethren, but does so simply not to lose
business. He is not a convert to the Brethren. Sadik hails THE SPEAKER
from Zahkara on Toril, and especially enjoys haggling with
his customers; those who are talented in the art gain his re- At some point during the PCs' wanderings through the
spect, and he insists they enjoy a free cup from his selection Bazaar, Arazmus leads them past Yeoman's Center Fountain,
of fine coffees and teas. a marble sculpture that depicts a wooly baku and its young.
Upon the pedestal surrounding the fountain's pond numer-
F. Aqok's Arms & Armor: This retired half-ogre warrior (Pl/ ous speakers are espousing their views on any number of
half-ogre/F10/N) is now a smith who uses only the best By- topics. Faction and sect members spout their group's beliefs,
topian steel for his weapons and armor. Atok sells all types merchants petition for the elimination of tariffs or better
of metallic armor, helms, shields, and weapons, but his real monetary exchange rates, and proxies promote their powers’
specialty is silvered weapons. Daggers, arrow heads, mace philosophies. Crowds often gather around these speakers,
heads, and even swords can be commissioned. No silver shouting out their agreement or disapproval.
weapons are ever in stock at the smithy; they are purchased One group, larger than any other at the fountain,
as quickly as they're produced. Adding silver to a commis- catches the PCs’ notice. The people are listening attentively
sioned weapon increases both the time required to make it to a tall, attractive human male dressed in the finest silks
and the cost to produce it by 50%. The chant is that Atok and wearing the symbol of the Order of the Planes-Militant.
learned his silvering method from a barmy githyanki who'd He's extolling the benefits of the Brethren's way of life in an
had his brain fried by illithids. If this chant's true and the effort to recruit more cutters into the ranks. The speaker is
githyanki hear of an “infidel” (according to the githyanki, Hidalgo. Excerpts from his speech include:
any cutter that's not one of them is an infidel) supposedly * "We must defend against the seductions of chaos. doubt
possessing one of their racial secrets, there could be trouble and evil. This can be achieved onty by self-sacrifice and
in the Bazaar. (DM Nor: Atok doesn't know how to make unerring devotion to the Order and the cause of good.
the real silver swords of the githyanki.) Atok doesn't display The will of good peoples everywhere is with the Order,
the Brethren's symbol. and this justifies our acts in their names.”
+ “There are those who would undermine all that the
G. Sik ARAKYNE'S Opprries oF mE Murrverst: This odd estab- Onier has done, and wishes ro do. Avoid them and their
lishment is owned and run by "Sir" Arakyne (Pl/d ar- evil businesses. Spread the wordoftheir sedition t0 your
cane/M7/LN), an even odder specimen. Twelve feet tall, brothers in the Order, so all can be made aware of the
*14*
evil and chaos that festers beneath the surface of this of numbers. Ifaphysical conflict does erupt, it's soon bro-
fine land.” ken up by the gnomish proxy Gemma Feldspar (visiting her
+ “The Order is not for all. Only those with the moral sister in the Bazaar), and an ursinal mage named Perseus
strength to submit themselves to the laws of the Order Silverpaw (Pl/d ursinal/Div13/Guardian/NG). The mob re-
may join the ranks of the Brethren. Do you possess that spects these two, and disperses upon their command. Hi-
strength?” dalgo and the disguised Brethren disappear into the milling
+ "The Order is more than an oath, more than fealty, more crowd, having marked the PCs as troublemakers who must
than service. The Order is life and hope for all thar is be dealt with.
lawful and good. Join the Brethren for the greater good. Feldspar is furious at this breach of the peace, and
the good of the Order, the good of all." wants to toss the PCs out of Yeoman. If the PCs do not pre-
The PCs should hear at least part of Hidalgo's rant. Ide- sent a solid, consensus version ofevents to defend their ac-
ally, some PC should engage Hidalgo in a discussion of the tions, Perseus steps forward and apologizes on the PCs' be-
Brethren's precepts (elements of his speech certainly should half. Further, he assures Feldspar that he'll see to it that such
get under the skin of any chaotic PCs). If the PCs do not ap- an event never happens again. Feldspar accepts this and
pear interested, Hidalgo can ask them specifically if they stomps off. (If the PCs are ever caught again doing mischief
have the strength to join the ranks ofthe Brethren, or an by Feldspar, little can save them from a good verbal thrash-
NPC can speak up against Hidalgo. ing and a few nights in Yeoman's gaol.)
If the former, Hidalgo recognizes the PCs as outsiders Perseus turns to the PCs and, in his deep, quiet voice,
(and not likely converts), and tries to make an example of says, "You realize you did just as Hidalgo wanted. Bur 1 da
them for the crowd. Depending on the PCs' answer to his admire your spirit. Mayhaps you can return the favor you
questioning, Hidalgo either implies that they hide their now owe me. Let's discuss it over a meal."
weakness behind a veil of lies and self-delusion, or that it * If a fight does not break out, the debate effectively
requires wisdom to know one's limitations and admit when ends when the PCs are shouted down. Hidalgo moves the
one is not up to certain challenges. The crowd laughs and crowd away around the fountain. After the crowd has dis-
cheers at Hidalgo's reply. If the PCs still aren't interested in persed, the PCs are approached by Perseus. He introduces
debating Hidalgo, an NPC in the crowd (perhaps someone himself, comments on their spirit ahd devotion to true good-
the PCs know) steps to their defense, citing any known ness, and invites them to share a meal with him at a nearby
deeds of heroism and goodness or examples of charity, kind- inn. Throughout the brief journey, Perseus makes small talk,
ness, or mercy. commenting on the unusual architecture ofthat building,
The debate should continue for several minutes. If the the dark surrounding that "haunted" tavern, and other eso-
PCs do step up to defend their reputations or refute Hidal- teric trivia.
go's assertions, the crowd begins to be swayed to their side.
(This is an excellent opportunity for bards to influence this
group of people.) However, before the PCs (or the NPC if the + THE PLO-- THICKENS *
PCs still don't want to get involved) can finish, Hidalgo mo-
tions to the disguised Brethren in the crowd, and they work Perseus leads the PCs to the Wooly Baku Inn, a few blocks
to discredit the PCs with false accusations, spurious tales of from Yeoman's Bazaar. As the group enters, read the follow-
their chaotic and evil misdeeds, and asides about how wan- ing description aloud. (The map ofthe Black Sail tavern in
dering adventurers obviously can't be trusted, since they The Eternal Boundary [2601] adventure may be used to rep-
were kicked out of their homelands and now must live on resent the interior of the Wooly Baku.)
the road. The inn you enter is small, almost quaint, Booths linc
PCs may notice Hidalgo's motion if they make a Wis- the walls to your left and right, tables and the bar are ahead
dom check at a -3 penalty. Between Hidalgo and the plants of you. A stairway behind the booths to the right leads to the
in the crowd, the mob's mentality turns again with boos, inn's second floor. Gnomes, two lizard men, and three
hisses, and jeers directed at the PCs. The disguised Brethren human caravaners currently occupy the common room, and
incite the crowd to shout down the PCs so they can't be a female githzerai tends bar. As it's close to meal time, most
heard, Tempers begin to flare in the crowd, and the mob's of the customers are bent over bowls of soup or plates of
shouts become more and more threatening. food.
At this point, Arazmus tugs on the PCs' sleeves and ad- Perseus walks to a table, picks out the stoutest chair,
vises a strategic withdrawal from this confrontation. Two sits, and waves to the bartender. The bartender nods and
outcomes are possible. whistles. From around the corner that leads back to the
* If the PCs are angered enough to cast magic at or kitchen, a young female half-elf serving girl emerges
physically attack the crowd or Hidalgo, the crowd re- and crosses to the PCs’ table to take their orders.
sponds by throwing stones and attempting to After the serving girl returns to the kitchen
overbear the PCs with the orders, Perseus begins asking
by sheer weight friendly questions
about the PCs: where they hail from, what brought them to the blazing tents in areas I and J. This makes it more diffi-
Yeoman, what they consider their most daring deed, and so cult for the flames to jump to the other tents. However, the
on. In having the PCs talk about themselves, Perseus is able human winemaker from area | approaches one of the PCs
to learn more about them and determine if they're suitable and warns that the kegs of alcohol in his tent may explode
to take on a mission for him. from the heat; also, a passing NPC says that the elven
Perseus' divinations have revealed something seriously bowyer from tent J is nowhere to be found. He was last
wrong on Bytopia — something that affects the entire plane. running back into his tent, apparently to remove more of his
Knowing the Order's militant past and their presence here, stock.
Perseus suspects that the Brethren are behind it. But he The winemaker, Elias, says that only two barrels of his
needs more proof than divinatory spells can offer. After the stock are potent enough to explode, which happens in
PCs' confrontation with Hidalgo, he wants to know if these 1d4+6 rounds from the time the PCs learn of the danger.
cutters can help him. If the PCs present themselves well and Elias tells the PCs the locations of the barrels, but won't re-
truthfully to Perseus, he makes them the following offer: turn to his tent. Each barrel can be found easily, but they are
esearches seem to suggest that the multiverse is large and cumbersome. To remove each from the tent in
tiltingout of balance, I doubt few others're noticed it yet, bu only one round requires a total Strength score of 24 (PCs
then my race is more sensitive to the balance of the planes can team up); Strength totals of 16-23 need three rounds to
than most. You see, we quardinals possess — ah, but pardon move each barrel, and neither can be budged with Strengths
me, 1 digress. of less than 16. Each round in the flaming tent, PCs take
I believe that Byropia's position on the Great Wheel i 1d6+1 points of damage from the heat and smoke and all
lipping. and such things do not happen by accident. I sus items carried must save versus normal fire. If the tent is col-
peet it may have ething to d h the Order of th lapsed with these barrels still inside, it's impossible to re-
Planes-Militant's presence here, but of more immediate con move them, and they explode for a total of 6d4 points of
cern is Hidalgo. He sounds like a radical, even for th damage to all within 10 feet, setting ablaze all combustible
Brethren, and 1 fear that his influence here overreaches hi materials in that area.
original mission, whatever that was, He seems to be stirring The heat and smoke damage and saves listed above also
up the people of this fine town against their own fellows apply to those PCs who enter tent’J to rescue the elf. In the
and I'd like you to expose him if you can. I'm able to pa thick smoke inside the tent, the elf Avilien tripped over a
cach of vou 1,000 gold upon suc 1 must report my find bow on the ground, fell, hit his head, and knocked himself
ings to my peers, I'll return here in a few days. 1 hope vou out. If he's not removed from the fire in 1d6+4 rounds from
have good news by th riends. the time the PCs are warned of his absence, he suffocates, To
Regardless of the how the PCs respond to Perseus’ re- find Avilien in the smoke-filled tent requires an Intelligence
quest, their conversation is interrupted just as it was about check with a cumulative -2 penalty per round. Rescuing the
to end. An adolescent male bariaur comes galloping into the elf is impossible if the PCs've collapsed his tent without
Wooly Baku shouting, “fire. fire! Th Bazaar's on fire knowing he's inside.
Perseus leaps for the door, obviously intending to lend a If the PCs act quickly and decisively, they can prevent
paw; the PCs are expected to follow, any further spread of the flames. If they investigate the
blaze, Jonaus says that he has no idea how the fire started.
THE BLAZE He had no fires lit in his tent, but he smelled smoke, turned,
and saw the wall of his tent burning very quickly. If asked,
The Bazaar is indeed aflame, in the area adjoining Splendor Jonaus admits that he's been rather outspoken against the
Road (see H-J on the Bazaar map). Several tents are blazing, unyielding constraints that the sect'd like to see imposed
and more are threatened as people scream and run about here. However, the thought that this is the sect's revenge
without direction, Perseus aids in the evacuation of the rest never crosses his mind.
of the Bazaar and tends to the burned, leaving the PCs to The fire was lit by an invisible mage of the sect named
deal with the fire. The blaze apparently began in the tent of Juniper (Pr/d human/M3/Order of the Planes-Militant/LN)
Jonaus Whitebrows (Pe/d gnome/0-level/CG), a woodcarver. who then cast affect normal fires to heighten the blaze. He
His now-destroyed tent (area H on the map) had been filled had been instructed to set the fire, but the magic was his
with all sorts of wooden toys, puzzles, games, chess sets, and own improvisation. It was not Hidalgo's intention to endan-
musical instruments. The fire has already engulfed the two ger the entire Bazaar, just teach Jonaus and those who think
nearest tents as well: a seller of wines and brandies from as he does that the Brethren prefer to be obeyed. If the PCs
across the planes (area I), and an elven bowyer in from Ar- use a detect magic on the area of the blaze to search for
borea (area J). Unless the PCs act quickly, the fire spreads magical clues, they can find residue confirming that
further, this fire was magical and therefore ift an acci-
Magics ofcold, ice, or rain reduce the dent. If the PCs used magic to combat the
rate of the blaze's spread, fire, however, no clear results can be dis-
as does collapsing cerned. Neither the winemaker
nor the bowyer were members to the sect (an added bonus, secrets away. Just when the players're getting good and
thought Juniper). If the PCs haven't considered the possibil- frustrated over their lack of success, spring the following
ity of arson, Perseus finds them after the fire is contained on them.
and puts the idea into their heads. Perseus also uses this to Members of the Order are after Juniper and he's on the
push any hesitant PCs toward investigating the Brethren's run; luckily, he's found the PCs. Exhausted from his flight,
activities, even increasing his offer to 1,500 gp per PC, be- he collapses near the PCs, with his pursuers close behind.
fore leaving for Elysium to make his reports. Juniper, gasping, promises the PCs anything if they save
him — and tells them how he was instructed to set the fire in
the Bazaar as revenge. He doesn't know who's in charge of
HIDALGO'S REAC+ION
the plan, but his confession is enough to expose the danger
From his spies in the Bazaar, Hidalgo knows of the blaze — if he lives.
and the disaster that was narrowly averted by the PCs, First, Juniper's pursuers are disguised Brethren equal in num-
Hidalgo declares Juniper a pariah from the sect for the ber to the PCs. These NPCs are of similar classes and levels
chaotic act ofspellcasting that endangered the Brethren's with equipment analogous to that of the PCs. These cutters
plan for Bytopia. As a pariah, Juniper's in danger from his are experienced and expecting trouble. They fight wisely,
former Brethren; no member ofthe sect is punished if the having cast defensive
berk decides to put Juniper in the dead-book, although magics such as
Juniper isn't aware of that — yet. armor, shield, and
Second, after seeing the PCs intervene in the stoneskin upon themselves
fire so soon after their first confrontation, Hidalgo before encountering the PCs;
reasons that they're the kind ofcutters who're too have these NPCs use some of the same tricks
nosy and dangerous to he left breath- and tactics the PCs use when preparing for com-
ing. He arranges for a group of bat (such as casting strength and enlarge spells on
ni'iaths (see the MS booklet) to the fighters before a fight). They make every attempt to
be summoned and to attack the kill Juniper and all fight to the death. Juniper's exhausted
PCs. The attack occurs within a and has no spells left to cast. If he'is to survive, the PCs have
day ofthe fire in the Bazaar, when the PCs're alone. The at- to save him. This combat should be a severe test of the PCs,
tack comes when the PCs are outdoors; even summoned in a dramatic setting. A running battle through the stalls
ni'iaths won't enter buildings. Late at night or early morn- and tents of the Bazaar or an epic brawl in the Wooly Baku
ing are the most likely times for the attack. The number of are just two possibilities.
ni'iaths that attack equals the number ofthe PCs plus 1d6.
DMs can roll randomly or choose the number of ni'iaths
based on the PCs' health and relative power (level, magical + AFTERMATH +
items, weapons, armor, and other adjustments). If the PCs
split up, divide the ni'iaths as well. If the PCs win and Juniper survives, the PCs can discover
the identities and sect membership of Juniper's pursuers by
Nr'iaths (# or PCs + 106): AC 5; MV FI 18 (A); hp 30 each; examining their bodies (they all wear the sect's symbol).
THACO 15; #AT 3 (claw x2 and bite) or 1 (tail); Dmg 1d3 Through Juniper, the PCs can discover the extent of Hidal-
(x2)/1d4+1 or 1d6; SZ M (5 feet long); ML steady (12); Int go's influence in Yeoman. It remains to be seen how damag-
low (5); AL N; XP 975 each. ing this discovery is to the Order as a whole, however,
Special Abilities: Tail fling, immunity to reverse gravity. Hidalgo claims that Juniper's acts were the result of a
group of tragically mislead radicals within his sect. He
Ni'iaths don't normally attack in towns, especially ones promises “purges,” which actually allows him to eliminate
as big as Yeoman, but weirder things happen on the planes sect members who do not agree with his tactics by simply
every day. Note that the ni'iaths are summoned creatures in labeling them as radicals and having them killed. The Order
this case, and are detectable as such. makes full restitution to those who suffered loss as a result
of the blaze. This allows Hidalgo and his faction of the
Order here to become long-term campaign adversaries.
CONFRON-FA--ION
If Indigo the Stutterer (Pl/d human/M22/Order of the
Assuming the PCs survived the ni'iath attack, allow them to Plane-Militant/LG) is not alerted to his subordinate's plan,
work toward uncovering the sect's plan as they see fit. Re- he may believe that his associates on Bytopia are endan-
member that the immediate danger here is not the Order's gered, and he could mobilize the forces of the Order to track
plan to induce a planar shift, but the way Hidalgo has cho- down those who “seem to be fixated on attacking and den-
sen to pursue it. Only a few of the Brethren know the dark igrating our earnest fellowship at every turn,” Proving Hi-
of the whole plan in any case, and they're all too radical to dalgo's guilt to Indigo can become an entire adventure in
talk under any circumstances. They die before giving any and of itself.
ne
In Which the PCs must free an Acquaintance
from
à Dark and Foul Prison.
NUMBER or PCs: 1 to 6.
Leveis: Medium (5th to 9th).
PCs Prerreren: Any, though intelligent and stealthy PCs are preferred.
Factions: Any of the chaotic factions support the break;
the lawful ones oppose it.
Syworsis: The PCs must rescue a prisoner
RI S N B RE A K from the hidden Vault on Carceri.
*18*
p"
The bar is a small place,
smoky inside. The air's filled with the ran-
cid stench of poorly cooked meat — perhaps cra-
nium rat. This early in the day, only two customers are
present. One of 'em's a tall, brawny tiefling with metallic
eyebrows. The other's a huddled old woman clad in
greasy rags. As the PCs walk in, the innkeeper moves to
the back room.
The brawny tiefling, Jinx, walks to the door, bars it, and stands with his back
to it, his hands never far from the many blades on his belt (PI/d tiefling/F5,T6/Revolu-
tionary League/CN; quiet, mysterious, menacing). With that done, the old woman straight-
ens and shakes her head rapidly, letting loose a cloud of dust. It's suddenly obvi-
ous the "old woman" is simply a young
woman wearing a disguise. As she LS p =
walks up to the PCs, she says, c n
Now, what did you want from
poor old Kimufi?
Kimufi drives a hard
bargain for her knowl-
edge; she sees how much
the PCs are willing to pay
and doubles that. She
charges the PCs for any
significant information. If
they're not willing to pay
that price, she prepares to
conclude the interview. If
they are, she counts out her
take, gleefully exclaiming
over it.
If the PCs ask her why the
tiefling's guarding the door, she an-
swers, "Well, vou know, l've gotten
into a bit of trouble with the law
Something about impersonating a
Hardhead and then there's the
time I painted the outside of the
Prison. I get into all kinds of trouble.
It's just my nature, I suppose. But
t's also made me plenty valuable;
there's more information rattling
iround my brain-box than drink in a
bubber's soul.
Just as she's getting ready to
divulge their answers,
the door shivers and
shatters under the
might of a light-
ning bolt. It
leaves a scorched
hole in the chest
ofthe tiefling. A
stunned look
crosses his face for
just a moment, and
then he topples.
*19*
A Harmonium patrol charges through the wreckage of
THE TRIAL
the door, kicking aside the tiefling's body. Six guards con-
front the PCs, ready to deal with any trouble they might put After two days, Jinx arrives at the PCs' doorstep. He looks
up in defense. If the PCs give the patrol any trouble, one of tense and drawn. "Her fria/’s today,” he says. He beckons
them blows a whistle and ten more Hardheads come boiling the PCs to come with him. If they don't, he pauses and asks
in the back way. them what they're waiting for. “Do vou want to know where
The captain stalks over to where Kimufi's doing her she's going?” he asks.
best to hide, and says, "Well, m'lady, it seems the game's He leads them through the crowded streets of Sigil di-
over at last. Come quietly, and we'll see that you and your rectly to the courthouse. When the PCs can finally make it
friends don't get hurt She surrenders without a word. into the courtroom, the presiding Guvner announces his
The captain turns to the PCs. What were you doing sentence:
with this woman, a known criminal ^" Just about any an- "Kimufi, for vour many crimes against the lawful orders
swer satisfies the captain, as long as the PCs don't come of the City of Sigil, 1 do hereby decree that you are to spend
right out and say they were plotting the overthrow of the the remainder of your life in the Prison of Sigil, without
Harmonium. The captain just wants to make the PCs sweat a hope of reprieve
little, to think about why they were associating with some- Mercykiller guards take her shackled form from the
one the Harmonium doesn't approve of. He lets them go hall. Jinx turns to you and says, “Well, ir looks like you'll
once he's satisfied of their innocence. have to do something about that. She ain't going to be much
use fo vou in prison." He melts back into the crowd.
Harmonium Guaros, HUMAN MALES, Fairer 2 (6 or 16): AC6;
MV 12; hp 16 each; THACO 19; #AT 1; Dmg 2d4 (broad
THE PURSUI+
sword); SZ M (6 feet); ML steady (12); Int average (10); AL
LN; XP 35 each. Now the PCs have to make a choice: Do they spring Kimufi
from prison, or do they let her rot? Do they take the chance
Tur. Captain, HUMAN Mane, FiGirreR 5: AC 5; MV 12;
hp 41; of angering the lawgivers, or do they meekly submit to the
THACO 16; #AT 1; Dmg 2d4 (broad sword); SZ M (6 feet); powers that be?
ML elite (14); Int high (14); AL LN; XP 175, If they give in, the adventure's over. They should be left
without any other possible leads on the information they
As the Hardheads lead Kimufi from the bubhouse, she sought.
calls back, "// you want tha nformation, you'll have to On the other hand, if they choose to go after her, then
come find me |” Her next words are muffled as one of the they've got several options they can pursue. Obviously,
guardsmen claps a hand over her mouth. snatching her from the hands of the (very well-equipped)
The PCs have two rounds to consider what they're Mercykiller escort is out of the question. However, there are
going to do. At the beginning of the third round, Jinx picks ways to get around them. Listed below are several options
himself from the floor, looking sadly at the remains of his and their probable outcomes.
tunic. If the PCs are stunned, he says, “Whar? Haven't you
ever heard of regeneration He turns to the door, stops, 1. FINDING AN APPROACHABLE GuvNER: Jarol Mantai (Pl/d
and turns back for a moment, “Don’t leave town. human/0-level/Fraternity of Order/LN), a low level clerk, is
You've paid for information, it's information you'll dissatisfied with his position and always looking for a little
have, Give me a day or two.” He leaves before they extra jink. Depending on how the PCs approach him, he
have a chance to stop him, and anyone that fol- might agree to find Kimufi for them. For about 3,000 gp, he
lows sees only a couple of bored street cleaners. does some digging to find out exactly what cell Kimufi's
supposed to be in. He comes up blank, realizes where she
really is, and relays: “Oh dear. She's in
the Vault.“ When pressed for details,
he holds out for an additional 1,000
gold, refusing to reveal this in-
formation for less. If the PCs
pay him, he explains that there's
a prison on Carceri where the real
troublemakers are sent, and that
she's been sent there. The only addi-
tional information he has is that the
only entrance to the Vault is hidden somewhere in
the bowels of Sigil's Prison.
*20*
2. INFILTRATION: The party could try to snatch some
Mercykiller uniforms and strut boldly into the Prison,
wend their way down into the lower levels, and seek out the and most
portal. Sadly, the Mercykillers have seen berks try this be- of them don't hesitate to use
fore, and the PCs are doomed to capture if they don't find this power when a prisoner's
someone — either an Anarchist or a ranking Mercykiller — even the slightest bit out of line.
who can teach them the secret signs for the week. In that They stay in a barracks in area 6, with about 10 to a room.
case, they might also find the portal that leads to the Vault. Their numbers rotate every two weeks, with new guards
It's on the lowest level of the Prison, in the middle of a hall- coming in to replace the ones who've been stationed here
way lit with three candles. All the rest have four or five for so long. The guards are forbidden, on pain of death, to
torches burning in them. The gate key is a pair of manacles. discuss the Vault, and so most of them never utter a peep.
They never know when they might be peeping to a mole
3. APPEAL: Any appeal directed to any of the lawgiving fac- from their own faction.
tions is met with a blank stare, a check through the records, The guards get along surprisingly well, considering the
and the frosty answer of, “We have no such case on our fact that they've got occasional philosophical differences.
records. Good day."
HARDHEADS, HUMAN Mats, FiGitreR 3 (40): AC 5; MV 12; hp
4. Usina Faction INFLUENCE: Sadly, this avails nothing. The 22 each; THACO 18; #AT 1; Dmg 2d4 (broad sword); SZ M (6
lawgivers have conveniently forgotten about the whole feet); ML steady (12); Int average (10); AL LN; XP 65 each.
case, and they won't even help out their allies in this. If the
PCs are members of a lawful faction, their bosses tell 'em to MtRCYKILLERS, Human Maes, Ficitrer 3 (50): AC 5; MV 12; hp
forget about it. 20 each; THACO 19; #AT 1; Dmg 1d8 (long sword); SZ M (6
feet); ML steady (12); Int average (10); AL LN or LE; XP 65
5. BREAKING IN: Aside from the problems of getting into each.
Colothys and finding the Vault in the first place, without a
good idea as to where Kimufi is, this is practically an invita- Arrival Room: The portal outlet from the Prison is rarely
tion to be scragged and put in the dead-book. guarded; prisoners are supposed to come in with escorts.
This is one of the three chambers in the entire building with
After a while, the PCs should find a way that leads a view of the outside. It's obviously intended to tell the new
them to the Vault, tucked away on Carceri. It may take some prisoner that it's his last look at the outside world. The room
doing, even a matter of weeks, but with persistence and is made from dressed stone, though the outer wall is of the
some creativity, they should be able to do it. same metal as the rest of the shell of the Vault. There are no
decorations in this room.
+ THE VAUL* + 2, Hani or Rrauzanon: Down this hall is the long walk for
the newly arriving prisoner. It's intended to drive home,
The Vault, if seen from the outside, looks a lot like a sea once again, the truth that the prisoner ain't never going to
urchin that's been rudely misplaced to the mountains of leave. Two secret doors are inexpertly hidden on either side
Colothys. It's a great metal orb with jagged blades poking of the wall; anyone who passes by can detect them on a roll
from it at various angles and pierced with only three win- of 1 on a d6; anyone who's actively looking can detect them
dows. It's covered in razorvine, and surrounded by the weed on a 3 out of 6. They lead to the offices of the Vault and the
for nearly a mile around. The windows are mounted about guard barracks.
50 feet off the ground, and there's just no way to climb in
without being noticed by one berk or another. Realistically, J. INTERROGATION CHAMBER/RrCORDS Room: This room serves a
the only way into and out of the Vault is through the two- dual function. It's curtained off half-way so the two duties
way portal from the Prison in Sigil. don't interfere with each other. One side is the interrogation
Once the PCs make it to the Vault, they have to figure chamber, where the guards bring a prisoner who's thought
out a way to get their job done and get out. That's their re- to be withholding information on upcoming treacheries in
sponsibility. What's presented below is the layout of the the prison, or information that some high-up in the faction
Vault, so that the DM knows the current situation there. needs. There're all sorts of devices here, designed to wring
the truth from a body's screaming flesh.
The other part of the room holds the records of the pris-
TH£ GUARDS
oners who're currently alive, those who've died, and indicat-
A contingent of Harmonium and Mercykiller guards serve - ing who knows what. The dead file is far larger than the liv-
here, 40 of the Harmonium and 50 of the Red Death. The ing one. Here's also hard evidence of lawbreaking among
guards have the power of life and death over the prisoners, the lawgivers for anyone who can get at it.
*21*
1 THAMAN'S OFFICE all deadly serious about their jobs, and that they
This is the office and living space of won't put up with any guff from the prisoners.
Staccato Thaman, the warden of the Vault.
He keeps his bed hidden in an alcove behind 7. Exiicisr Room: This room is where
his desk, and grabs quick catnaps between briefings with his the guards get their exercise. It reeks
men, interrogations of recalcitrant prisoners, and writing of stale sweat. The room adjoining is
missives to the high-ups ofall three factions to inform them the equipment room, with items both
of the day's current events. for practice and for real combat. The blades
Though he's only an administrator, and not an excep- here are real, and prisoners would definitely like to get their
tionally big man, power's hidden behind Thaman's wiry hands on them.
arms. He's deadly with fighting sticks, and he's been known
to take down gehreleths by himsel is men respect him al- 8. Barene/Hii Hound Ros: Between the quarters is a run for
most as much as they fear him; both are fine with him, as a pack of six hell hounds. The guards in the towers throw
long they don't interfere with the guards' duties. them meat from time to time. If a berk ever were to escape
Thaman's not a blood to be trifled with, though plenty the prisoners' area, the guards above simply lift the
continue to try. He's quick and dangerous, both physically portcullis separating the run from the hall, and the poor
and mentally, and he often seems to know what an enemy is berk goes down under a heap of fiendish canine flesh.
thinking before the enemy does.
Hru Hovsis (6): AC 4; MV 12; HD 5; hp 35 each; THACO 15;
Staccato Thaman, Terung Mate, Fictrer 8 (Harmonium): AC #AT 1; Dmg 1d10; SA breathe fire (5 points of damage); SZ M
-1 (chain mail +3); MV 12; hp 68; THACO 13 (10 with fight- (5 feet long); ML elite (13); Int low (6); AL LE; XP 650 each.
ing AT 2; Dmg 1d6+5/1d6+5; SZ M (6 feet); ML fa-
natic (17); AL LN; XP 975.
THE PRISONERS
Notes: Specialized with fighting sticks.
S 16, D 17, C 15, 1 16, W 13, Ch 14. Several hundreds of prisoners are interred here; there'd be
Personality: unbending, harsh, domineering more, but dozens are killed each week by the overzealous
Special Equipment: fighting sticks +2, chain mail +3 guards, About 100 are crammed into each cell block, with
new ones coming in all the time.
5. Guarp Towers: From these 50-foot-high towers, the The prisoners have organized themselves into various
guards can observe not only the passages leading to and gangs. The leaders'd probably be the murderers, if it weren't
from the Vault itself, they can also see the hell hound runs. for the revolutionaries. The thieves and troublemakers are
They've got an excellent vantage point for any foolishness the stealth brigade, the murderers the muscle. The guards let
the prisoners might be up to, and they've got gongs and this go on as long as the gangs don't actually begin plan-
horns to alert their fellows when trouble rears its head. Four ning a breakout; if it seems that one's gotten too powerful,
guards watch from each at any given time. the guards just execute the leader and give some other gang
a chance. Besides being an excellent way to keep the prison-
6. Mess Hat AND Common Room: This is a surprisingly clean ers distracted, it gives the guards something to wager on.
mess hall used by both factions. The rooms are all tidy; per-
haps their fastidiousness stems from the fact that members jo uo inp Vault: The passage leading down to the cell
of these factions are totally dedicated to the cause of law, blocks is made of wrought iron wrapped with razorvine.
and don't like to see chaos in any form in their pristine lives. Every time a new prisoner's escorted in, the locals gather
The kitchen and pantry are located in 6a. A surly cook round and mock the newcomer as he makes the trip down
works here, a berk who's practically been sentenced here for the passage, trying to get a show of emotion from the new
life. His only joy is in the change of the guard, because he's bird. How a body carries himself here
an expert gambler and enjoys fleecing the new guards when is important to the rest of his exis-
he can. tence in the Vault.
Four ofthe smaller adjacent rooms are the Once beyond the pas-
Harmonium barracks, sleeping 10 to a room. sage, the prisoner's told
The other five are the Mercykillers' quarters. which cell block to go to,
The guards' area is spartan, but not entirely and given his bedroll and food. He's then ushered into
unlivable. It's certainly not much his new life.
on decor, which could best be When a prisoner passes near the vine, the traditional
described as old and tasteless. time for revenge is at hand — a body gets a good shove into
Still, the quarters show that the razorvine and he can kiss his features and maybe some
the guards are fingers goodbye. Only those who're extremely confident or
extremely foolish stand close to the vine.
10. Exercise YARD: Every day, the prisoners are let out of * 125-5. MURDIRERS: A real group of psychopaths live
their cells for some exercise under the metal roof of the here, the ones who're proud of their feats. They're the
dome. The men and women are almost never let out at the murderers with brains, the ones who planned out their
same time. They have to filter through the doorway near kills from beginning to end. They're frightening folks,
the base of the passage in, so they’ve got to line up into or- and most smart bashers leave them well alone. They've
derly ranks. The most powerful men and women of the been known to drive those they don't like to suicide.
prison are first in line to get out into the yard, and the last And, of course, there are those who just kill be-
to go back in. cause they love killing.
+ 12c. Thieves: From the common cutpurse to the most
11. Women’s QUARTERS: There are more cell blocks in the elegant house-burglar, these cell blocks hold 'em all.
women's area because it seems that Sigil's judges go easier There's some justice, it seems, in dropping the more af-
on women — or maybe they go harder. Most people'd prefer fluent among the less intelligent, and fights are com-
to be executed than be forced to live the rest of their lives in mon between both groups. The burglars hate the bash-
the Vault. ers and vice versa, and few weeks go by without one
The two current gang leaders of the women's area are of 'em waking up dead.
Deaya Reln (PI/9 human/F5/Revolutionary League/CE) and + 12e. REVOLUTIONARIES: These are
Kandra Stothis (Pl/9 half-elf/T6/Fated/NE). They both try to the crazed fanatics of Sigil.
recruit the new folks, and both do their best to try to make They have no goal but the de-
the other one look like she's gaining too much power while struction of the factions, but
trying to gain ever more power for herself. Both know that most of these berks are the tiresome
some day soon, one will be singled out for execution. kind who talk nothing but escape and overthrow. A few
They're just trying to make it the other one. have their sights set a little higher, but they tend to lay
+ 114-8, MurprreRs: At least 10 mass murderers are hid- low.
den in these two cell blocks, some of them who were
found performing arcane and exotic rites with the bod-
ies. The rest of the women in here ain't to be trifled with + GETING GU- +
either; they're not here for a single offense, and they'd
be pleased to kill again if given the chance. Of course, once the PCs've snuck in and retrieved Kimufi,
+ duc-p, Revorumosákirs: This is where Kimufi's hidden they've got to sneak back out. It's not like the wardens are
away, with the other plotters of the lawgivers’ down- just going to let them go, either. Unless the PCs have been
fall. If she’s given enough time, she begins to form her remarkably stealthy, the whole compound is in an uproar,
own gang with a fair amount ofsuccess. She has some and the PCs may find themselves becoming residents of the
gratitude for the members of her gang, and she insists Vault if they're not careful,
that at least one of them be permitted to accompany If the party makes it that far, they still have to make
her out. their way out through Sigil's Prison itself. Just because
* gue Turves: Some of the more accomplished thieves they've gotten out of one prison is no reason for them to as-
of Sigil now live here. Of course, they couldn't be too sume they can do it twice. If they're not careful, the DM
good, or they'd've never been caught. Still, there's a fair should feel free to punish them.
amount of stealth and skill here, and the women com-
pare notes in case they ever make it to the outside.
+ EPIL®GUE +
12. Men’s QuanrERS: The men live in conditions similar to
those endured by the women, but they're more content to Naturally, the lawgiving factions aren't going to be too
live rough. They leave scraps of food and cloth lying happy to realize that one of their prisoners has been stolen
around, and only the direct order of aguard makes 'em pick out from under their noses. They do whatever they can to
it up. find out who did it and how. Only if the PCs were good
The three gang leaders of this section are Juwan Bari- enough not to set off any alarms or rouse any guards or pris-
cos (Pr/d elf/FA/LE), Hiliman Bressler (Pl/d tiefling/M5/ oners can they avoid a manhunt. Hopefully, the party was
Harmonium/LE), and Taribj Kelmain (Pl/G human/T5/Revo- smart enough to wear masks or conceal their identities in
lutionary League/CE). They're a brutal bunch, and each is some other way, because the factions have long memories.
perfectly capable of understanding the others' plans and Kimufi is grateful that the PCs went to so much trouble
machinations. They play a dangerous game, and their min- to rescue her. She's so grateful, as a matter of fact, that she
ions have broken out into war before the guards were called refunds the PCs' price on the information they sought, as
in to stop the carnage. They've been manipulating each well as giving them a discount on the next time they need
other long enough that they know one of them's due to go some questions answered. Granted, that's not much grati-
any time now. tude, but hey, a body's got to keep food on the table.
*23*
In Which the Heroes discover Dire Fiendish Schemes
and Beasts ofLegendary Proportion.
NuwarR or PCs: 4 to 6.
Lrvris: High (9th to 12th).
B E ty N D HE PCs PrererReD: Rangers or druids should find much motiva-
tion in this scenario.
Factions: Any. The Verdant Guild and Guardian sects would
e RN
ED] RB ID D & N certainly oppose the baatezu.
PLATEAU
Synopsis: Baatezu are kidnaping creatures from the Beastlands
*24*
+ GEFFING SEAR+ED + complex in a burned-out, roofless cathedral they call the
Cenrer of Eternal Dreams.
If the PCs are involved with the factions, they can be drawn The closest thing to a ruler the burg's got is Wrath, a huge
into this adventure by a high-up in the faction one or more stone statue with glowing blue eyes that stands quard over the
of the PCs belongs to. It seems that this faction (or at least wide pool that serves as the gate to the Beastlands. Wrath
this high-up) owes a favor to the Verdant Guild. The Guild questions all who'd use the gate, and those who lie usually end
(whose members are also known as the Wylders) acts to pre- up someplace nasty at the gate's other end. Straight ahead is
serve the natural splendor of the Beastlands and other the Badger Hole tavern, a great sky-blue tent
planes. Well, the Wylders are calling in their marker, and the Upon finding the tavern, the PCs should enter and ask
faction high-up chooses the PCs to pay off the debt. If the for Strongbow. They're directed to a female bariaur sitting
Wylders are already a part of the campaign, the DM can alone at a table. She's wearing a half-mask depicting a hawk
arrange an event prior to this scenario where one or more of or other bird of prey. In fact, most of the berks in this tavern
the PCs can owe the Wylders a favor directly. tent are wearing animal masks of one sort of another.
If the PCs are not involved with the factions, the fol- Strongbow (PI/? bariaur/F7/Verdant Guild/NG) greets
lowing scenario may be used to bring the PCs into the ad- the PCs and invites them to sit at her table. She doesn't re-
venture: The PCs' reputation has brought them to the atten- move her mask. If they mention that Donner sent them, she
tion of a ranger who's recently come from the Beastlands. offers to share the bottle of bub that she’s been enjoying.
(He could also know the PCs from past adventures.) He's She relays the following information if the PCs ask the right
heard from his friends in the Wylders that large, often questions.
predatory animal-petitioners've been disappearing from all Note that Strongbow does not
three layers of the Beastlands. The sunlit layer of Krigala disclose exactly what kinds
seems to have suffered the most losses. He knows that of animals are being kid-
the Wylders suspect the Vile Hunt are behind the dis- naped from the Beastlands.
appearances, but high-ups in the Wylders don't She mentions “large
want to start a war between sects and risk the bat- predators” and lets the
tles ravaging the Beastlands. The ranger asks the PCs draw their own conclusions. She
PCs to pursue this matter in knows that dinosaurs from the Forbidden
the Beastlands; the Plateau have gone missing most recently (a fact she did
ranger's off to try to not relay to Donner, as he's not a Wylder), The plateau
track the recent move- and the dinosaurs are both secrets the Wylders thought were
ments of the Vile Hunt across safe from common knowledge, but they've been proven
the Outlands. wrong. So, they're being understandably cautious. As she
If the PCs accept the offer, the ranger (named Donner, if reveals the information, read the following aloud.
he's not an NPC already known to the characters) tells them + “The berks of the Vile Hunt've somehow gotten into the
to seek the Wylder called Strongbow at the Badger Hole tav- Beastlands again, and creatures've gone missing. Don
ern in Faunel, the gate-town to the Beastlands. (‘Course, if ner sent you to me so I can fill in the dark and get you
the PCs are sent to Faunel by a faction high-up, the high-up on your way.”
directs them toward the same tavern and contact.) + “The Vile Hunt’s organized, vicious, and cruel. For some
barmy reason, they've taken it into their brain-boxes
THE BROKEN CI+Y that talking critters are a crime and abomination
against the multiverse, and they're out to put ‘em all in
When the PCs reach Faunel, read the following text aloud. the dead-book.”
(See A Player's Primer to the Outlands for details on + = The Vile Hunters're always trying ro find gates or other
Faunel.) ways into the Beastlands, so they can launch their
The burg of Faunel resembles nothing so much as a "hunting parties’ and go off hunting, setting fires, and
great city fallen into ruins and now overgrown with all kinds casting magic to kill as many animals as they can."
of animal and plant life. Most of the burg's inhabitants're + "We stop them when we can and the critters aren't all
nonhumanoid petitioners from the Beastlands. These ani- defenseless either, but our factol doesn't want to esca
mals can all think and speak just as they could when they late to a full-blown war, ‘cause it's the critters and the
were alive as humans, elves, and other beings back on the land that suffer the most then. Me, I say war's in
prime worlds they came from. evitable, but to avoid escalation it's been decided to get
Those who need dwellings build them out of the jumbles some lancers for this job."
of rocks and ruins of collapsed buildings that're rumored to + “The Wylder who calls himself the Warden patrols Kri-
come here from the Prime as the wilderness reclaims them gala with a pack of hounds and a flock of hawks, look
Most blokes just erect tents or canopiesfor shelter. The Sign- ing Jor Vile Hunters and clucless berks who think the
ers, who make the Beastlands their headquarters, have a Beastlands are their own private hunting preserve. Not
*26*
long ago, the Warden's pack got a scent and took off Benevolentiae for full details and for notes on how magical
after it while the Warden stopped to rescue a deer faun spells are affected on this plane.
that'd gotten stuck in the mud, By the time the Warden Although the PCs don't know it yet,
caught up to his pack, the bashers the dogs'd scented Wrath's gate set them down in the jungle
were gone, But they'd tore through the Warden's pack of atop the Forbidden Plateau. (If DMs wish for
trained hunting dogs like a pit fiend through lemures tropical climate to have an effect on the
+ “The Wylders can pay a total of 10,000 gold if you can PCs, see the AL-Qapiw* Arabian Adventures
find out how and where the Vile Hunt's taking the crit- book for rules on adventuring in the heat.)
ters, But, there's one condition: We don't want vou Wrath knows exactly what's going on, and
berks unleashing fireballs and lightning bolts all over sent the PCs right into the thick of the trouble,
our forests and such, Give me your word you won't use hoping the berks can handle it. He's even
those big area-destroying spells. Deal?" arranged a test of the PCs' mettle; Wrath gated
If the PCs haggle with Strongbow, she increases the the characters into an area he knows
price to 12,000 gp and allows the party the use of a wand of is inhabited by a mated pair of ae-
the Wylders. Usable by any character class, this wand, carved serpents (see the MS booklet
with scenes of animal life and bearing a hawk feather at the for details). Wrath
wide end, functions as a ring of animal friendship, (It has knows that a tough
other uses, which she reveals only after the deal is closed.) road lies ahead of
All animal-petitioners recognize these wands and cooperate the PCs and they
with their holders to the best of their abilities. This doesn't need to be on
mean that the PCs can command the critters of the Beast- their toes from now on. He figures that if the berks can't
lands. Remember they're intelligent — some of them may deal with the aeserpents, they'll just jump back through the
even be smarter than the PCs. The critters won't let them- gate using the wand of the Wylders. If any PCs do move
selves be used as sword fodder or trap springers for the PCs. back through the gate to Faunel to avoid the aeserpents,
If the PCs attempt such cowardly tactics, the feather falls Wrath calls the berks cowards and tells them to go report
from the wand and the item never again functions for them. their cowardice to Strongbow, as he won't activate the gate
Strongbow tells the PCs to show the wand to Wrath for them again.
when they approach the gate pool, and he'll allow them to Allow the PCs a few moments to acclimate themselves to
pass. The wand also serves as spell key for all spell schools the dense forest growth, the dim sunlight penetrating the
for PC mages on the Beastlands. thick canopy of leaves, and the warmer climate. The aeser-
pents're effectively invisible in the deep shade of the tree
branches where they're hiding. When they attack, have the
THE LAND OF PCs roll for surprise with a -2 penalty due to the aeserpents’
+ EFERNAL NOON + camouflage. If the PCs aren't surprised, both aeserpents at-
tack immediately. If the PCs are surprised, one aeserpent
After passing Wrath and diving into the gate pool, the PCs takes its free attack while the other moves into a position to
find themselves in Krigala, the first layer of the Beastlands, strike a PC from behind in the next (second) round of combat.
deep in a lush forest. The gate here is a vertical archway In that second round, have the PCs roll for surprise
formed by the roots of three immense trees. (Actually, these again, as they're likely not expecting another 20-foot ser-
“trees” are just three of the smaller branches of Yggdrasil, pent to attack them, especially from behind. This second
the World Ash that grows through all the layers of the surprise roll can be disregarded if the PCs state they're look-
Beastlands.) Any mounts, animal companions, and familiars ing around for more attackers. Apply the combat modifiers
that the PCs brought through the gate now run, fly, slither, for surprise and attacking from behind to the aeserpents’ at-
or otherwise flee from their masters. No animal, no matter tack rolls (+1 and +2 respectively) when applicable. For only
how well trained, can resist the wild, feral nature of the the first round in which the PCs can attack each aeserpent,
Beastlands and the primal urge to be free. Unusual animals apply the -4 modifier for invisible creatures to the aeser-
(a paladin's warhorse, mage's familiar, or ranger's animal pents' AC 3, (giving each aeserpent AC -1 for that round)
companion) return to the PCs before they leave the Beast- due to the aeserpents' position in the shade of the trees.
lands. None are harmed and they retain any equipment, Thereafter, the PCs can follow the movements of the aeser-
tack, or items they possessed when they fled. pents automatically.
All PCs who possess wilderness or animal-related skills
such as tracking, direction sense, or animal handling find AFsERPENTS (2): AC 3; MV 18; HD 7; hp 50 each; THACO 13;
these skills are subject to a +10% (+2 on proficiency checks) #AT 1; Dmg 2d4«1; SA venom, swallows whole; SD invis-
bonus while on the Beastlands. Also keep track of the time ible in darkness; SZ L (20 feet long); ML steady (11); Int low
the PCs spend on this plane, as primal changes can begin to (6); AL N; XP 2,000 each.
affect certain characters in a matter of hours. See Liber Special Abilities: Camouflage, venom, swallows prey whole.
*27*
If the PCs search the area after dispatching the aeser- Vile Hunters and baatezu, but the pursuers left no tracks on
pents, they can find a clutch of 1d8 eggs in a nest formed the path simply because they're much smaller and lighter
by three branches in one the trees the aeserpents were hid- than the dinosaur. Generous DMs may allow subsequent
ing in. The eggs can be sold in Sigil for 200 gp each ifthe successful tracking checks to determine that “something”
PCs wish to take them. The eggs must be kept warm and was following the ankylosaur, but the evidence (the boot
safe, though, if the young aeserpents inside are to hatch print of a Vile Hunter) doesn't allow the tracker to learn the
successfully, Damaged eggs or those that do not hatch liv- identity of those pursuing the dinosaur.
ing aeserpent young are worthless, except perhaps as a As they follow the path, the PCs are exposed to the
tasty meal. wonders of the plateau. The environment and native crea-
As they look around, the PCs notice a path through the tures are most likely completely new to them and the dis
foliage not far from the snake lair. Closer observation of this covery should fascinate the PCs. Pteranodons fly overhead
path reveals that some very large creatures use it regularly. while velociraptors hiss at them from the underbrush; at one
Evidence of this includes large (6+ feet tall) plants trampled point they may have to hide from the thundering footsteps
underfoot, tree limbs 10 feet off the ground broken off as if of a tyrannosaur. Unless the PCs threaten the native crea-
something snapped them as it passed, long, deep gouges in a tures, they are not attacked. Allow the characters to explore
tree trunk (where a triceratops cleared its horns of foliage), the plateau for as long as they wish, as the path they follow
and a huge, deep, roughly circular track left by a multi-ton may lead on for hours or days as the campaign demands.
creature with short, blunt claws in a puddle of mud on the
path — the track of an ankylosaur. (Unless the PCs have en-
countered dinosaurs before, they are unlikely to realize what
manner of beast made the track.) The baatezu, not being inclined to waste an opportunity to
Once they find the track, the PCs can follow the path defile an Upper Plane, have constructed an altar for sacri-
easily, The ankylosaur moved through this area very re- fices to the Lords of the Nine. The altar's near their gate to
cently, and more tracking check successes reveal that the the Blood War staging area on the G iy Waste, where the di
creature appeared to be moving quickly — as quickly as a nosaurs are being sent. The baatezu have raided native
dinosaur can move in a lush forest. The tracks move east beastmen villages and taken captives, These captives are
along the path, The ankylosaur was fleeing from a party of then brought to the altar, where they're tortured and killed.
HHE FORBIDDEN
"^ PLA-FEAU
Not
to Scale
. Jungle ..
-—
The primitive beastmen (short, slender humanoids with and take more of them to be
a fine layer of dark green fur), terrified by the appearance sacrificed. If one of the PCs at-
and actions of the baatezu, have set up ambushes around tempts to communicate with the beastmen in elvish or by
their tree villages and are attacking outsiders on sight. The using magic or psionics, or if a PC displays the wand ofthe
PCs are about to fall victim to one of these ambushes. Wylders, the beastmen cease their attacks and their leader
Have all the PCs make individual surprise checks with speaks with the PCs. Vacca, one of the survivors of the
-6 penalties as they reach the ambush site. The beastmen in baatezu's last raid (and he has the scars on his chest and
the trees are 90% invisible (treat them as thieves with a 90% arms to prove it) and the leader of this attack, explains the
hide-in-shadows skill) as they drop a large, weighted net situation in broken, barely understandable elvish. He bows
woven from jungle vines and creepers atop the PCs. Sur- deeply, apologizing for the ambush. He explains he and fel-
prised PCs are taken totally unaware and are fully caught in low tribe members were only defending their homes from
the heavy net. PCs who aren't surprised can avoid the net the outsiders and pledges all the help he and his band can
entirely with a successful Dexterity check at a -4 penalty offer if the PCs help rid his land of the "horned evil" plagu-
due to the size of the net, the narrow path, and the thick un- ing it; the beastmen have no prior experience with baatezu
dergrowth that borders both sides of the trail. All others are and do not know them as such.
caught. In all other cases, the beastmen fight to the death in de-
Captured PCs suffer 1d8 points of damage and fall to fense of their tribe and homes, and the PCs lose valuable al-
the ground as the heavy stones tied into the net strike them lies whose knowledge could help them.
as the net falls. Further, the net is thick and strong, requir-
ing a Strength of 17 or higher to rip. Three rounds of ripping BeastseN [20]: AC 8; MV 12, CI 12; hp 15 each; THACO 19;
frees one PC. Each thick, fibrous strand of the net takes 8 #AT 1; Dmg by weapon; SZ M (4-5 feet tall); ML 20 in this
points of damage from edged weapons before it is severed. encounter; Int average (8); AL N; XP 270 each.
Blunt weapons have no effect. In addition, all PCs trapped in Special Equipment: Net, poison darts,
the net who attempt to free themselves by ripping or cutting
the net suffer 3d4 points of damage per round as they are After the battle has ended one way or another, the PCs
cut by the thorns and sharp splinters the beastmen wove can move farther down the path. If they've made peace with
into the mesh of the net. the beastmen, Vacca tells the beastmen to lift the net back
In the round after the net is dropped, the 20 beastmen into position and prepare another ambush. Vacca himself
in the branches attack. Each beastman fires two darts from serves as a guide for the PCs, He explains that his band saw
his blowgun, causing 1 point of damage with each success- the “stone lizard-god" (an ankylosaur) fleeing a party of
ful hit. Those PCs trapped in the net cannot apply Dexterity “dark hunters and horned evils” not long ago and that they
bonuses to armor class. All other AC modifiers still apply. dropped the net in an attempt to help the stone lizard-god
The darts are tipped with Type D poison (see DMG, Table escape, but the horned evils spotted the net and avoided it.
51); the onset time ofthis poison is 1d2 rounds. All PCs hit The hunters ignored the beastmen in the trees and continued
by a dart must save versus poison for each hit. Those who their pursuit of the dinosaur. Vacca sent his son, Varssh, to
fail the save take 30 points of damage; those who make the track them.
saving throw suffer only 2d6 points. Multiple dart hits result As the PCs resume their trek down the path, Vacca can
in cumulative damage from the poison. No PC can take any pass along the following information:
other actions (including attacking or working to free oneself * The beastmen refer to the Forbidden Plateau as their
from the net) during the round(s) in which the poison causes "home in the clouds," and they've lived here since the
damage, so severe are the muscle cramping and convulsions beginning of time (as far the beastmen know).
the toxin causes. * Many kinds of great lizards share this land with the
In the next round, the beastmen scream a war cry, leap beastmen, including “hunter lizard-gods" (tyran-
from their positions in the trees, and attack with sharp stone nosaurs). They are the reason the beastmen live in tree
axes (1d6/1d4) and spears (1d6/1d8). Only those PCs who villages.
escaped the net or who're trying to free themselves from the * No other *talkers" (sentient beings) live in the home in
net are attacked; others are guarded at spearpoint by wary the clouds, but “masks” (Wylders) visit the land and
beastmen. Elves or others who understand the elven tongue harm neither the beastmen nor the lizard-gods.
may recognize the beastmen's cries and subsequent speech * The dark hunters and horned evils came some time ago
to be an archaic form ofthat language with a successful In- (the beastmen don't have a calendar or record the pas-
telligence check at a -2 penalty due to all the other action sage of time as weeks or months) and started taking
taking place around them. lizard-gods and beastmen away to a "bad, dark place."
The beastmen in this This is where the beastmen intend to lead the PCs.
scene are not evil; they're
just terrified that the
baatezu may return
*29*
HUN+'S END The beastmen with the PCs are terrified of the baatezu
and won't attack them. Vacca and Varssh head toward the
Before Vacca can further describe human, but before they can reach him, the man commands
the “bad, dark place,” another one of the hamatula to defend him. The baatezu easily holds
beastman comes bursting out of the two beastmen at bay until the PCs engages it in combat.
the underbrush with a re- All but one of
the baatezu (the one defending the robed
port. (DMs may human) move to fight the PCs upon their appearance in the
have nervous and/ clearing. The fiends follow the human's commands through-
or wounded PCs out this scene. The human is Nihmron, a member of the Vile
make surprise rolls to Hunt and a wizard. He commands this hunting party with a
determine if they hear the scout medallion of command. The medallion, engraved with the
moving through the thick image of a gelugon, is what allows Nihmron to command
growth before he appears. No the baatezu. The hamatula all recognize the medallion as a
penalties apply to this roll as the scout is not attempting to badge of their leader and follow Nihmron's orders. The
remain unnoticed. Describe for any surprised PCs the noise medallion also grants a +2 bonus on all saves to any evil-
coming quickly toward them through the undergrowth . aligned wearer. (Any nonevil character to don it suffers a -2
only to reveal the source as one of Vacca's people.) penalty to all saves until remove curse is cast on him.) The
The beastman turns out to be Varssh. He tells Vacea medallion works in conjunction with the manacle Nihmron
about the scene in the clearing ahead, and Vacca bolts into holds. The manacle is a manacle of reptile control. When at-
the forest saying, “Evil ones rry ro catch stone lizard-qod by tached to any nonmagical reptile (which does not include
water, Come! We help!” If the PCs follow Vacca through the dragons!), the beast can be controlled by the medallion's
forest growth, they emerge in the clearing between the path wearer as if by a ring of mammal control.
and the pond. Read the following aloud: The ankylosaur collapses from exhaustion and blood
You crash through the last of the foliage into a small loss two rounds after the PCs appear, and dies in 3d8 rounds
clearing with a large pond to your left and a path leading unless the PCs act to save it.
back into the foreston your right. Ahead of you, a huge, rep
tile with armored plates, side spines, and a great knobbed Hwtura, PS MCI, (5): AC 1; MV 12; hp 40 each; THACO 13;
tail is trying to fight off a band of attackers. The great lizard #AT 3; Dmg 2d4(x2)/3d4; SZ M (7 feet tall); ML 19; Int very
has been backed up against the pond, and its attackers have (11); AL LE; XP 6,000 each.
cut off any retreat Special Abilities: Fear, hug, +1 weapons or better to hit,
The beast's attackers are a group of five hamatula never surprised, 309o magic resistance, affect normal fires,
baatezu. These barb-covered fiends leap about, taunting the hold person, produce flame, pyrotechnics, plus standard
tired reptile with feints, laughing and jeering at the wounded baatezu abilities,
animal's waning attempts to defend itself with swings of its
great, armored tail. Occasionally, one leaps in to rake the Niumkon, Human Mare, Wizarp 8: AC 2; MV 12; hp 24;
beast's vulnerable underside or eyes, to which the beast can THACO 19; #AT 1; Dmg 1d4 (dagger) or by spell; SZ M (5
only bellow its pain and rage and turn, too slow, trying to feet, 11 inches tall); ML elite (14); AL LE; XP 2,000,
meet the attack. $9, D 10, C 11,116, W 12, Ch 9.
Personality: Cruel, vicious.
Special Equipment: Bracers of defense AC2, manacle of
reptile control, medallion of command, wand of size
alteration.
Spells (4/3/3/2): 1st — reduce, jump, magic missile
(x2); 2nd — flaming sphere, Melf's acid arrow, mirror image;
3rd — Melf's minute meteors, wraithform; 4th — stoneskin
(already cast on himself), ice storm.
Standing back from
this sick spectacle is a human in black robes with a smug One of the hamatula defends
smile on his face. He's holding what appears to Nihmron while he casts offensive spells
be a huge manacle in his hands at the PCs. Nihmron uses these spells
The dinosaur is tired, bleeding freely and his wand ofsize alteration until
from many deep wounds, and visibly his life is immediate danger. Nihm-
weakening. The fiends will capture or kill ron commands the hamatula to fight
the beast in a matter of moments if to the death, although he has no intention of doing so
nothing's done. himself. When only one hamatula is left fighting, the wizard
casts wraithform and flees toward the gate. If prevented
*30*
from doing so, he fights until all the baatezu are dead or convinced to hold him prisoner until the PCs return, but he
until he has fewer than 10 hp. Then he collapses to the wants something in return. Vacca proposes the following:
ground, begging for mercy. We hold, no kill, dark hunter, but you bring back lizard.
The beastmen, Vacca and Varssh, warn the PCs not to gods. This their home. If they die, they die here, Home
trust this dark hunter. In fact, they advocate killing him on
the spot. If the PCs question Nihmron, he lies, stalls, and
whines unless threatened with death. If so threatened, he + THE GRAY WAS-E *
spills his guts, revealing the baatezu's plan to steal di-
nosaurs and use them against the tanar'ri in the endless When the PCs step through the gate into the Gray Waste,
battles of the Blood War. He leads the PCs through the for- read the following aloud.
est to the gate site. Read the following when the group From horizon to horizon you see nothing but gray. Gray
reaches it: ky. gray rocks, gray trees, even the colors of your own
Before you is a small clearing, obviously cut out of the lothes, skin, and hair seem dully muted, You've emerged in
forest, A few crude dwellings are scattered about, but the 1 shallow depression that resembles nothing more than a dry
shocking sight that dominates the scene is an obsidian altar wash. The gate behind you is formed of bones — bones from
A full 4 feet high and 5 feet wide, the black stone bears evi nothing human. Black, twisted, and broken, these can be
dence of many heinous offerings. The altar's top is covered only the bones of the baatezu's enemies, the tanar"ri
with coagulated blood and bits of dark green fur. Behind th You also see a large stone building on your left that
altar, two trees bend together to form an arch. Both trees'v« seems to radiate cold. In front of that building are several
been defiled with evil runes and smeared with blood. arge corrals with walls at least 20 feet high and covered
PCs may examine the altar without harm, but if they every inch in razorvine, Only two are occupied now, Both
try to decipher the runes surrounding it and the gate, they contain what were once proud, fearsome, powerful beasts
have a 10% chance of attracting the attention of one of the ike others you saw on the plateau; now they are but prison
Lords of the Nine, the rulers of Baator, This attention may ers, tortured and weak.
take the form of a curse, a “blessing” (one or more
of the PCs gains some
minor abi ty or enhance-
ment which is meant to entice
the character into calling on the
lords again), or simply the notice of This
the baatezu lords, The DM is left to devise is the holding
what may come of this attention at some future point in area for the dinosaurs that're
the campaign. brought from the Beastlands.
The arch formed by the They're kept here until it's decided
trees is to send them into battle against
large the tanar'ri. In fact, the (gray) dust
enough cloud from the current battle
to allow a vaguely visible if the PCs look behind
baatezu to pass them, beyond the gate. The manacled
through; Nihmron and reduced dinosaurs are brought
uses his wand of size alteration to shrink the di- through the gate, fed from the larva pit, and
nosaurs down so they'll fit through the gate. Ifthe watered with the foul liquid of the River Styx.
PCs don't search the crude huts, the beastmen discover one Most resist such fare until hunger and the manacles demand
hut contains three members of their tribe. These three've it. Two are here now (at normal size). The herbivorous tricer-
been abused by the baatezu, but will survive. Nihmron of- atops in one corral is dying from ingesting such fetid sub-
fers to trade the secrets of the gate for his life. If this offer is stances. The tyrannosaur, being a meat-eater, is faring bet-
accepted, he explains that the gate is active (it was made ter, though both wear manacles. This camp is commanded
ready for the ankylosaur), and that the medallion of com- by a gelugon named Baalzephus, and is manned by a num-
mand will take the PCs where the dinosaurs have been sent. ber of barbazu equal to the PCs.
Unless pressed, he won't reveal that the gate leads to Oinos, The PCs have a few moments to take in this scene if
the first layer of Gray Waste. they remain at the gate; the baatezu here were not expecting
What the PCs do with Nihmron is up to them. If they another delivery just yet. As soon as the PCs climb out of
don't kill him and don't want him escaping, the beastmen the dry wash, they are spotted by a barbazu who was tor-
volunteer to take him back to their village. The characters menting the dying triceratops. He raises the alarm, and the
might realize that, once there, the beastmen intend to kill rest of the barbazu and Baalzephus emerge from the stone
Nihmron for his crimes against their people. Vacca can be barracks. The battle is joined.
*3l*
EPILOGUE
AC -2; MV 9, FI 18; hp 66; THACO
11; #AT 4; Dmg 1d4(x2)/1d4+1/1d3+6 for Strength; SZ L (9 After the battle, the PCs may attempt to take the dinosaurs
feet tall); ML (13); Int genius (17); AL LE; XP 10,000. back to the Beastlands. If it's still alive, the tyrannosaur can
Special Equipment: medallion of command. be guided back by using Nihmron's or Baalzephus' medal-
Special Abilities: detect magic, ESP, lightning bolt (3/day), lion, or by offering it food (at this point, it'd even eat iron
produce flame, pyrotechnics, wall of fire (1/day), gate, fear, rations). The triceratops however, is too ill to move. Unless
plus standard baatezu abilities. the PCs devote some healing magic (at least half the crea-
ture's full hit point total) to the creature or devise some way
AC 3; MV 15; hp 42 each; THACO 13; to move the multi-ton reptile without harming it, the most
#AT 1; Dmg 2d6 (+ blood loss); SZ M (6 feet tall); ML 12; Int humane thing to do is to put it out of its misery,
low (6); AL LE; XP 6,000 each. Once back on the Beastlands, the PCs should retrieve
Special Abilities: Wounds they inflict continue to bleed (2 Nihmron from the beastmen and turn him over to the Ver-
hp/round), affect normal fires, command, fear (by touch), dant Guild. Further adventures on the plateau and the rest
produce flame, gate, battle frenzy, plus standard baatezu of the plane are left for the DM to devise.
abilities.
a) [os
Wash
Dry
he
nm
+324
EN
iscover the line
between devotion
and oppression. $
Brave the halls of a god and
rescue a blood from unbend-
ing justice. What are you waitin:
^, for, berk? The adventure lies within!
Slasrath .
Vaath . Ts
Warden Beast . .
Yugoloth, Greater — Baernaloth . .
CREDIS
Designer: Monte Cook + Editor: Michele Carter + Creative Direction: Andria Hayday
Art Direction: Bruce Zamjahn + Interior Artist: DiTerlizzi
Electronic Prepress Coordinator: Dave Conant + Typography: Angelika Lokotz
Border Art: Robert Repp * Graphic Design: Dawn Murin, Greg Kerkman
Proofreader: Ray Vallese
Special thanks to Dale Donovan, Colin McComb, Ray Vallese, Sue Weinlein,
and the original designers of these monsters
Wolf Baur (asuras), Steve Kurtz (buraq), and J. Paul LaFountain (warden beast).
ADVANCED DUNGEONS & DRAGONS and AD&D are registered trademarks owned by TSR, Inc. PLANESCAPE, MONSTROUS X
MANUAL, the Lady of Pain logo, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters,
character names, and the distinctive likenesses thereof are trademarks owned-by TSR, Inc. ® 1995 TSR, Inc. All
Rights Reserved. Made in the U.S.A. Random House and its affiliate companies have worldwide distribution
rights in the book trade for English-language products of TSR, Inc. Distributed to the toy and hobby trade by
regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use ofthe
material or artwork contained herein is prohibited without the express written consent of TSR, Inc
PII———^^^^AAAAAA———————— mamaaa
RS a a a PT TET LEE IN IT TE ERTE TLE pano ty MES AREER EAI SOE
*2*
$$ '—ÓM——— ''———— ——— —
— A REN ES EET LC EIN TAL
‘These pairs produce a clutch of 1d8 eggs, caring for and even the Abyss or some other Lower Plane. What Tyrani-
protecting them as fervently as they do each other. Once the moth overlooks is that the aeserpent is not inherently evil,
eggs hatch, however, the young are on their own. Despite its voracious appetite, sinister appearance, and terri-
fying venom, it is simply a natural animal that fights and
Ecorony- Ina "normal" ecosystem, predators as efficient as kills to survive, If the beast comes from another realm, that
the darkstrike would most likely clear vast areas of all poten- plane is likely the Prime Material, It is possible that the ae-
tial prey very quickly, They need to consume a large amount serpent, like most of the other residents of the Beastlands,
of food each week to stay alive — their digestive systems was a creature found in the wilds of a prime world but was
work much faster than that of other snakes, The Beastlands, hunted to extinction there out of fear and hatred, leaving
however, have a virtually limitless number of animals, and specimens only in the Beastlands. Another theory states that
therefore an unending supply of food. Even other predators the aeserpent made its way to the Beastlands from some
such as wolves or bears are potential prey for the aeserpent. other place (wherever that was) and simply found the Beast-
The great sage Tyranimoth D'skirn theorizes that the lands better suited to its survival, leaving its original home
darkstrike actually originated on another plane, possibly forever.
FOE +o HOSE wee CROSS "s LORD
ÖTE ASURAS' BLADE REACHES FAR.
waste WALKING Neat DEVA ano FIEND,
» "5 BLAZING GAZE mares we FRIEND,
J AMUSE ASURAS: FLY seme ON WINGS è FLAME!
save ASURAS, /
SHOWmE «st PATH +o veur- REALM!
= PRAYER ers LOWLY,
JAB-HEZIZ,
POE+-WARRIOR > ZAKHARA i
ie
—— a
Cunt TERRAS. Upper Planes S
FREQUENCY ini =
ÜRGANIZATI . Hierarchy
Acrivuy Cre Unsleeping
DIE? Positive energy
INTELLIGENCE Genius (17-1
TREASURE Nil X
ALIGNMENT Chaotic good
No. APPEARING x
N
ARMOR CLASS: P
MOVEMENT 12, Fl 33 \ j
Hir Dice 8 Ww
THACO: 13
No. OF ATTACKS 3
DAMAGE/ ATTACK 1d10/1d10/by
weapon type
SPECIAL ATTACKS: Trumpet blare,
burning wind,
spells
SPECIAL DEFEN Spell immunities
MAGIC RESISTA; 40%
Size: M (6 feet)
MORALE: Fearless (19)
XP VALUE 7,000
——————————————————
Asuras are found throughout the Upper Planes, serving vari- freely offered and gladly accepted by the host leader.
ous powers as messengers and heralds with a righteous These leaders have double the normal number of Hit Dice
zealotry. They may serve as the voices of knowledge, sharing and maximum hit points. They are also blessed with a Wisdom
wisdom that guides mortal oracles and mystics. More often, score of 22, along with the corresponding spell immunities.
however, the asuras carry messages of revenge, punishment, Standing before the host that they command, asuras leaders
and death, sent to those who have angered one of the powers. are visibly different from their subordinates, Taller and more
¢ Noble warriors, asuras have birdlike talons for feet and noble in appearance, they have a visible aura of golden light
wings of brightly burning flame. Marble-white flesh of pleas- circling their forms.
ing countenance covers their stately frame, and their eyes are The general of the Grand Celestial Host is an asuras
piercing orbs of the purest fire. Males and females alike wear named Absalom. This radiant individual outshines all others
leose togas of sky blue or snow white. A long mane of red, of his kind, leading his holy army of thousands like a hand-
gold, or copper locks crowns their pale heads. Male asuras some, luminous beacon ofrighteous power. Despite his might
adorn their heads in feather-crested helms of bronze. The un- and appearance, Absalom is not a power and does not aspire
just understandably find asuras terrifying to behold. to such high office.
Asuras dislike devas and other aasimon (especially lawful
Combat: The claws of the asuras have been likened to rubies ones), seeing them as rivals for the attention of the good pow-
both for their color and their consistency. Very sharp and very ers, Unlike their lower-planar counterparts, however, assimon
hard, the talons tear into the flesh of the wicked with terrible and asuras rarely allow their rivalry to degenerate to blows.
force, dealing 1d10 points of damage each blow. Because of Likewise, due to the nature of both types of beings, neither re-
the potency of its claws, an asuras prefers to attack from the sorts to any sort of double-dealing or underhanded measures.
air, swooping and hovering above foes. Additionally, this Instead, their feelings for each other are openly contemptuous.
righteous avenger can carry a scimitar or huge spear. Weapon
attacks can be directed at a second enemy or at the victim Ecorocv: The asuras feed upon energies from the Positive En-
being clawed. There is a 25% chance that an asuras carries a ergy Plane, Gaining their sustenance from this otherworldly
magical flaming weapon similar to a flame tongue sword. source, they have no base requirements such as food, air, or
Large groups of asuras blow mighty trumpets while en- even sleep.
tering battle, the sound of which chills a dark soul to its core.
Evil beings of 3 Hit Dice or less must make a morale check + ROGUE ASURAS +
upon hearing these horns, even if not yet en-
CD gaged in conflict. The horns can be As a creature born of a chaotic nature, sometimes an asuras
( Exc heard for miles. “falls through the cracks." For whatever reason, such an
p. / EN Moreover, three or more asuras asuras may end up without a power to serve. These rare indi-
(© J cam create a burning wind with their viduals roam the planes, committing random acts of charity
wings. This mode of attack inflicts 2d10 hit and good will. They defend the downtrodden, rescue the op-
points of damage upon evil beings, while not harming good or pressed, and provide for the needy, These rogues often become
neutral creatures at all. so narrowly focused in their deeds that they do anything to
The renowned intuition of the asuras is spoken of meet the desired end — sometimes getting carried away in vi-
throughout the planes. Asuras have a Wisdom score of 21, olence and their use of power.
giving them an immunity to charm, command, fear, forget, In the words of the planar merchant Gillias Fornmith:
friends, hold person, hypnotism, ray of enfeeblement, and “Asuras without a host wander about the planes, giving a
scare spells. They also can see the truth behind all illusions. good turn wherever they go. But here's the real dark of it:
The golden fires of their eyes dim in the presence of untrue When they travel alone they go a little barmy. You meet one,
words as a detect lie spell, and three times each day they can get greeted politely, and the next thing you know he'll take
see through all deceptive or concealing veils, as the spell true your head off to save a rabbit you've trapped for your dinner,
seeing. All asuras cast priest spells as 9th-level casters, with or steal your whole haul to give to some poor street waif, You
full benefits gained from their remarkable Wisdom scores. might say they lose a bit of perspective on the whole good/evil
Lastly, these beings can polymorph self twice per day into the thing. Lucky for a sod like me, a clever tongue can talk them
form of ahuman or demihuman in order to blend in with nor- out of their cockeyed notions. You can use the good sense
mal societies. Their forms are always extremely pleasing, and within the creatures to show them their own folly.”
they remain capable fighters and spellcasters no matter what Occasionally, a rogue asuras succumbs to the charms of a
their outward appearance. particularly pious or righteous human. If such a union occurs,
the offspring is usually a fair-skinned human with bright,
Hanrrar/Socieri: The asuras are organized into hosts, although piercing eyes. A few are able to detect lie in the same manner
there is little more structure to their ranks than that. Neverthe- as their asuras progenitor. All asuras offspring are likely to be-
less, the host operates well together and gladly obeys the com- come mystics, holy figures, or powerful warriors — always sig-
mands of its superiors. All asuras are free to leave their current. nificant figures for the force of goodness. These offspring
host and join another at any time. Their service is always closely resemble the aasimar, having similar origins.
*5*
BURAQ
CUMATE/TERRAIN Elysium (Upper Planes) A bit smaller than normal horses, these beautiful equine
FREQUENCY Uncommon (rare) creatures have the faces of human males. Their brightly dap-
ORGANIZATION Herd or solitary pled coats become even more colorful along their bodies to-
Activity CYCLE Day ward the tail, with speckles of green, blue, brown, and black.
Diet Herbivore The tail itselfisa thing of
rare beauty, colored red, green, gold,
INTELLIGENCE High (13-14) and blue and suggesting the fan of a peacock with "eyes
TREASURE Nil found throughout its feathery length. A buraq's hooves appear
ALIGNMENT Neutral good to be of purest silver, never making a sound as they strike the
ground.
No. APPEARING: 1d4 Their health and vitality is a visible, palpable thing, ob-
ARMOR CLASS 4 served in the luster of their coat and the sparkle in their eyes.
MOVEMENT 27, Fl 27 Their faces reveal
Hir Dice 5 their wisdom and
THACO: 15 caring — despite
No. oF ATTACKS: 3 their love of
DAMAGE/ATTACK 1d6/1d6/2d6 running, they
SPECIAL ATTACKS: Trample are not frivo-
SPECIAL DEFENSES Time stop lous creatures, Even at night, they give off
Macie RESISTANCE 20% à luminescence of strength and power. They
Sizt L (6 feet long) never grow old, but they do tire, requiring a good
MORALE Elite (14) night's sleep on firm ground each evening.
XP VAtur 1,400 Buraq can converse with any beast at any time, as
per the spell speak with animals. They can also use an
ability similar to comprehend languages up to three times
h day. Buraq have their own language as well.
*6*
perishing until it can get him to medical or magical aid. Since other steed, but it does not require such. It is not the food
time means little to the buraq, extremely long journeys are a which nourishes it, but the act of being fed. Its coat does not
joy rather than a burden, and sometimes a mortal rider can be need brushing, but the buraq feeds upon the deed itself. The
suspended in time for great periods, making him or her seem food and care must be freely and happily given.
extremely long-lived to those flowing through time A tale is told of two buraq that left
normally. for the Prime at the
ame time,
Haprrat/So The buraq are happi agreeing to
est and most fulfilled when running meet again on
in their herds across their native the happy
lands of Elysium. Occasionally, fields of Ely
however, they seem to need the sium in one
companionship of a mortal year. When
They travel to other planes to the year had
seek out a worthy rider to passed and
serve for a time, This rider the two were
must be truly pure of heart reunited, one
and deed, able to both serve was more
and command others. A life hea thy and
time of good deeds, mercy, vibrant than
bravery and honesty is a re- ever, fulfilled
quirement. The chosen rider and refreshed
is never one whose outlook from its trip to
is forged in the rigidity of find a compan
law, yet will be one who ion. The other,
can see the value in order however, was
and the necessity of pun- thin and sickly,
ishment for wrongdoing. its coat dull and
A person who shows re its mane coarse
spect toward both individ- and matted
uals and society may be When the
considered. It is not neces. first buraq asked
sary that he be a prince or its sickly friend
someone of high stature. what had hap:
What is important is that he pened, it ex
be giving and caring of the plained that it
needs of others. searched an entire
Though the rider is chosen by world to choose a
the mount, a would-be companion of a proper rider, Finally,
buraq can perform deeds which may sway it came upon the
the creature's decision, Sincere care given to the palace of apowerful and
buraq in the form of grooming, braiding its mane, wealthy king, who could
and providing foods (especially hard-to-obtain fruits provide him with fruits, sweets,
and sweets) may influence a buraq. The length of time that and an entire staff of grooms. The buraq made its home in his
one will serve as a mount is completely dependent upon the stables. The king himself remained distant and rarely visited
whim of the buraq, as well as the need of the companion. his mount, however, consumed with the intrigues of his court.
When they return to their herd, the buraq tell the tales of The stableboys had no love for their work or their charges,
all they have seen on their travels. In this way, the unaging giving the steeds in the stable only the minimum food and
buraq learn much of all the multiverse, either first or second care they could without receiving a whipping, The buraq with-
hand. They are knowledgeable about places and locales, but ered under such care.
things like history, law, and politics bore them. Buraq herds The second, healthy buraq related the story of how it, too,
have no leaders, classes, or divisions of any kind. Each is a searched the mortal world for a companion, and finally found
prince among equals. a kindly old woman who was so poor that she could give it
only turnips to eat. The woman cared for it lovingly, however,
Ecoloey: Good intentions are literally the meat and drink of and the food that she gave it was from her own plate. Such
the buraq. It can eat and drink what a normal horse consumes, kindness and care sustained and nourished the buraq more
and its coat and mane can be brushed and groomed like any than a king's fine foods and paid grooms ever could.
+7+
DELPHON
CLIMATE/TERRAIN Oceanus 1-4 Listener is charmed for 1d10 hours, enamored by the
FREQUENCY Rare sound of the sweet melodies
ORGANIZATION Clan 5-7 Listener is affected by confusion for 3d6 rounds, unable
Activity CYCLE Any to comprehend the alieness ofthe bizarre sounds
Diet Carnivore 8-9 Listener is spellbound (held) by the sound for 1d10
INTELLIGENCE High (13-14) rounds
TREASURE Nil 10-11 Listener is rendered unconscious for 3d10 rounds, un-
ALIGNMENT Neutral able to handle the mind-shattering notes and their pro-
found meanings
No. APPEARING 1d8 12 Listener is struck by the sound so completely that he
ARMOR CLASS: 5 begins to learn the true meaning of the song, and sud-
MOVEMENT Sw 15 denly understands something new about the multiverse
Hir Dice 5
THACO: 15 Those that make a successful saving throw hear nothing
No. o ATTACK lor2 more than odd, discordant music. Creatures that avoid the
DAMAGE/ ATTACK. 1d8 or 1d6/1d10 negative effects of the song gain a bit of planar knowledge
SPECIAL ATTACKS Song about travel on Oceanus, the relationships between the planes
SPECIAL DEFENSES Plane shift lespecially those that Oceanus touches), or places on and
MAGIC RESISTANCE Nil around Oceanus. In game terms, characters that fail the saving
Size L (8 feet long) throw but roll a 12 on the die may ask the DM one question
MORALE Elite (13-14) pertaining to Oceanus and its environs. Some such questions
XP VALE 1,400 include: the location of the nearest gate to a neighboring
plane; how to reach the Isles of the Blessed in Thalasia;
Delphons, or songsharks, live in whether or not the River Oceanus is truly beginning to "leak"
the River Oceanus, swimming over into Ysgard through the Gates of the Moon; or how to
through the planes of Elysium, avoid the natural hazards of travel on Oceanus.
the Beastlands, and Arborea. It is Nonintelligent listeners are always charmed by the
said that bashers seek- delphon's song. Eventually, intelligent beings that spend time
ing secrets relating around the delphons grow immune to the strange conse-
to the nature of quences oftheir songs, learning to more fully understand their
the planes and the deep and complicated meanings.
multiverse in general The delphons know many of the secrets of the River
should dive into the River Oceanus and its multiplanar and multidimensional nature. Be-
Oceanus and swim through the cause ofthis, as they swim through its waters they can dart in
thick melodies of and out ofthe various planes that the river reaches, returning
these mysterious whenever they please, unfettered by what would seem to be
singing creatures. normal laws of movement. This means that the delphons can
Delphons effectively plane shift at will to any plane that Oceanus
resemble sharks with long, touches (Elysium, the Beastlands, and Arborea). In combat, a
powerful fins, and sleek, sil- delphon has a 25% chance to simply avoid any incoming at-
very bodies. A few individuals have dif- tack by passing through the extradimensional nature of
fering coloration, found in brilliant reds, deep Oceanus and reappearing somewhere else in its waters, return-
blues, and vibrant greens. Delphons often carve ing to make an attack or take some other action the very next
complicated and beautiful tattoos into their flesh by round.
rubbing against sharp rock formations along the side of the
river. Like sharks, they have wide mouths filled with sharp Hasrrar/Sociery: Delphons are extremely gregarious creatures,
teeth. usually found in clannish packs. These individuals are almost
always related, supporting and aiding each other but also oc-
Comnat: Although a delphon can use its mouth to bite (1d8) casionally associating with other delphon clans. There seem to
or its streamlined head and powerful tail (1d6/1d10) to bash be no leaders or superiors amid their numbers, every individ-
and strike foes in melee, these attacks are not its most devas- ual holding the same rights and authority. Because each has
tating. The song ofa delphon is so alien and mysterious to an equal say, though, delphon debates are common, with
other creatures that it has profound effects on them. If an in- songs ofdisagreement filling the air near Oceanus.
telligent creature hears the keening voice ofa delphon, a sav- Obviously, other beings should avoid such
ing throw versus paralyzation is required to avoid the ef- delphonic conclaves for fear of the songs’
fects. If the saving throw is failed, roll 1d12 to determine effects upon them,
what happens to the listener.
Fcolooy: Delphons feed upon the other fish in Oceanus, often book, no doubtin: Then one o' the songsharks comes a-singin’
charming them with their song and then moving in for the his song. The music fills me ears faster'n the water is a-fillin'
kill. Fortunately, the river teems with life, and rarely are me lungs, and I finds m'self lovin’ the melodies and under-
delphons so hungry that they need to attack drylanders who standin’ the meanin’ Twas talkin’ about the harmony o' the
stray too near the river's edge, ply its waters with boats, or planes and the connection ofall things — includin' me and it.
enter its depths directly. "Then, sure as you're a-standin' there — sure as Sigil — it
It is not unreasonable that an intelligent creature such as lifts me with its powerful head an' pushes me up to the sur-
a human or an elf who has somehow mastered enough of the face. I had heard the tales o' berks going barmy at hearing the
delphon's songs to understand and imitate the sounds (albeit delphon's song, but me, I was lovin' every note and under-
crudely) could befriend the creatures and make allies of them. standin' it all. Now they's me friends, and no truer friends has
Such a partnership would be greatly beneficial to the land a blood had. I learned to sing their song with 'em and to ‘em
creature, for delphons are able to take other swimming crea- and they understands me as good as I understands them. They
tures with them when they move through Oceanus (even from tells me the dark of everythin' and so I know more than any-
plane to plane). one ‘bout just bout everything, see? Hey, berk, come back
On the Beastlands there is an old (perhaps crazed) githz- here, I be a-talkin' to you... . "
erai hermit who claims to have mastered all of the delphons’ Few believe all the stories of the Singing Gith.
songs. The Singing Gith, as he is known, tells thusly the tale of
his first meeting with the delphons:
“Twas on the river's [Oceanus] edge on Arborea. Bunch
0' dwarves with no business a-bein' there jumped me to get at
mejink. I holds no love for givin’ me gold to thieves back
then, you see, so I gives 'em a fight. Well, they's small but
tough, and they gives me a thrashin: They take me jink and
throws me in the drink (hee hee).
"In them days, I was no swimmer. Now I swims just
grand, but then, not so much. | was a-headed for the dead-
*9*
VAR ( Tayll Nin came into the tavern, brushing the dust and ash of
CLIMATE/TERK The Gray Waste The Gray Waste stre ts
s off his rough leather tunic. Behind him, he
FREQUENC Common Common ed a lifeless corpse covered in short greasy feathers. Nearl
ORGANIZATIC Flock Flock every berk in the place moaned or complained in unison, for
Activity Cyc Any Night he smell and sig thing was difficult to bear. Those
Diet Carnivore Carnivore utters in on the dark imply rolled their collective eyes.
INTELLIGENCE Low (5-7) Average (8-10) shouted as he looked about the place. "Scunbaa
TREASURE Nil Nil ! nother one. Pay up!
ALIGNME Neutral evil Neutral evil The tavern owner came out of the back room with the
ook af someone who knew what was coming and dreaded it
No. APPEARIN 2d8 2d6 Tayll, itwas 33 years ago. Let it rest. Let me be!
ARMOR ( 0 3 Pike if, Scunbaa. Ya gave the chant back then, and
Movemen 21 12 u'll stick ta it— you're a Gurner, as well as 1, and you'll noi
Her Dic 6+6 8+8 qo back on your word. Ya said you'd pay fifty gold for the head
THACO: 15 13 and I brung ya a diakk
No. oF ATTACK 1 2 Bu ou've been bringing me these sodding diakks for
D K 1d12 2d4/2d4 wer thir sometimes three, four a month! I'm not try
SPECIAL ATTACK Spells Spells ing to peel you, but this isn'twhat I wanted.
SPECIAL DEFENSE Spells Spells Your brother was killed in the Gray Waste by these filth
Macie Resi 30% 30% 1 ya said you wanted your revenge. I've dragged over
Sizt L (8 feet tall) M (5 feet tall) housand of them to ya, and they're stil k throughout t
MORALE Unsteady (5-7) Average (8-10) three glooms. You y me now and you'll keep
XP VALUI 2,000. 4,000 ing and it's diakka, not diakks
me sod knows more about these
buggers thai Il Nin.
Scunbaa could see rhe determi
nation and the rancor in Tayll
ves. He reached into his pocket and
began counting out coin
CLMATE/ TERRAIN Bytopia (and Outer Planes) Comsat: With hearing and a sense of smell far superior to that
FREQUENCY Rare (very rare on other planes) of humans, the ethyk is always very aware ofits surroundings.
ÜRGANIZATION None (often domesticated) It cannot ever be surprised. Its single, bulbous eye has infrav-
Acriviry CYCLE Any ision with a range of 10 feet.
Dirr Omnivore The ethyk's claws (1d2 points of damage each) and tooth-
INTELLIGENCE Animal (1) filled mouth (1d3) are small, but dangerous. The beast uses
TREASURE Nil them to catch and kill small prey and to tear apart fruits and
ALIGNMENT Neutral other plants. It also uses them to defend itself against preda-
tors, although it rarely needs to resort to physical combat
No, APPEARING 1d4 when threatened.
ARMOR CLASS 4 The most unique thing about the ethyk is its ability to in-
MOVEMENT 12 fluence the minds of those around it. The creature can increase
Hir Dict 1+3 the aggressiveness, contrariness, and argumentativeness in
THACO 19 any creature. This anger and hostility is never directed toward
No.oF ATTACKS 3 the ethyk. A victim can be outraged by having his mind influ-
DAMAGE/ ATTACK 1d2/1d2/1d3 enced by the animal, but the influence directs his ire at some
SPECIAL ATTACKS Induce anger other target. By using this ability, the wild ethyk protects itself
SPECIAL DEFENSES: Cannot be surprised from predators by turning them against another creature
MAGIC RESISTANCE Nil rather than itself.
Stat S (1 foot long) This ability can be used six times each day. The ethyk's
MURALE Average (8-10) influence has a range of 100 feet, and it can affect a single tar-
XP VALUE 175 get per round. The victim is allowed a saving throw versus
spell to resist the effect, with Wisdom bonuses added if applic-
An ethyk is able. Those failing their saving throw feel angered and argu-
à small mentative with another random target within 100 feet (not the
mam- ethyk, or any other ethyk within range). The effect lasts 3d4
malian rounds.
creature found on both There is also a percentage chance (subtract Wisdom score
layers of Bytopia — from 20 and then multiply by 596) each round that the af-
No it's not! It's a vermin, a para fected creature attacks the target of his aggression or anyone
site that feeds off of society without con that tries to restrain or hinder him in any way. Even if there is
tributing anything. It causes trouble of all no physical attack, the target of the victim's aggression con-
sorts, and is the source of conflict all through sumes his or her attention for the duration of the effect. The
out the planes, Further victim argues and challenges everything that the hapless, ran-
It has one singular eye on its small head, a long, some- dom target says and does. Ifthe target is known to the victim,
what prehensile tail, and claws on its four tiny legs which can he or she brings up any past transgressions or mistakes that
be used for climbing in high — the target has committed, ruthlessly dredging up old argu-
What they're used for is clawing your eyes out, berk! ments (if any) and opening old emotional wounds (if any). The
Its fur is usually gray, brown, or a tawny red, Its bulbous victim's verbal (if not physical) assaults are so brutal and bel-
eye is yellow-white with a large black pupil, ligerent that most NPCs eventually respond with violence if
I've seen the little varmints in black, white, and even yel. they are the target.
low fur. You think you're so smart, but you haven't a clue as to While its enemies fight among themselves, the ethyk usu-
what you're talking about. ally uses the distraction to slip away to safety.
Occasionally, they are domesticated and taken from their
homes in the wild. In fact, there are merchants on Bytopia that Haeear/Socien: In its natural environment, the usually soli-
do nothing but trap wild ethyks, selling them in the cities and tary ethyk lives in the forests of both of Bytopia's layers.
towns of Bytopia or taking them to the Outlands and even Sigil Using its tail as well as its claws, the ethyk climbs and swings
to sell there. They are found throughout the planes, in the — from tree to tree, only rarely descending to the ground (usu-
They're found in every nook and cranny of the planes, ally to hunt rodents or collect fallen fruit or nuts).
causing nothing but trouble for every cutter with half a brain. When captured by trappers, the ethyk is quickly domesti-
As if there wasn't enough trouble in the — cated. One useful trait that makes an ethyk a wonderful "pet"
Obviously, these hunters and trappers must be strong- is its willingness to bond to an obviously superior creature
willed, but many still perish on the blades of their comrades (such as its owner). Once bonded, it uses its
nonetheless. Only the high prices garnered for the beasts cause
these individuals to risk their lives in capturing them.
You clueless sod! You don't know anything. Why
I should just
*12*
power to protect its master upon command, Creatures affected
by bonded ethyks never have their anger
focused on the ethyk or its master.
Trained ethyks ride on the shoulders of their
masters, often watching their backs. They
remain well behaved in public, and
can be issued simple commands
such as “lie down,”
“no,” and “now” (usually the
command to use its power),
After a longer amount of train-
ing — at least a year — they can
be trained to retrieve small ob-
jects, tie knots, and attack foes
physically.
Because of their abilities,
they are sought as pets and com-
panions of people throughout the
planes. Even in Sigil (whose in-
habitants hardly need any prod-
ding to brawl), an occasional
public fight or argument can
be traced to the abilities of
someone's pet ethyk. Not
long ago, a small shipment
of wild ethyks was smug-
gled into the City of Doors
and promptly escaped. They
returned to their wild ways,
living in the garbage of the
alleyways and some of the ru-
ined or abandoned buildings.
Other wild urban ethyks are the
result of slain masters, or
masters who have left the city
without their little compan-
ions.
So troublesome are these
ethyks, wild and domesticated,
that some think that they should
somehow be banned from the
city of Sigil, At this point, how-
ever, it seems unlikely that this
will happen, due to the crea-
tures’ relative rarity. Neverthe-
less, they have been forbidden
in some of the cities of the more
lawful planes. =
+134
GAUTIERE
Cumare/TERRAY Carceri more influence and strength than that of the tiere's deity. The
FREQUENCY Uncommon jealous beings planned to take the temple by force and destroy
ORGANIZATION Tribe the unwavering tiere that created it.
Activiry Crete Any “When the long-suffering tiere learned of their imminent
Dirt Carnivore demise, they stood about the miraculous temple constructed of
INTELLIGENCE Average to very (8-12) their own blood and tears and prayed to their cherished deity
TREASURE 0,U to save them from this coming doom. The power within the
ALIGNMENT Neutral evil magnificent tabernacle, however, feared far more for his own
safety than for his ever-loyal people and denied their prayers,
No. APPEARING 1d4+1 instead making motions to leave.
ARMOR CLASS 6 “Though the faithful tiere were a canny people, cautious
MOVEMENT 12 with thought, word, and deed, they acted quickly that day.
Hir Dice 4+3 Without taking time to weep at their betrayal at the hands of
THACO; 17 their beloved lord, or to despair at the inescapable death de-
No. Ot ATTACKS: 2orl scending upon them, every last individual who had worshiped
DAMAGE/ATIACK 1d4/1d4
or 1d10 the uncaring power assembled together outside of the object of
(+1 or more for Strength) their toil — the object of their grandfather's grandfather's
SPECIAL ATTACKS: Acid touch, possible spell use grandfather's toil — and proceeded to chant words ancient even
SPECIAL DEFENSE Immune to acid, fire, and heat in those time-lost days. Words of revenge. Words to repay an
MaGic RESISTANCE Nil act ofinfidelity so great that it would condemn a people the like
Sit L (7 feet tall) of whose piety has never been seen since. Words which com-
Mora Fanatic (17-18) posed an arcane ritual of power forgotten, sealing the temple
XP VALUE 975 and imprisoning their once-adored god within a citadel built on
Leaders 1,400 the dreams and devotion of those who had loved him more than
themselves. His zealous people — those same folk the power had
“In the mist-shrouded days of ancient eons long past, a race of been so quick to dismiss and condemn — entombed him in a
men dwelled upon the Outlands. They were a people long and vault in which to spend the rest of his immortal, unending days.
gaunt of face and limb, not comely by the standards ofthe pre- “The tiere were consumed by the power of the ritual. Their
sent. These lean yet sturdy folk were known as tiere. The sharp- steadfast spirits fueled the spell which immured the now-quies-
eyed tiere, whose name meant ‘steadfast’ in their mostly cent deity in a chrysalis sepulchre. The Temple of the Captive
forgotten tongue, were warriors and wizards of wondrous skill. God is lost now, though some fools claim to have seen it, Soon
The greatest of all the tiere, however, were their head-shorn after the passing of the building and its builders into unknow-
priests, worshiping a deity whose name is lost, probably forever. able realms of space and time, a people appeared in the wind-
“The slow-tongued tiere focused all of their vast resources torn layer of Minethys on Carceri, calling themselves the gau-
as a people toward constructing a massive temple for their pa- tiere. This is a name which would have simply meant, in the
tron god. Their goal was to create a place so large, so perfect, language of the tiere (if any were left), ‘once steadfast.”
and so spectacularly grand that their deity would deign to come — The Book of Inverted Darkness
to the place and actually dwell there, at least for a time. This
was their nigh-impossible goal, of which they sang somber The gautiere are gaunt, gray-skinned humanoids with clawed
songs for untold generations until it was finished. Suns and hands and pointed teeth. They wrap themselves in rags and
moons had birthed and died in the time it took to create the strips of whatever cloth or hide they can find to protect them-
temple, but the unwavering tiere were true to their name. selves from the stinging, flesh-rending winds of Minethys.
"When the massive monument was finished, its size and The connection between the gautiere and the ancient
grandeur surpassed anything that mortals had ever created — tiere (if they ever even existed) is unknown. Did the tiere, in
at least up until that ancient day. Gold, silver, precious stones, their unswerving quest for revenge, willingly condemn them-
and substances so rare that they no longer exist in today's selves in their own ritual? Or are the gautiere the twisted and
memories went into the creation of this fantastic temple. Fres- hollow remnants of the mortal tiere, sentenced to the prison-
coes of naked light, tapestries of butterfly breath, and carpets like realm of Carceri forever for daring to lash out against a
woven of laughter decorated halls so vast that the flocks of power? No one knows.
doves and ravens that made their home within could fly
straight for many days without diverting their course. Comms: The gautiere move with deliberate hesitation, sizing up
“This citadel cast its shadow so that it stretched across their foes carefully, but once they have committed themselves
the Outlands, attracting the attention of many throughout that to a battle they see it to its end. They have jagged claws on
realm as well as those beyond. The patron of the true-hearted their twisted hands, and each bare hand can inflict 1d4 points
tiere was indeed impressed with the creation and descended of damage. However, they prefer to use a weapon they call a
into it and made it his home. But these others that took heed xaen, a heavy battle staff covered in bony barbs, spikes, and
of the place coveted it for their own. These were powers with hooks that inflicts 1d10 points of damage per strike. Each gau-
*14*
tiere has a Strength score of at least 16 (the minimum Strength nature of the plane. Only powerful
to wield a xaen), and many have scores of 17, 18, and even 19. magic cast by an outsider can allow
The gautiere have a special arcane ability which allows them to leave — and very few wiz-
them to transform the flesh of another into a horribly foul acid. ards are going to go out of their
This power is usable only once each day, and it requires them. way to thrust the gautiere upon the
to touch the foe they wish to harm, but it inflicts 3d6 points of rest of the planes. The gautiere war
damage upon a poor victim affected by the attack. This acidic. the gehreleths only when they
damage is very difficult to heal, taking twice the time of nor-— —
must, | d do whatever they can to
mal rest to recover the lost hit points, and cutting in half the avoid becoming embroiled in the
amount of damage (of this wound only) healed by spells.
Gautiere are immune to this acidic attack, as they are im-
mune to all acids, fire, and heat. They are harmed by other at-
tack forms normally. Gautiere Armor Class is a result of their
leathery skin and the rags that they wrap themselves in.
A very few gautiere (1 in 50) are able to cast spells as a
Ist-6th level wizard in addition to their normal abilities. These
are usually leaders of some sort. Gautiere are never priests;
they have an inherent distrust — some would say hatred = for
deities of all sorts. =
*16*
—————— |—
ofa portal which lay within a section of the When the
palace the linqua had never visited. Beyond it, WAN+ + LOOK prodigal linqua
said Sung Chiang, lay wonders and miracles. Jid owes returned, it is
Curiosity getting the best of him, the lin- : l said that Sung
qua sneaked to the portal. Though he knew that d Chiang smiled. As
he would be betraying his creator and master, he j he smiled, the evil
left the Teardrop Palace through the magical MINE y power destroyed
doorway and found himself in Sigil. He also /| his creation with
discovered that the portal worked only one — GRISGONA-TH, A a flash of fiery
way. He couldn't return to his master through ^ LINQUA oj pyrotechnics.
that door even if he wanted to. While many lin-
Runnisimon wandered the dirty streets of the Cage. He quas have left their
saw sights he'd dreamed of, and he learned what it was like deity's service
to breathe air that did not burn his lungs and walk upon since, not one has
stone that did not singe his feet. Yet at ever returned.
the same time, he felt the loss of
the divine power which had Ecorocy: The lin-
coursed through his quas are the cre-
veins since his ations of the power
"birth." Sung Chiang.
He tried When not fed
many scraps at his
things to Teardrop Palace, they
supplant this eat the flesh of what-
loss. He found ever beast they can
drink, which get their tiny hands
threw him into on. Though linquas
many misadven- fear the other lower-
tures, but he planar powers and
thought it no sub- / fiends that make their
stitute. He sought / way through the realm
love, which also 7 from time to time, they
thrust him into look upon quasits, imps,
strange ex- hook spiders, and whatever
ploits, but still " else presents itselfas food.
he longed for z j EN Linquas do not age,
the touch of the : ^Y. being immortal creations of an
power. He tried immortal power. The free will
friendship, that they (or at least some of
wealth, self-im- them) seem to possess suggests
provement, philos- that they are imbued with inde-
ophy, religion, and pendent spirits. Nevertheless,
other distractions, they cannot procreate, nor do
but nothing could fill they produce anything of value
the void left by the or creative merit. Linquas are
immortal energies that naive and unsophisticated,
he was created to house. unless sophistication is
Finally, he decided to find forced upon them. They
another portal back to know no concepts such as
Gehenna and love, mercy, or kindness.
plead for his Linquas instead are
master's for- motivated by fear, re-
giveness. spect, greed, and
despair.
NVIA+H
CLIMATE/TERRAIN Bytopia Ni'iaths are long, wormlike creatures with vicious mouths and
FREQUENCY Rare four narrow eyes spaced equidistantly about their heads.
ÜRGANIZATION Pack Small arms with four clawed fingers sprout from either side of
ACTIVITY CYCLE Night the beasts, and their long, narrowing tails end in a whiplike
Dirt Omnivore barb. They are completely immune to the effects of gravity,
INTELLIGENCE Low (5-7) and use the two fanlike fins on either side of
their head to
TREASURE Nil "swim" through the air. They have no grasp of the concept of
ALIGNMENT Neutral "up" or "down," being able to orient themselves in either ver-
tical direction without flipping themselves around.
No. APPEARING 1d8+1
ARMOR CLASS: 5 Commas: The ni'iath swoops in to attack its foes, usually at-
Movement FI 18 (A) tempting to maintain a position in the air that is difficult for
Hit Dict 5 its foe to reach yet still enables the ni'iath to make attacks of
THACO 15 its own.
No,oF ATTACK 3orl The most terrifying attack that the ni'iaths have at their
DAMAGE/ATIACK 1d3/1d3/1d4+1or 1d6 + special command is the “tail fling.” On a roll of 4 or more over the re-
SPECIAL ATTACKS: Tail fling quired number to hit a target with its tail attack (which inflicts
SPECIAL DEFENSES Immune to gravity changes 1d6 damage), the victim is caught by the barb and flung by a
MAGIC RESISTANCE Nil whipping of its tail. Worse, those flung are affected by a spe-
SIZE M (5 feet long) cial type of reverse gravity which makes them "fall" in what-
MORALE Steady (11-12) ever direction they are flung by the ni'iath's tail.
XP VALUE 975 This effect lasts until the victim strikes something or
has fallen 100 feet. If the victim strikes a hard surface or
object before the effect ends, 1d6 points of damage are
inflicted. Either way, when the effect ends the normal
pull of gravity takes over from wherever the victim is
at the time, Further falls from that position also in-
flict normal damage. For example, if a
The propensity for ni'iath flings a foe 100 feet to the right,
creatures to adapt to environ- but when the effect ends the victim
ments both dangerous and varied is remarkable. No crea- is only 10 feet off the ground,
ture offers a better example for this than the ni'iath. Planar only 1d6 damage is in-
explorer Guias Philbai writes: flicted. Ifa foe is flung
*,.. were not able to hold on. The force of gravity itself 100 feet straight up, how-
was shifting, and our perspectives were forced to change. Up ever, that is another mat-
suddenly became down. For a moment, it seemed as though ter entirely, Falls and flings
there was no longer an up, only two downs. Do I blather on in the area of gravity shifting between the layers of Bytopia
like a simpleton? No. For such are the strange ways of By- can be tricky business, so close attention should be paid to the
topia. position of the combatants and the location of the gravity
“The creatures that hounded us did not seem affected by change. Flinging a foe upward may force him to cross the
this gravity change. While we tried to reorient ourselves, they boundary between layers, meaning that he would continue to
moved in to attack. Reglof, my bariaur friend, was the first to fall "up" in relation to the rest of the combat, even after the ef-
be brought down by the floating creatures. With claw, tooth, fect wore off.
and tail the ni'iaths (as we later learned they were called) re- As a general guideline, DMs can roll 1d12 to determine
lentlessly tore him apart. which direction a ni'iath flings its victim.
“With a strength or power that must be somehow magi-
cally enhanced, they tossed Hiv, my halfling henchman, into a 1 left
tree sixty feet away. Hiv did not rise from that blow. Later, 3 right
after Mera and I escaped, she said that she believed that the Säi backward
creatures were manipulating gravity somehow. At the time, 7- straight ahead
I did not believe her — things of that sort 9- gools
upward
don't live on Bytopia, right? I had a lot to 11 straight down
learn about the planes, . . . " 12 into the victim's nearest companion (both take
falling damage)
* 184
teeth (claw/claw/bite attacks which do 1d3/1d3/
1d4+1 points of damage) or carry it away to
its lair to feed upon it later.
Needless to say, ni'iaths are
immune to reverse gravity
spells. They are subject to
wind changes, however, so
conjured gusts may keep
them at bay.
Haarrar/Socierv: Ni'iaths
can be found throughout
both layers of Bytopia, but
they prefer the crossover
areas where gravity shifts
between the layers. It is
in these places that the
ni'iaths developed, and it
is here that they flourish,
using the disorientation of
other creatures to their ad-
vantage.
Ni'iaths n emble
wolves in mentality y
prefer to hunt in packs,
bringing down their chosen
prey as a group. Ni'iaths also
purposefully hound their prey,
tiring it out by chasing it until it
is too tired to run or fight.
Within the pack the creatures
vie for dominance, with a male of
the species usually gaining control
of the entire pack. The young of
the pack are always well guarded by
the rest of the ths, although they
normally stay within the pack's lair.
Ni'iaths lair within high moun-
tain caves, deep crevices, or on un-
reachable ledges. Young ni'iaths, which
have 1-3 Hit Dice, are never left alone.
*19*
PHIUHL
Cumate/TERRAIN Gehenna Comat: The mere presence of a phiuhl is a threat to most non-
FREQUENCY Rare natives of Gehenna. Those susceptible to poisonous gases and
ORGANIZATION: Pairs noxious fumes who have the unfortunate fate to find them-
Activity CYCLE: Any selves within 50 feet of one of these creatures must make a
Dier: Living essence saving throw each round or pass out from the insufferable va-
INTELLIGENCE Average (8-10) pors that comprise the creature. Victims falling prey to these
TREASURE: Nil gases die in 2d4 rounds.
ALIGNMENT Neutral evil As one gets closer to the phiuhl, things get worse. These
creatures of steam radiate a great deal ofheat. All characters
No. APPEARING 1d4 vulnerable to heat take 1d6 points of damage if within 10 feet
ARMOR CLASS: -5 of the monster. No saving throw is allowed to resist or avoid
MOVEMENT: 18 this heat, although rings of fire resistance and the like protect
Hir Dick: 9 the wearer,
THACO: 1 Once a berk is actually engaged in melee
No,OF ATTACKS: 2 with the phiuhl, things get truly horrific. In battle,
DAMAGE/ATTACK: 1d10/1d10 it stretches out its misty arms to swipe at its foes.
SPECIAL ATTACKS Energy drain, scalding, poisonous These steamy fists inflict 1d10 points of damage
vapors with each blow. This damage is mostly heat based, so
SPECIAL DEPENSES: +2 or better weapon to hit, immune to creatures resistant to heat take no damage but must
fire, heat and acid, ' damage face the other effects of the phiuhl's attack. Those
from lightning struck by both of the phiuhl's arms are pulled into its
MAGIC RESISTANCE 25% or 50% vaporous mass and held there. Trapped victims auto-
Sin L (10 feet tall) matically take damage from the creature's heat (as if
MORALE Champion (15-16) struck by both arms, 2d10 points of damage, and 1d6 more
XP VALUE 10,000 from simply being within 10 feet) and the phiuhl
"Harvester of Flame" 12,000 drains an experience level per round as it begins to.
feed upon the character's life force. In order to es-
Dark and horrible is the realm of cape, a victim must make a bend bars/lift gates roll, or the
Gehenna, where the only source of light is phiuhl must be slain.
the magma from the spewing volcanoes, Phiuhls are immune to heat, fire, poison, and acid, and
and scalding heat and acidic condensation take only half damage from lightning-based attacks. Magical
fill the air. From these horrible conditions, the weapons of an enchantment equal to at least +2 are required
phiuhl is born. It is a creature of misery, pain, hunger, swel- to harm them. All other objects simply pass through their
tering heat, and poisonous vapors. steamy form.
Known to the yugoloths as vaporous horrors and to the Although they have a 25% resistance to magic, all spells
linquas as lingering deaths, phiuhls are horribly powerful influencing or dealing with the mind are resisted 50% of the
and terrifyingly ruthless creatures. They appear as tall time. Apparently, whatever a phiuhl is, its mind is an alien, al-
columns of steam and deadly green and violet vapors, most unknowable thing. So alien, in fact, that if contact is
swirling and churning yet retaining the basic shape of a hu- made with a phiuhl through ESP or some other sort of telepa-
manoid creature. Long, vaporous arms reach out towards thy, the unfortunate character must make a saving throw ver-
their foes, and dreadful black pits stare outward from what sus death magic or be rendered completely insane, unable to
passes for a head. process or comprehend what he has discovered.
The phiuhls serve no power, nor do they ally themselves Despite these magical resistances, a few spells are particu-
with the other beings of Gehenna. The yugoloths wonder at larly useful when combating a phiuhl. Wind wall holds a phi-
their existence, and many arcanaloths and ultroloths attempt uhl at bay, and a gust of wind inflicts 3d6 points of damage
to capture the creatures to study them and discover their ori- upon the creature, Spells which obviously affect a normal, liv-
gins and nature. These examinations have always proved fu- ing, corporeal creature, such as hold monster, slow, finger of
tile, as have the attempts made by the baatezu and tanar'ri to death, and Bigby's grasping hand have no effect upon a phiuhl.
recruit or conscript them into their armies. No known force, Spells of acontrolling nature such as charm monster and dom-
diplomacy, or spell has even been known to control or influ- ination only last half as long as normal, even if they are suc-
ence the phiuhl, at least not for very long. A cambion sor- cessfully cast past the barrier of the creature's magic resistance.
cerer named Rgillyth once attempted to use an ESP spell to Despite rumors claiming that these creatures are some
determine the nature of the phiuhl once and for all. Before he form of undead elemental, no priest has ever been able to suc-
passed completely into utterly incomprehensible insanity, he cessfully turn a phiuhl.
muttered a few understandable phrases regarding "undead
lords ofbrass," "spirits of long-dead wind dukes," and a Hosrrsrisonrn: The phiuhl lives in the heat and steam gener-
"melded prison ofsteam." ated throughout Gehenna's ghastly furnaces. They are most
*20*
common in Khalas and Chamada, though they travel even to short of immunity take full damage. These red harvesters work
Mungoth in search of prey if they must. with the other, normal phiuhls to destroy their foes more
Normally these beings are encountered in pairs. They act quickly. The normal phiuhls then move in to absorb the fallen
with coordination, usually trapping their prey between them prey's life essence. Without exception, these special indi-
as they move in for the kill. Once in a while, two pairs work as viduals are only encountered in
teams of two. Such bands are thank- the company of two other
fully rare, but still something to be "normal" phiuhls, and
feared. Sometimes, however, a such threesomes are very
single phiuhl is found wander- 4 rare,
ing one of the volcanoes.
‘These are usually vaporous corooy: Anything
horrors that have some- alive is seen as a
how lost their com- source of nourish-
panion. Such lone ment by the
phiuhls begin to phiuhls. Some of
lose their cohesion the more pow-
after many years erful creatures
(suggesting that of the Lower
the paired struc- Planes (such
ture oftheir as baatezu,
“society” plays ' yugoloths,
some vital part and tanar'ri)
in their very are less
existence), susceptible
These indi- to the
viduals have phiuhls'
only half as attacks than
many Hit other crea-
Dice, inflict tures, but
only half as they still fear
much dam- them for their
age, and sav- energy drain-
ing throws ing abilities
versus their and their
poisonous gases resistance to
receive a 43 controlling
bonus. attempts. The har-
Rarest of all vesters of flame are
is if three of the feared by anything
creatures are en- with any intelligence
countered. The at all.
third member will be Night hags have
a special phiuhl occasionally been able
sometimes referred to as a "har- to strike short-term bargains
vester of flame." These phiuhls have with a pair of phiuhls, offering
far less concentrations of noxious fumes them larvae to devour in exchange for simple
and a greater center of heat. They appear as red- things such as safe passage or small favors ("Detain
tinged humanoids of steam, slightly smaller than a standard those nasty gehreleths that are following me, will you,
phiuhl (sometimes a circular sphere of red-white heat can be dearies . . . ").
seen in their chests). A harvester has no radius of poison gas Lone steam mephits have been known to be found in the
around it, but it inflicts twice as much heat damage to those company of phiuhls as well. The mephit works in conjunction
around it (2d6), as well as those struck by its limbs (2d10). with the vaporous horrors, although it is possible that the
Further, it can project gouts of steam up to 150 feet that inflict phiuhls don't even know that the mephit is there. More likely,
6d6 points of damage to any target struck (a successful saving the phiuhls ignore the mephit as a harmless carrion feeder
throw versus spell indicates half damage). Even creatures that that helps them destroy their prey and then does w it
are immune to flame and heat take half damage from the har- wishes with any treasure found — something the phiuhls care
vester's attacks, and those with some degree of resistance nothing for.
21
QUESAR
Cumate/TERRAIN Elysium The quesar thanked the aasimon for their existence and
FREQUENCY Very rare assured them that they had not worked in vain, for the energy
ORGANIZATION Solitary constructs would be a powerful force for good even ifthey did
Acnviry Cyce Day not work directly for the aasimon. Still, the champions ofthe
Diet Daylight Upper Planes did not take kindly to their creations acting in
INTELLIGENCE Average (8-10) such a manner. *The clockworks do not tell the clock maker
TREASURE Nil what to do. The clay does not instruct the sculptor," they said.
ALIGNMENT Neutral good So there was war in heaven, but it was a short conflict,
for some of the powers that called Elysium home intervened.
No. APPEARING 1d6 "The quesar are not creatures of order — they follow the com-
ARMOR CLASS 0 mands of no one. That is the way of Elysium," they said to the
MOVEMENT: 24 aasimon, Then the powers turned to the quesar. "You do not
Hir Dice 8 strike out at those who have treated you well. Creatures such
THACO: 13 as you do not act of rash thoughts and chaos. That is the way
No,OF ATTACKS. 1 of Elysium."
DAMAGE/ATIACK 1d12 Wordlessly, the aasimon left the marshes of Belierin. The
SPECIAL ATTACKS: Blinding, burning, and disintegration quesar remained, to make a home for themselves and ponder
SPECIAL DEFENSES +3 or better weapon to hit, immune to the true purpose oftheir new lives. Most remain hidden until
fire and lightning, regeneration such meaning is found,
MAGIC RESISTANCE 50% A quesar is vaguely human in shape, with two graceful
Sut M (6 feet tall) arms, powerful legs, and a noble head joined by a slender
MORALE Average (8-10) torso, This form is obscured by the incredible amounts of
XP VALUE 6,000 energy radiating from the creature, Almost
golemlike in nature, the quesar are none-
Quesar, it id, were created by a group
of lawful aasimon to serve as
OF
He SEARS
A theless free-thinking beings with
the energy, power, and life
guardians over celestial treasures. iN +e FIRMAMEN, span of a star.
These aasimon went to the radiant NONE BURNS more BRIGH+LY
plains of Elysium and into the +H N HE QUESAR. Comaat: There is one word of
layer known as Belierin. There, NEVER+HE advice that those evil beings
they formed from the marshy mud a dried I+ 1S knowing anything about
husk of human shape and form. In a ^ SHAR FIRED quesar give in regards to
hidden fortress called Nillis-thur, sy GBODNESS — meeting them in battle:
the aasimon magically transformed YOU HAVE N@®+HING *9 FEAR “Don't.” Although they
this mannequin so that it would FROM I+, my SON. never use weapons (for
absorb its energy from daylight. even those of powerful
The fires of the construct began. — |ESAR ALEN PHECCASO, enchantment would even-
deep within it, but they quickly ciet ADVISQR +0 +hHe tually melt or dissolve in their
blossomed forth in cascades of HEIR APPAREN+ hands), their potent
might. strikes inflict 1d12
Soon the creation was er*"t OPAQUE THRONE points of damage.
more essence than form. The The truly terri-
aasimon named the fruit of their fying might ofa quesar is displayed in its energy halo
labors a quesar, which meant "bor- which emanates forth from its corporeal form. At its lowest
rowed from heaven's crown." They were so intensity, which can be generated by a quesar at will, all
enamored with themselves and their ingenuity within 100 yards must make a saving throw versus spells or be
that they immediately began creating more of the quesar. blinded for 1d10 rounds. It should be noted that this energy is
Things continued at an ever-increasing pace until the equivalent to sunlight for purposes of battling certain evil or
aasimon began to assign their creations tasks to accomplish. undead creatures. After one round ofblinding light, the inten-
In the beginning, the quesar carried out the missions they sity can be increased to a level which sears all creatures within
were given out ofa feeling of gratitude or respect for their cre- 10 yards, inflicting 6d6 points of damage (a saving throw ver-
ators. It did not take long, however, for the quesar to decide sus breath weapon reduces this damage by half). This attack
for themselves that they had no intention of being slaves or can be used six times each day. After a round of searing
servants of any other creature. The newly formed creatures at- power, the intensity can be increased further. In this case, the
tempted to relate this concept to their creators peacefully, but light and force become so great that everything within 5 yards
the aasimon did not react well to the news that all of their must save versus death magic or be disintegrated. This fear-
labor was for naught. some power is usable only three times each day.
*22*
Only magical weapons of +3 or of other such beings. A
greater enchantment can harm que- select few have
sar, They are immune to en- chosen paths of
ergy-based attacks such as action for them-
fire, lightning, and magic selves, but most
missiles. Cold, however, remain on
inflicts normal damage lysium still
upon the constructs, sí hing for a
assuming their magic purpose. Rare
resistance can be over- quesar may
come. These beings decide to
of
energy regener- single-
ate 1 hp per handedly
round while in attack the
daylight, even fiends in the
after they have Lower Planes,
been “slain.” The battles
There are only that result are
two ways to kill often spec-
a quesar perma- tacular
nently. The first displays of
is to defeat it in power in
battle and then which many
place the crea-
ture's remains in baatezu,
darkness where yugoloths, or
the light of day other evil
never reaches. creatures are
The second laid low.
method requires Despite the
the virtual obliter- quesar's great
ation of the crea- power, how-
ture by magical ever, these
means, such as attacks are
disintegration, suicidal. Even
multiple energy their might
drains, or wish. cannot stand
Quesar cannot alone against the
be summoned, and hosts of all evil
greatly resent being con- for very long.
trolled or forced into submission.
As the archmage Tessis Ro'lariv said, Quesar absorb
“Sometimes righteous wrath can be as horrible as daylight's healing power
evil's vengeance." through their fragile flesh. Without this energy, they are hu-
manoid creatures of simple appearance and delicate construc-
In many ways, the quesar are outcasts and tion. If they are slain and this form is destroyed, even if their
enigmas in the Upper Planes. While they are creatures of remains are scattered to the mercies of the four winds, the
goodness, kindness, and light, the aasimon and other lawful power of the sun (or whatever generates daylight on the plane
beings ofthe good planes resent their insolence and resistance they are on) rejuvenates and regenerates them.
to accepting the hierarchy of the heavens. On the planes of In most other respects the quesar are similar to
goodness, the aasimon are to be obeyed without question. golems, constructs without need of food, air,
Those that do not adhere to that stricture are not well liked. or water,
Therefore, even when their might would
make them useful allies in some conflict
against evil waged by devas, planetars, or
even asuras, the quesar are not approached
for aid. They are never found in the company
23
SLASRA+H
CLIMATE/ TERRAIN Gehenna Slasraths were simply horrible, slimy worms native to
FREQUENCY Rare Gehenna until an enslaved sorcerer got hold of them and
ORGANIZATION: Solitary transformed them into the flying horrors that they are today.
Activity Cyce Any Long and wide, the saucerlike things are extremely flat. Razor-
Dier Carnivore tipped wings flutter to keep them aloft, becoming rigid when
INTELLIGENCE Animal (1) the creature plunges in to attack its foes with slicing, slashing
TREASURE Nil dives. They were meant to be subservient creatures under the
ALIGNMENT Neutral yugoloths, which many still are, but a number of the beasts
roam freely throughout Gehenna, adding to the danger and
No, APPEARING 1 terror so frequently found in that hideous realm.
ARMOR CLASS. 3 Most slasraths are black, but gray and green varieties are
MOVEMENT 3, Fl 18 (A) not uncommon. A small but dangerous mouth is located on
Hirr Dice 5-8 the creature's underside, and a long, whiplike tail flutters be-
THACO hind it, wielding a nasty barb,
5 or 6 Hit Dice: 15
7 or 8 Hit Dice: 13 Combat: The slasrath moves gracefully with a great deal of
No. oF ATTACK 20rl maneuverability in the air (on the ground, it slinks along in
DAMAGE/ ATTACK 1d6/2d4 or 3d6 the manner of a worm, very slowly). When it attacks its prey,
SPECIAL ATTACK Wing slash, poisonous stinger it begins by swooping down from above, using the razor-
SPECIAL DEFENSES Nil sharp edges on its wings. This attack inflicts 3d6 points of
Magic RESISTANCE Nil damage. If two or even three man-sized (or smaller) targets are
Sia L (10-20 foot wingspan) within 5 feet of each other, they can all be attacked by this
MORALE Steady (11-12) wing slash assault. The attack must be resolved separately for
XP VALUE each target, with different attack and damage rolls.
5 Hit Dice: 1,400 Further, the slasrath's wings are so sharp and powerful
6 Hit Dice: 2,000 that they can slice through armor and shields. If a target wears
7 Hit Dice: 3,000 armor or uses a shield to protect itself and the slasrath's attack
8 Hit Dice: 4,000 roll indicates that the creature's attack would have hit the tar-
get without the protective device, a saving throw for the item
The gaze of an ultroloth is not one you want to meet twice. As should be made versus hard blow. If failed, the item is de-
the creature turned his head toward me, I lowered my eyes. | stroyed and the attack upon the target is resolved without the
heard his voice in my head, like always, and 1 cringed. armor's protection (thus, it hits the target).
His words penetrated my brain, “What have you made for After the wing slash attack, the slasrath hovers above its
me?" It felt like a razor cutting soft flesh chosen prey and continues the fight by biting with its mouth
“As you requested, eminent one, I have fashioned a crea (filled with hundreds of needlelike teeth, causing 1d6 points of
ture upon which our troops can ride. A flying beast.” damage per bite) and striking with its barbed tail for 2d4
"A most worthy labor." | was sure that my brain would points of damage. The stinger at the end of this appendage
begin to bleed from my ears. “What manner of beast?” carries a virulent poison. If the victim fails a saving throw ver-
"I call it a slasrath, master, and it glides through the air sus poison, the venom causes extreme disorientation and con-
like the manta ray — the one we saw in the memories of that fusion. On the round after injection, the victim faces a penalty
prime's brain that you flayed but last year. It can carry even a of -1 on attack and damage rolls, ability checks, and saving
nycaloth without slowing its pace, for it plies the air using throws. The next round, the penalty increases to -2, and to -3
sorcery.” I tried to come up with more to say, so that his cut on the third round. This escalating debilitation continues for
ting thoughts wouldn't slice into my mind again six rounds, after which the victim dies. Slow poison and neu-
“Excellent, Produce a thousand of them and send them to tralize poison are effective as usual.
the mustering grounds at Heartscraped Tower.” Yugoloths sometimes ride slasraths into battle, either as a
"It shall be done, my wise and all-powerful lord,” I said, wave of flying cavalry or with a single slasrath carrying a
and then paused, knowing that I would have to tell him the leader above its troops. In these situations, a slasrath can be
whole truth. Perhaps his pleasure at my success would temper assumed to be completely under the control of its rider, tamed
his wrath. "There is one other thing, august overlord by magic and discipline. With the thin body of the slasrath, it
"What?" Nails driven through my eyes and into my mind appears that the yugoloth is riding an oddly shaped flying car-
would have felt better. pet. Often, a special harness enables the rider to stay atop the
"A few of my slasrath well, they escaped. M'lord." mount and guide it. A slasrath can still make its normal at-
His gaze told me Iwould not be leaving his chambers alive, or tacks, even the wing slash, while carrying a rider. It can also
at least intact, hover with a steady grace, enabling a rider to cast spells or
Jehanu the Flayed, ex-yugoloth slave perform other delicate actions.
*24*
HABITAT/SOCIE Slasraths are creatures altered by magic to be- On their own, slasraths scour the furnaces of Gehenna in
come something they were never meant to be. Though their search of food, They land only to rest briefly on the super-
bodies are huge and powerful, their brains are still the dim heated rock of the plane. Slasraths keep no permanent lairs.
minds of worms, They seek little else besides meaty prey. Though they have no special resistances to elemental attacks,
The only exception to this seems to be when a yugoloth they are not harmed by the conditions oftheir native plane.
masters one of the beasts to become a mount. Magical charms
as well as outright domination are frequently used to control the Slasraths begin their lives (hatched from a large egg)
slasraths, although conditioning through pain and discipline al- with 5 HD and a 10-foot wingspan. At 6 HD, they are 15 feet
ways reinforces the magic. Yugoloth masters use metal across, at 7 HD they are 18 feet in width, and at 8 HD they usu-
whips and spiky spurs to maintain their authority. ally have a wingspan of over 20 feet. Yugoloths do not use them
While not in use, slasraths are kept in pens resem- as mounts until the slasraths measure at least 15 feet in width.
bling huge black domes. They are fed prisoners, Wild slasraths feed on everything they can find, includ-
wounded members of their own species, and ing linquas, barghest, nightmares, and even yugoloths.
lesser yugoloths that have displeased
their masters.
VAATH
CLIMATE/TERRAIN Carceri terrifying speed. In effect, the mouth begins to burrow into the
FREQUENCY Common victim, pulling the extended appendage behind it. This attack
ORGANIZATION Pack automatically inflicts 1d4 points of damage per round, but
ACTIVITY CYCLE Night after 1d4+2 rounds the burrowing reaches the base of the vic-
Diet Carnivore tim's skull, severing the skull from the spine. If the victim is
INTELLIGENCE Average (8-10) still alive at this point, he can no longer move from the neck
TREASURI A down. Death's merciful embrace comes 1d6+4 rounds later,
ALIGNMENT Neutral evil but the vaath takes full advantage of this time to torment the
dying victim. While the vaath's poor opponent can no longer
No, APPEARING 2d4 feel anything, the evil fiend takes delight in tearing the body
ARMOR CLASS: 3 apart as the victim watches, helpless.
MOVEMENT 15 During the burrowing, only the death of the vaath will
HiT Dict 4+2 save its victim from having his spine snapped. After the sever-
THACO: 17 ing, only magical healing can save the victim's life, Additional
No, OF ATTACKS: 2 magical healing is required to restore mobility.
DAMAGF/ATIACK 1d8/1d4 This mode of attack is so ghastly and horrible that any-
SPECIAL. ATTACKS: Poison, burrowing tentacle one witnessing the vaath's tortures must make a Wisdom abil-
SPECIAL DEFENSES: Nil ity check or be stunned for 1d3 rounds in utter horror. Any
MAGIC RESISTANCE Nil victims of the burrowing and subsequent paralyzation that are
Sizi L (8 feet long) rescued before they die must make a saving throw versus
Moratt Steady (11-12) death magic or lose one point of Wisdom as their sanity is
XP VALut 975 shaken to its core.
Vaaths are found almost exclusively on the layer of Carceri WoprrsiiSonirry: The vaath's evil is pure and wholly detestable.
known as Cathrys, They are known throughout the planes as These creatures cannot be reasoned with, nor do they ever
relentless, vicious killers, More than simple predatory animals, show mercy. They live in the jungles of Cathrys, terrorizing
these creatures are sadistic, bloodthirsty terrors that like not the layer's few inhabitants. Even the most powerful of gehre-
only to kill, but also to inflict pain and misery. leths move through vaath-infested areas with caution. While
A horrible amalgamation ofinsect and reptile, the long even some of the lesser fiends of the Lower Planes could cer-
body of the vaath is covered in dark scales while its head is tainly defeat a vaath in battle, the threat of what the creature
protected by a hard black carapace. Long white teeth drip ven- enjoys doing to its victims still inspires fear and loathing in
omous saliva as they protrude from its oversized, lipless those that know of its existence.
mouth, It has a whiplike snout, and narrow slitted eyes peek Vaaths live in packs, but usually keep individual lairs
out from under its chitinous head-shell. A small, almost consisting oftiny, cleared spaces beneath the thick, dark
tonguelike tentacle or appendage lurks in a cavity just behind growth. They often collect the belongings of intelligent crea-
the beast's mouth, This coiled appendage is the source of tures that they have killed as trophies. Vaaths also sometimes
much ofthe fear associated with the vaath. The rest of the refrain from eating small portions of their victims, such as a
creature's body is sleek and muscular, developed not only for hand, a head, or an eye, and save these as trophies too.
quick dashes but also for an enduring, tireless pace, When it is necessary to have a pack leader, it is always a
Vaaths make use of a limited series of hisses, growls, and female vaath, for the females are usually the more intelligent
barks to communicate. It is a crude language, impossible to (and more insidious rather than savage) of the species. Most of
understand or speak without magical aid. the time, however, no leadership is required. The vaath pack's
course of action is clear: Hound the prey until it falls, and tor-
COMBAT: The bite of the vaath inflicts 1d8 points of damage ture it until it dies.
and is poisonous. The venom kills anyone bitten (who fails a Vaaths love to be summoned, and actually don't mind
saving throw versus poison) within 1d4+1 rounds, If it appears being subjugated by others, as long as they are taken out of
that the vaath has the time to "play" with its prey rather than Cathrys to somewhere with a greater selection of potential vic-
killing it quickly, however, it actually restrains itself from tims. They happily work for powerful fiends as guards, tortur-
using its poisonous bite, preferring to use the burrowing at- ers, or even pets, as long as they are well fed and allowed to
tack of the mysterious writhing appendage that protrudes partake of their evil pleasures.
from below its mouth.
This tentacle can shoot out, stretching as far as 10 feet. EcoLocy: For many years, the idea that vaaths actually fed
The tendril is itself capped by a sphincterlike mouth. When upon the fear and suffering of others was propagated through-
this appendage is projected forth, the tiny mouth bites foes out the planes, It served as an explanation for their sadism that
and inflicts 1d4 points of damage. If struck by this attack, the primes could understand and cope with. The idea that the mon-
victim must make a Strength ability check to pull away or the ster acted out of a basic need, something akin to hunger, some-
vicious mouth begins to tear into whatever it is attacking with how softened the repulsion of its deeds. This optimistic theory
*26*
was inadvertently dispelled a few years ago by Truhar Newth. and I will laugh. Not because I need to, but because I want to.
Truhar Newth was a powerful druid who believed that How does that fit into your narrow little view of nature?" The
there was an inherent goodness in all things, and a particular vaath's mouthed tendril began snaking forward, preparing to
purity in natural animals, no matter where they called home. strike.
On one of his travels, Truhar found himselfin the Red Prison, “But that's not possible. How could you be this way in-
Carceri. After a series of long and arduous adventures, the tentionally?"
druid encountered a lone vaath. He and his companions were "This is Carceri, that's ho
actually able to subdue the monster. Truhar used his spells to A monument in a grove near
communicate with the beast. Truhar's home was
"Ah, I can understand you," said the vaath, “and you can erected for him,
hear me speak, How wonderful it would be to continue speak- posthumously.
ing while | ate your intestines, telling you how delicious every
bite was
“I understand, creature, that you try to instill fear in me,
for fear is your bread and wine,” the druid replied in tones
which had soothed savage wolves and hungry bears. “But try
to look beyond your hunger for a moment, and listen to my
questions.”
“Questions? Hunger? You babble, meat.”
“Please, you must see that | am your friend. | understand
that you cannot help being what you are, and cannot resist your
cravings for sustenance. You seek to feed on my fear, but
“Feed on your fear? I might wish to feed on your heart or
your liver, but your fear? No, I delight in your fear. 1 like
to watch my meals suffer before they die. I don't
need it, | relish it.
“That not be! You are a simple jungle
creature, You cannot have made a moral choice
to act in such a way."
“It's easier for you to stomach my
existence if you think that | am some
slave to my nature, and don't actu- ff
ally have a choice in the matter. It d
makes the multiverse a nicer place to live
that way. You don't want to think that
1 f
à creature like me can actually be
truly evil, do you? Aano YGU --HOUGH- we ent
Truhar stared at the crea- PYC@®ULD Hute GE+ INSIDE
ture, dumbfounded. His com- M veut HEAD. . .
panions only heard the two
— ^ VAATH A) 00).
conversing in a series of
! *9 les
hisses and growls.
“I don't care anything | W CFCHING
for your moral judgments," | vicem
the vaath continued, “but I'll
tell you this — I am no animal, *
scampering through the woods;
=
I was once summoned to one of
your prime worlds, and I have See
seen how things are there. Since T St
don't walk upright like you, you think that I am
some dim-witted, wild beast that can think of nothing ,
but his next meal."
"And you're not?" Truhar backed away slowly.
“| will suck the marrow from your
bones as you gather your last remaining
bits of strength to scream
WARDEN BEAS+
CLIMATE/TERRAIN Beastlands champions. Each warden beast holds dominion over one se-
FREQUENCY Rare lect, general group of animals (such as bears, wolves, deer, in-
ORGANIZATION Solitary (but found with other animals) sects, lizards, birds, and so on), but there are many warden
Activity CYCLE As animal type beasts for each group.
Diet As animal type Only animals found on the Beastlands have a warden
INTELLIGENCE Average (8-10) beast. That is, no creatures with magical powers or other crite-
TREASURE Nil ria excluding them from the Beastlands are represented. Thus,
ALIGNMENT Neutral there are no basilisk, chimera, or dragon warden beasts,
In appearance, each warden beast resembles the animal
No. APPEARING: 1 that it guards and masters. The warden beast is the epitome of
Armor CLASS 4 its animal "type," however, appearing as a slightly larger, per-
MOVEMENT As animal type fect specimen. They are graceful, beautiful, and powerful in
Hir Dice 6 or as animal type's HD + 3 form. An observer can also see their intelligence and wisdom
(whichever is higher) simply by looking into their eyes.
HACO: 15 (or better) Warden beasts can speak with all creatures, and can al-
No. or ATTACKS As animal type ways sense the true emotions of those around them.
DAMAGE] ATTACK As animal type 4 2
SPECIAL ATTACKS: Spells Comet: Despite their position as stewards and guardians of
SpeCIAL Detenses: — Spells, call animal lord their selected group of animals, the warden beasts generally
Macie RESISTANCE: — 259b attempt to avoid combat. The exception to th the warden
Siz As animal type, but 25% larger beasts that have dominion over a predatory species. These
MORALE Steady (11-12) warden beasts, like their charges, stalk and attack prey in
XP VALUE 8,500 + animal type order to eat. When they must fight, warden beasts use the
same attack forms and patterns of the animals they represent,
although with greater power behind their claws, teeth, k
and strikes. Each attack from a warden beast inflicts +2 hit
points beyond the damage caused by a normal animal on their
damage rolls. Any warden beast can inflict damage upon crea-
tures that can only be harmed by magical weapons of up to +2
enchantment,
A warden beast has a minimum of 6 HD, but if the animal
(or any of the varieties if the general type encompasses more
I am quardian and servant, master and guide to my charges than one) that it epitomizes has 6 HD or more to begin with,
Theirs is a simplicity of the purest kind. 1 must maintain their the warden beast has 3 HD more than that. Therefore, a bear
serene lives. warden beast has 11+8 HD (three more than than a polar bear,
I am an extension of pure life force. The living, inter the largest type of bear listed in the Monstrous Manuat™
minable energies of the multiverse are my blood, and the un tome) and an elephant warden beast has 14 HD,
yielding, all-powerful forces of nature are my bones Due to their spiritual nature, warden beasts have the fol-
I am predator, I am prey. | am the delicate balance, the lowing spell-like abilities, usable one per round at will, at 10th
intertwining relationships between all living things. Life takes level of spell use: animal friendship, animal summoning I, de-
life. Life begets life. The most profound truth is the bloody tect snare and pits, entangle, protection from evil,
struggle to survive by killing and being killed plant growth (3 times/day), animal growth (1
1 protect the animals. 1 am the animals time/day), commune with nature (1 time/day), and
A warden beast cure light wounds (1 time/day on any given being).
Because they are not just focused on their own ani-
mal subjects but are tied in with all of nature on a basic
primal level, warden beasts are 90% likely to become
aware of any major event that occurs within 5 miles of their
home. Because of this link with their ecosystem, the warden
beast is also able to contact (again, on a very basic level) any
animal within this radius of 5 miles. The guardian may raise
an alarm to cause all animals in this area to flee, swarm, calm,
or take some other very basic action. The warden beasts use
this only in times of dire need, such as during a forest fire.
Warden beasts are powerful, spiritual representations of ani- They will not use this power to simply save their own lives —
mal groups on the Beastlands. They are the protectors, purvey- and, in fact, will never put one of their charges in danger to
ors, and proliferators of their species, serving as leaders and further their own ends.
*28*
If awarden beast cries out in time of utmost
emergency, there is a 35% chance
that the animal lord of the
general animal group that it
represents comes to its
aid, A warden beast can
attempt this only one
time per day,
Famed
naturalist Vearth Ennois
states: "If an animal
lord is on one end of
some vast, natural spec-
trum, and the animals
they represent are on
the other, then warden
beasts fall somewhere
in the middle. I believe
the warden beast to be
some sort of extension
of the inherent power
within the Beastlands it-
self. They are indepen-
dent of any power that
resides there, fully
autonomous in their
dominion, yet are (on
most levels) simply
animals. They seem to
be of both the humble
animal and the all-
pervasive energies of
the planes themselves
— both nothing and
everything. Divinity
and beast in one."
Unless some
threat to their wards
is present, warden
beasts act as the ani-
mals they resemble and
represent. These symbols
of nature incarnate usu-
ally do not interact with
each other, rarely needing
to coordinate their actions. their respec-
Üne warden beast never looks tive animal
upon another as potential prey, type would (timidly, aggressively, and so on).
however. Though not evil by any measure, they do not ex-
emplify many of the commonly held ideals of "good-
Warden beasts are intimately tied into the ecology ness" such as mercy or compassion.
around them. They embody and personify the ecosystem. Warden beasts keep the same diet as the animals they
Though they inhabit the Beastlands, their alignment is neutral, epitomize. They can have offspring with other warden bea
for they act out of the good of the animals — taking whatever animal lords, or normal animals, but the offspring are always
steps necessary to ensure their safety and well being. They are warden beasts. These purveyors of animalkind are not subject
not concerned with the greater good, and react to outsiders as to the ravages of time, living forever unless slain.
29
YUG@L@+H, GREATER — BAERNALO
+H
CLIMATE/TERRAIN The Gray Waste Comsat: In hand-to-hand combat, the baernaloth rakes with
FREQUENCY Rare its savage claws (1d8 points of damage per strike) and tears at
ORGANIZATION Solitary its foes with its huge mouth (2d6 points of damage). Baer-
Activity Cycte Any naloths never use weapons or equipment of any kind, even
Diet Omnivore magical items. Accompanying these physical attacks, however,
INTELLIGENCE High to exceptional (13-16) are two strange powers relating to the baernaloth's goal of
TREASURE R, H causing pain and spreading misery. Three times per day, the
ALIGNMENT Neutral evil creature can cause wounds created by his claws and mouth to
worsen, tearing open painfully. With this attack, the baer-
No, APPEARING 1 naloth can wreak the same amount of damage that he has pre-
ARMOR CLAS -4 viously inflicted upon a foe in one round sometime during the
MOVEMENT 12 last 24 hours. For example, if a baernaloth uses his claws and
Hr Dice 11+22 bite to inflict 13 points of damage upon a foe and then casts
THACO 9 him into a dungeon, the baernaloth can return anytime within
No, oF ATTACK 3 the next day and instantly inflict 13 additional points of dam-
DAMAGE/ATTACK 1d8/1d8/2d6 age upon that particular foe. There is no saving throw against
SPECIAL ATTACKS Spells, reopen wounds this ability (although magic resistance still applies), but the
SPECIAL DEFENSE Spells, immunities target must be within 10 yards, and within sight. This ability
MAGIC RESISTANCE 50% can be used in addition to the baernaloth's normal attacks
Sut L (8 feet tall) during a single round.
MORALE Elite (14) Conversely, a baernaloth can instantly heal any or all
XP VaLut 19,000 damage that it inflicts. This can be done as often as it like
with a range of 10 yards. It uses this ability to keep captives
Long, gangly limbs covered by purulent gray flesh; an over- — and even foes in battle — alive so that the fiend can con-
sized, horned head with an obscene mouth comprising noth- tinue to inflict pain. Obviously, the baernaloth is intelligent
ing but teeth and tongue; distant, glazed yellow eyes dripping enough to keep from using this ability in a way which puts
fluid far more vile than tears — all these things are a baer- itself injeopardy (by healing its opponents too much, for ex-
naloth, yet it is more. The essence of the creature is callous de- ample).
tachment, never seeing the suffering and pain that it cease- In addition to the powers inherent to all yugoloths (alter
lessly creates; an unending, unsatiable need for misery and af- self, cause disease, charm person, improved phantasmal force,
fliction; a monster that mechanically, methodically hurts, produce flame, and teleport without error), baernaloths can
harms, foils, impairs, and hinders all other creatures. use the following spell-like powers once per round, at will:
In many ways, the baernaloths are the outcasts among darkness 15-foot radius, detect lie, detect magic, emotion,
the ranks of the yugoloths. They rarely associate with other fear, suggestion, cloudkill (3 times/day), true seeing (3 times/
yugoloths, and are always found on the Gray Waste, never on day), symbol (1 time/day), and demand (1 time/day). As all yu-
Gehenna, where so many of the others have migrated. Some goloths, baernaloths are immune to the effects of acid, magi-
people wonder if perhaps the baernaloths are not true yu- cal and normal fire, iron weapons, and poison, They suffi
goloths at all, but rather some older, even more primal crea- only half normal damage from cold-based attacks. Magical
tures. If this is true, baernaloth and yugoloth alike are propa- weapons are required to harm a baernaloth.
gating some sort of intentional deception (not that such a
thing is at all inconceivable). Hamtai/5oct1y: Usually found alone, baernaloths sometimes
As “greater” yugoloths, baernaloths may be the weakest have nightmares or even night hags as companions. Baer-
of their type when it comes to sheer might. Nevertheless, they naloths like to lair in twisted, forbidding towers in areas deso-
are afforded a great deal of respect from their kind (when the late even by the standards of the Gray Waste. Although the ar-
rare occasion occurs and they actually come upon other yu- canaloths are the scholars and record-keepers
goloths) — far more than their physical or magical power of the yugoloth ranks,
would warrant, for reasons unknown, baernaloths are said to be
in the possession of mys-
terious and varied secrets.
They certainly seem to know
more about fiends of all types, and
lower-planar creatures in general, than any other
singular source. More than anything else, though,
baernaloths see their place in the scheme of things as
bringers of misery and pain. They specialize in tor-
ture, not as a means of interrogation, but as
agony for agony's sake.
coldly, they bring anguish upon others.
Oftentimes they find means other than
simple physical pain to accomplish this
end. Baernaloths seem to relish foiling
well-laid plans, spreading vicious lies,
and revealing sinister secrets in order to
cause dismay. All the while, these crea-
tures of evil stare at their victims with a
chillingly disturbing detachment.
Baernaloths take no apparent pleasure
in their work, yet certainly show no
regret,
31
INTITHCER
Room
TNR T =
Library
Sung Chiangs
While minions petition this silk-screen, Smol himself sits on a raised throne
behind it, peering through the silk to judge the pleas. If an agent has brought some
especially good bit of stolen something-or-other, he’s invited back behind the
Teardrop Palace
screen to speak to Smol face-to-face. If the petitioner's needs and deeds are
unremarkable, he is usually sent on his way with a warning to do better. If a
petitioner has been especially unsuccessful, he's turned to ash on the
spot, and his dusty remains are mixed in with the tobacco to teach others
the bitter taste of failure.
Behind the throne is a set of stairs, leading to the lower levels.
Changing Room |
The Teardrop Palace is the home of the oriental power Sung Chiang. As a god of thieves, he has an Main
especial appreciation for octopi, hydrae, jellyfish, Portuguese men-of-war, and other creatures Theater p
Baths | Great: Hall
Palace
with many reaching arms. Sung Chiang's two favorite avatars reflect this nature: His human-sized Mam PALACE PAGODA: The central section of the palace is an octagonal pagoda
avatar has eight arms, three faces, and silvery fishlike scales, while another enormous avatar
Pagoda G Wing topped by numerous squarish roofs. The lowest roof points forward, backward,
(Detail) p
LZ
takes the form of a floating man-of-war (the body of which is some 300 feet long). Because of his left, and right, while the next roof is pivoted 45°. This alternates with each
successive roof stack.
preference for such forms, an aquatic motif joins an oriental one in his palace.
The pagoda is roughly 7,200 feet across, 7,200 feet deep, and nearly 15,000
As Sung Chiang is a thief-qod with excellent taste, he's a bit miffed at having his palace on the feet tall at the roof peak. It's ridiculously huge, made on a gargantuan scale so that
stinking volcanos of Gehenna. He has therefore exerted all of his godly powers to make his little all who approach it — even giants — are utterly dwarfed before the size of the god's
niche of perdition a more inviting place. Chiang has warped space around his palace to provide home.
much more room in his chambers than physical constraints would normally allow. (Note the curving Brut Screen: The pagoda is fronted by a 40-foot-tall screen of "bells." These bells
perspective lines, which indicate that a 50-foot square in the palace occupies a different amount of are actually metal cylinders hung on a central pivot. When worshipers pass the screen,
their movement spins the bells, causing them to draw the prayers of Sung Chiang's
space than a 50-foot square at the front gates.) When someone approaches the palace, it Private faithful from all planes and all times.
seems to recede before him — not getting any nearer, but apparently getting larger and Wing Tempe Prorer: Beyond the bell screen lies the temple proper. It is dominated by
larger. (It's like moving towards mountains on the horizon.) By the time a body reaches the a long stone altar, intricately inscribed with the deeds of the great thief Sung Chiang.
front stairs of the palace, he finds each step to be some 7 feet high and 12 feet deep, which Undercroft At this altar, worshipers kneel before one of the god's avatars, a tremendous
means most people have to climb up the gutter on either side of the palace. The fact that Portuguese man-of-war whose trailing stingers reach into every wing of the main
such an approach humbles worshipers is not lost on Sung Chiang. The warping of space temple (and, by inference, into every plane and the heart of every thief). None
turns the red, sulfuric air of Gehenna into an almost blue (greenish) firmament over Chiang's can pass behind the altar without the invitation of Sung Chiang. Those who try
Chiang's are instantaneously vaporized. This holy place gives way to the three private
little niche.
Avatar wings of the palace.
Sine or Yourn Amp Sine or Ace: In addition to the main temple, two
side shrines also do the power homage. Another of Chiang's favorite avatars
has three faces, one young, one middle-aged, and one old. The shrine to the
worshiper's right is dedicated to the god's young face, and the shrine to the
left to the god’s old face. Each, at its rear, gives access to one of the public
wings of the palace.
Sinne or Roc AND SHRINE or Smor: These are shrines to the proxies Roc
Fence: The ornate fence surrounding the Teardrop Palace is made of panels of wrought iron, hung between massive 1 P
y Magee A 27 and Smol, whose whining eventually won them these tight little corners of
marble pillars. The pillars are spaced roughly every 300 feet, and the ironwork screens occupy the space between. The ^,
TT 5 22rJy van OR the master's glory. The Shrine of Roc gives onto the final wing of the
fence is some 600 feet high, and none can climb over or through it without magically alerting Sung Chiang (and likely palace, and the two proxies each envy the other for either having his
getting fried for the attempt). shrine lead somewhere, or having it lead nowhere.
Gate: The only way into the realm is through this gate,
which measures nearly 600 feet wide and 750 feet Shrine Parac Wings: The palace has six wings: three public and three private.
Access to these wings are reached
tall. Even out here, visitors are reminded how
Temple of Smol, of Youth j through the various shrines, or
puny they are.
from the holy place behind the
Floor Plan altar. Each wing is shaped like
a chambered nautilus, its
diameter aettina ..
Courtyard: The space between the fence and progressively smaller as it
the palace complex is paved with huge Holy Visage of Smol curls in upon itself. The
flagstones. Near the gate these stones purpose of this in the
average about 10 feet in diameter, whereas public wings is to allow
near the palace these apparently same- Throne dignitaries rooms
sized stones are about 125 feet in proportioned to them, so
of Smol
diameter. Some of the stones harbor Temple of Roc, that titans can stay in the
portals to various nasty places on the Floor Plan large state rooms nearest
Lower Planes. Sung Chiang uses the central temple,
convenient trap doors to get rid of while others keep
visitors who are no longer welcome. Kneeler Chair walking down the
central aisle until they
Desk reach a room of
correct proportion,
MankErTPLACE: The center of the courtyard Tiger Cage This structure in Sung
burgeons with a marketplace of stolen Chiang's private
goods, full of tents and stalls of various chambers may be due
shapes and sizes. This is a thief's and a Stairs to the god’s penchant
fence's paradise, where items from all over for many different
the planes wind up on the block. Down avatars of many different
sizes, All the wings regress
infinitely; no final room
can be found in any of the
TrMrLE or Roc: This is the temple of Roc, one of Sung wings of the palace.
Chiang's two powerful proxies. Roc and his counterpart, Smol Roc Strate Rooms: The front two wings are
Smol, are both striving to become the single high-up for filled with state rooms for visiting
Sung Chiang. Roc is a kelubar gehreleth who uses his wiles dignitaries, (Others less worthy can sleep in
to sabotage the plans of Smol, and to amass wealth in the storerooms he has in the marketplace or beyond the gates.) The rooms are decorated in a
the foundation of his temple. variety of styles, ranging from spare oriental chambers with a rolled
When a body climbs the stairs of the three-roofed pagoda of Roc's Temple, he sleeping mat to sumptuous suites, All rooms have a fireplace, a table,
immediately sees an eternally burning effiay of Smol. To the right of this ever-burning a place to sleep, and a bathing facility of some sort (whether a dry sink
body is a rotating cylindrical room — the Confessional. To the left is another rotating or a spring-fed tiled tub), The outer ring of rooms have windows.
cylinder — the Nark Box. Both rooms have one solid wooden door, which gives Great HALL Wina: This wing contains the Great Hall, a theater, public
access either to the temple proper, a tiger cage, or Roc's desk, When an agent of baths, a library, and other such public accommodations. The Great Hall is
Roc's returns from a mission, he has the choice of entering the Confessional to opulent: carpeted with thick crimson rugs, walls hung in silks and tapestries,
plead mercy for his screw-ups, or entering the Nark Box to rat out somebody ceiling glittering with chandeliers. Great banks of clear leaded glass flank the
else for them. (In Roc's mind, every mission contains some level of screw-up, distal side of the great hall. Chiang holds feasts and masquerades here.
so every agent of his must enter one room or the other.) Depending on The theater, in contrast to the Great Hall, is quite spartan. The benches
Roc's assessment of the groveling or the narking, he spins the room and here are stone, growing larger as they move up from the stage, again to
slides the door back, allowing the dizzy occupant to leave, to be eaten by accommodate many sizes of bodies. The walls are plain and dark, and the
the tiger, or to see Roc privately in his chambers. stage merely a severe block of stone at the front. The baths lie through a
Roc's private chambers include two spiral stairs, one going up and hallway past the theater. These are hot, Roman-style baths, with three
one going down. If a person tries to go the wrong direction on the stairs, main pools separated by stone walkways. The ceiling is held up by
he drops away into a spiral with cheese-graterlike serrations, and the marbled columns. Patrons of the baths may change clothes in a room to
berk is minced before reaching the floor. one side. The library lies beyond the baths (yes, a berk’s got to walk past
naked bathers to visit the books). It's filled with wooden bookshelves, and
has reading tables in its center. Other rooms lie beyond the library, but they
have not been detailed by planewalkers.
Temple or Smor: Like Roc, Smol hates his competitor, and tries to Private Winas: These rooms are reserved for the power's own unknown
find ways to destroy him. Once he'd found out that Roc had set use. Anyone trying to visit this area without Chiang's express permission is
an effigy burning in his temple, Smol dug a pit in his own instantly annihilated.
temple, placing a likeness of Roc at the bottom. To either
side of the pit are urns filled with chewing tobacco.
Minions of Smol must grab a batch of tobacco, get it nice
and juicy, then spit it out into the open grave (atop the effigy) Unpercxort: This is basically a distorted mirror image of the temple above, an
before moving farther into the temple. Moving past the open pit, the ideological as well as topographical inversion of Sung Chiang's sanctuary. Sung
minion is treated to a number of elegant screens depicting scenes of folly Chiang holds all his shady dealings in this inverted temple, the implication being
(both real and imagined) from Roc's life. These screens lead to a kneeler at the that his beautiful world above is supported by the perverse (in fact, inverse) dark
foot of a colossal silk-screen of Smol's beatific face — the Holy Visage of Smol. dealings below.
River Oceanus
Mount Olympus A Principality A Gzemnid's Realm (beholder realm)
Pax Benefice A Hidden Realm (Annam's realm)
A Seelie Court (wandering realm) € The Nest of the Phoenix A The Hidden Vale (Gilean's realm)
ABY S S (infinite, interchangeable layers & realms — numbers only A Quietude (Isis' realm) A Mausoleum of Chronepsis
refer to the order in which they were catalogued by the Guvners) LAYER 1: OLYMPUS A Valorhome (Kuan-ti's realm) A The Palace of Judgment (Yen-Wang-Yeh's realm)
@ Thrassos L (ER 2: ERONIA A Realm of the Norns
€ Precipice A The Fiéme Void (Stition E A Semuanya's Bog
River Styx € Gilded Hall (Sensate post) A Folght 's Rest (Tempn
A Arvandor (Elven pantheon's realm: Corellon Larethian, Aerdrie A Dweomerheart (Mystra's realm) A Scales of Wealth (Shinare's realm)
A The Great Mother's Garden (Chauntea's and Liu's realm) A Sheela Peryroyl's Realm
LAYER/REALM 1: PLAIN OF yeme PORTALS 7 SAN | "re Faenya, Erevan Ilesere, Hanali Celanil, Labelas Enoreth, Sehanine,
A Great Mountain of the East (Enlil's realm) a Shina- Tsu-Hiko's Realm A Thoth's Estate
* Bri ken Reach ^ * " Solonor Thelandira) A Ssendam's Realm
* Grandfather Oak (treant town) A HarpHearth (Bragi's realm) * Thebestys
* Gallowsgate , R * : A Mirror of the Moon (Tsuki-Yomi's realm) A Susanoo's Realm A Tir na Og (Celtic pantheon' realm: Daghdha, Diancecht, Goibhniu, Lugh,
* Ra XOU e., Eo pee , @ Evergold/Canathas (Hanali/Aphrodite)
A Morninglory (Lathander's and Ushas' realm) A Swarga (Indra's realm) Manannan mac Lir, Morrigan, Oghma, Silvanus)
* St « @ Gnarl (Erevan) A Vayu's Realm
@ Ingmar Brook (gate to Alfheim in Ysgard) A Soulearth (Urogalan's realm) A House of Knowledge (Oghma's realm in Tir na Og)
e.Lakes.of Molten kon A Ygorl's Realm
€ Lolth's Grove (abandoned) A Woodhaven (Hiatea's realm) A Tir fo Thiunn (Manannan mac Lir's realm in Tir na Og)
€ Tower of Chir
@ Pale Tree (Solonor) L "ER 3: BELIERIN A Tvashtri's Laboratory
LAYER/REAIM 2: "Di
e Roaring Gate (gate to the Beastland € Quesars' Birthplace A Wonderhome (Gond's realm)
LAYER/REAL] 2E
€ Rubicon
LAYER/REALI
A Brightwai A The Library of All K A The Refuge of Night (Nut's realm)
LAYER/REALM
A Chih-Nii" A Restweal (Puchan’s realm) ‘ L ‘ER 4: THALASIA
LAYER/REALNE. (Great Mother reali PANDEMONIUM (four layers)
A Seelie Court (wandering faerie realm, never ame place twice) W Portico
LAYER/REALM: 7: PHANTOM PLANE alm) " Ar
A Ursis (Balador's realm) € The Thalastrom
LAYER/REALM 8: "SKIN-SHEDDER"
LAYER 3: KARASUTHRA A Citadel of the Sea (0-Wata-Tsu-Mi's realm) E Haven River Styx
LAYER/REALM:9: BURNINGWATE!
@ Labyrinth of Fiery Doom A Isles of the Blessed (Belenus' and Brigantia's realm) A Anu's Way Yggdrasil
LAYER [REALM IO:" “THAT HELLHOLE"
A The Misty Valley (Kura Okami's realm) @ Avalon A Everwatch
LAYEI k/ REALM. ftMoLRAT Y
LAYER/REALI J A The Owl Lord's Soar A Gorellik (wandering realm)
a
e tp et an 5 A Stormhold (Stronmaus' realm)
LAYER/REALM 13: BLoop Tor (Beshaba's realm; Umberlee's realm) A Zhan, The Grand Forest Beyond the World (Chislev's, Zivilyn's, and
LAYER/REALM 23: IRoN Wastes (Kostchtchie's realm) Habbakuk's realm)
LAYERS/REALMS 45, 46, 47: AZZAGRAT (Graz'zt's realm)
* Argent Palace
* Zelatar A Rudra's Realm
BY eo P IA (two layers) A Varuna's Realm
@ Zrintor, the Viper Forest
LAYER/REALM 66: DEMONWEB Pirs (Lolth's realm) * Corilla A Yama's Realm
* Pearldrop A Epimetheus, wanders
LAYER/REALM 67: HEAVING HILLS
LAYER/REALM 68: UNNAMED A Deep Sashelas| Realm (wa!
Planes of Conflict * 2615XXX0701 e Ptanescare is a trademark owned by TSR, Inc. 91995 TSR, Inc., All Rights Reserved.
Trickster's Delight The Palace of Polson Tears
(Minethys) (Cathrys)
4 i)
Ap
Gallowshome ~
(Colotkys)
(Cathrys)
PTH Ve,
(Colothys)
Ji A |
Three-Sided Palace A
YUGOLO-FH SOCIETY
GREATER YUGOLOFHS LESSER YUGOLOFHS
ULFROL@OFHS YAGNOLOFHS
The rulers of the yugoloth race, ultroloths are perfectionists and schemers. Yagnoloths are the nobles of
They consider law and chaos beneath them, disdaining both in favor of a yugoloth society who rule
commitment to purest evil. Of course, they don't call over the lesser yugoloths.
themselves evil; ultroloths seek perfection in all They hold their power at the
things, and they don't care who they step on to sufferance of the ultroloths,
reach it. Perfection for them, naturally, is and they're all tremendously
subjective. proud of the fact that they've
How To DEAL WITH AN ULTROLOTH: A got the personal notice of the
ultroloths — never dreaming that
body shouldn't. Every ultroloth is
absolutely unpredictable, following
IIARRAENGLO-FHS every single yugoioth above their
its own path and bowing to no level is also under the personal
The marraenoloths act as a bridge between the command of the ultroloths. Since
one. It does not respect greater crass material power of the lesser yugoloths and
power, though it might make a they have the power to judge and
the subtle magical and mental power of the execute higher-ranking
show ofyielding before it; the next greater. As the ferrymen of the Styx, the mar-
moment, the yugoloths, yagnoloths tend to
raenoloths are said to know its every twist and think of themselves as nigh-
ultroloth may treat turn. Whether this is actually true is a matter for
the greenest prime invincible, and they show it in
speculation, but no one's ever seen a marraenoloth their attitudes.
as if he was the wis- unsure of its location.
est being in the How To DEAL WITH A YAGNOLOTH:
How To DEAL WITH A MARRAENOLOTH: The best Chant is it's impossible to deal with
multiverse. No mat- way to reach a marraenoloth is through its purse.
ter what an ultroloth a yagnoloth. A yagnoloth is vain-
For the right fee, a marraenoloth can take a passen- glorious and proud, and it'll treat a
says, something's ger anywhere the River Styx flows. Magic and
always brewing body as it sees fit. The best way to han-
money aren't all it lives for, however, and a body dle a yagnoloth is to stay away from it. If
behind its expression- ought to make sure that he honors any deal he
less face, and it's sure that’s impossible, then appealing to its pride
cuts with one of these creatures. and ability is probably the best way to go.
to bode no good for
anyone but the
ultroloth.
The Vault
. Arrival Room
. Hall of Realization
. Interrogation Chamber/Records Room
. Thaman's Office
. Guard Towers
= . Mess Hall and Common Room
OurUN
6a. Kitchen and Pantry
6b. Barracks
7. Exercise Room
8. Barrier and Hell Hound Run
9. Passage Into the Vault
10. Exercise Yard
11. Women's Quarters
11a-b. Murderers
1 1c-d. Revolutionaries
l 1e-f. Thieves
12. Men's Quarters
12a-b. Murderers
12c-d. Thieves
12e. Revolutionaries
Ls = Secret Door
See the “Prison Break” adventure in Adventures of Conflict for full details.
+—-
| | = 20 feet
=
Planes of Conflict + 2615XXX0706 * ™ and ©1995 TSK. Inc. All Rights Reserved.
ens
Cavern Mouth 1y
arm the Hound
Modgud River Giöll
manah PT
nce
Khin-Oin, the Wasting Tower
2. Watch Room
From the watch rooms, guards
1. The Siege Malicious
Sights and Sounds survey both the interior of Only the Oinoloth — the mas-
of the Wasting Tower Khin-Oin and the miles of ter of the Wasting Tower — may
blasted ground that surround sit on the huge throne of the
The Wasting Tower personifies its the tower. Numerous watch Siege Malicious. The Siege for-
inhabitants; like the yugoloths, it’s dan- ever changes anyone who
rooms are scattered throughout
gerous, unpredictable, and thoroughly
evil. A body wandering through Khin- the Wasting Tower, each with a dares the throne; nevertheless,
Oin might encounter some of the fol- different area of surveillance. the yugoloths seem to believe
lowing sensory and physical experi- Sentinels can be bribed to that the power and position
ences. Of course, this list barely begins keep track of a particular indi- granted by the Siege Malicious
to catalog the possibilities; DMs are are worth any price.
encouraged to come up with additional
vidual’s movements — but
curiosities. chances are they’re profiting
1. An ultroloth follows the party as they from the wages of more than meamea
wend through the tower. It hangs back, one master. Scale: One inch = 20 feet
never communicating with them and
simply observing their progress. If they D
confront it, it nods to itself and disap-
pears quickly through side passages. 1. The Siege Malicious 3. Library of Souls
2. Screams of pain and pleasure rever-
berate through a sloping tunnel. They Double-sided circular book-
don't seem to come from anywhere, cases are scattered throughout
but hang echoing in the still air.
5. Dark and evocative smells rise from
the library. Tables and chairs
the floor, bringing to mind sights of car- inside each bookcase allow for
nage and bloodshed, conflicting leisurely reading and research.
strangely with images of sunlight dap- The 100-foot-high shelves con-
pling leaves on trees. tain thousands of scrolls.
4. Flashing lights of white, black, and
purple play like a nimbus around the A: A vast "bloodwell" holds the
apex of a tall chamber, their cold pres- warm blood which yugoloths
ence emanating evil and creating use to record contracts and
icicles. inscriptions.
5. Slime-encrusted earthen passage- B: Stored here are stacks of
ways Cause visitors to slip and slide
down into a room that resembles noth- blank paper of myriad consis-
ing so much as a large stomach. Those tencies and materials, includ-
standing in this room for more than 5 ing the skins of many different
rounds must save versus paralyzation creatures.
or suffer 1d6 points of damage per
round thereafter as caustic mist enters ———
their lungs. Scale: One inch - 100 yards
6. A pulse-like thunder resounds
behind a door encrusted with spikes
and chains. If someone opens the door,
a huge gout of black liquid spurts
across his entire body.
7. Howling winds shriek around a com-
pletely dark, cathedral-crowned room. If
someone stops and listens to the wind
for too long, a hideous pattern and
melody to the wind becomes apparent Double Doors Stairs
— a berk listening to the wind for 1
turn after she discovers the melody Prisoner Preparation Room
loses a point of Wisdom (no save).
8. In a room guarded by an iron door,
explorers find more evidence of the
yugoloths' heinous nature. A proud
deva hangs in chains in a mystic trian-
gle, its arms and legs spread wide. The
blood which has spilled onto the
ground forms arcane runes.
9. A small-scale model of a city sits in Table
the midst of ahuge chamber. Closer v: Combination
jd
inspection reveals an entire society
making its home in the city, a race of Getting Around
unusual cruelty and brutality. An the Wasting Tower
arcanaloth watches the city intently,
IV: Spiritual
taking notes on a stylus. Surprisingly, the tower isn't
10. Great gears turn and wheels spin (d closed to those who want to
with a ratcheting noise that seems to Observation Deck ac ? Oubliette explore its stygian depths.
shake the entire tower, quiding rivers of EN
2:
Fiends other than yugoloths are
o
iw
stench-ridden fluid and flesh to an barred from its halls, but
unknown destination. n humans, demihumans, and
11. Gently tinkling bells and aromatic 9 D Q LN other mortals are free to enter.
4. Confessional So? Operating tables
flowers line the hallway; a feeling of Of course, they're subject to
benevolence and love permeates this This room is full of interroga- AN whatever whims the yugoloths
suite of chambers. tion devices. may conceive, and it's a
12. Red traceries line the walls, each
one as thick through as a giant's wrist.
4. Confessional I. Subtle: Includes small chancy business getting around
the place one way or another.
blades, piercing tools, lengths
The traceries spin counterclockwise. Oddly, despite the fact that
It's only when the great black orb of hose, and delicate instru- all yugoloths can teleport, they
appears on the wall that a body realizes ments. use stairs, slides, and magical
that the entire wall is really a single II. Direct: Includes larger elevators to get around the
immense eye. blades, spikes, saws, blud- 5. Mental Laboratory lower. Maybe they can't tele-
13. Thirty-two slightly sticky steps lead port within the confines of
geons, and flames of heat and Here the yugoloths investigate
Khin-Oin, or maybe there's a
up to a rusted door that drips toxins.
Behind the door lies a black gulf cold. prisoners’ mental attributes, stricture against doing so, but
through which no light penetrates. III. Mental: This device reads a thought processes, and they all move around the tower
14. A forest of chains fills this mile-tall body's innermost fears and strength of belief through both physically
chamber, their lengths and spikes hid- actualizes them. physical and psychological Many places in the tower
ing untold dangers. Each spike and IV. Spiritual: Examination examination. are totally off-limits to some
chain seems to have caught a shred of beings. Mortals aren't allowed
flesh. Yugoloths of all castes roam purely through belief. into these places, but thev
through here, challenging anyone they V. Comhination: Comhines ele- one inch = 100 feet shouldn't feel too bad about it
run across to combat. This area is one ments OF aii tour metnoas. — some yugoloths aren't per-
of the many drill grounds of the tower. mitted in either. Further, there's
infinitely more to the tower
than the rooms listed on this
map, and a body shouldn't
think that he's seen the whole
6. Spawning Vat #1224-x A: Heads place — ever. The tower holds
In this freezing cold room, hor- Antennae more twists and turns and
rific creatures are assembled secret passages than a mortal
Arms can imagine.
and given life. Each shelf/freez- Hands
ing unit has one type of body E: Torsos
part arranged in precise order. F: Tails
A tool rack hangs above the G: Legs
central table, providing easy
access for the surgeon con-
H: Feet 7. Distillery
necting the various body parts.
Message Center
This room is designed to chan-
nel sounds. The sounding
holes lead throughout this
level; each level has its own
10. Physical Laboratory message center. The screams
This laboratory contains 11. Accumulator of prisoners alert the yugoloths
devices for yugoloths investi- The River Styx flows through the tower, to important communications.
gating the physical characteris- and the huge gates gather the bodies of Different implements induce
tics of strength, stamina, dex- poor sods who had the misfortune to different screams to produce
terity, and so on. fall in and be swept away by the foul different messages.
tide.
Scale: One inch = 100 feet Scale: One inch - 20 feet
Scale: One inch = 100 yards
AeA ca A
" =
E]
AAT
Son we Reserved.
Rights
All
Inc.
TSR,
©1995
a? 337 hter
[3 D
2615XXX0705
*
wi
Flood Control g Y
27.
7
> KG |
THE ANARCH’S GUILD
+ PLANAR Sects $
(Chaos Masters, Groundsmen) Out on the planes, organizations arise which have their own philosophies, agendas, and concerns. Though they're much like the factions of Sigil, these s¢cts
usually have little influence or interest in the City of Doors. Most factions don’t take these groups seriously.
Unlike many sects, the Guild has a specific local purpose
Presented here is a quick summary of each sect's ideals and goals, what they do on the planes, and any recent developments within the sect. For full details,
— although "local" in this context refers to all of Limbo, 7, Life is battle. A warrior cannbt be measured by how much jink
THOSE we CON+ROL The sect is virtually unknown outside that planey see the product in which the sect first appeared. If the Dungeon Master approves, player characters may belong to one of these sects rather than to one of the
he has, nor by some leatherli@ad’s philosophy. Warriors exist only
+He +ERRAIN, because its sole purpose is to train anarchs in th standard 15 factions. to test their strength in battle. If aberk's worthy, he survives. If not,
CON+ROL *t BA++LE. use of the chaos-shaping proficiency. And sinc Two sects have not been included here: The Children of the Vine and the Vile Hunt. The Children (introduced in Planes of Chaos) are a group of dissolute he was a coward and weakling who got what he deserved.
chaos-shaping only works on the churning Members ofthis sect constantly test themselves against the rest of the
— ANARCH’S GUILD bubbers, unsuitable as PCs. The Vile Hunt were designed as villains; they first appeared in A Player's Primer to the Outlands and figure prominently in jhe
matter of Limbo, there's little enough multiverse. In a way, the Ragers see the cosmos as one big elimination
PROVERB reason for chaos masters to leave. adventure Something Wild (March 1996 release).
tournament. A Rager never attacks without issuing a ritual challenge and
Those interested in chaos-shaping should be aware that offering potential foes the opportunity to decline the duel,
in the hands of a highly trained master, this skill may acknowledging the Rager's superior strength and honor. Fortunately
produce remarkable results. Thing is, the Guild is
strictly a githzerai institution. Given the nature of 7
THE CONVER+S for the rest of the multiverse, Ragers spend a great deal of time
killing one another for honor and position.
that insular race, it's rare that any berk from (Chameleons, Turncoats)
Ragers haunt Limbo and Ysgard but also wander the planes,
another race learns the dark of true chaos- looking for their next challenge.
shaping. f @H! I'D NEVER L@@KED It's a common saying thatithe more a body learns, the
Currenr CHANT. Reports of agrand tournament to be held on
Anarchs are valued by the other dwellers of a+ HINGS *"A* WAY. more questions he has. Learning is simply a process of
the Outlands have the Ragers in a greater frenzy than usual.
Limbo (not counting the slaadi), since they make ] SEE your POINT. discovering how little a berk really knows. As soon as
Veiled rumors suggest that the tournament's a hoax, organized
sure dwellings and solid ground continue to exist. CAN I BE PAR+ @F veur a cutter thinks he's learned the dark of it all, a new bit of
by opponents of the sect to gather all the Glory-seekers in
CURRENT CHANT. A young Guild member has information comes along and proves him wrong.
FACTION NOW? And so the Conyerts admit they don't have all the
one place at one time — for purposes still dark.
been trying to adapt the principles of chaos-shaping Source: PLANESCAPE MONSTROUS COMPENDIUM Appendix II.
for use outside Limbo, reasoning that his sharply honed — PERMILLON ef **t CONVERTS answers, and “sample” faction philosophies in search of
will — which shapes matter to his bidding on Limbo — should allow him to affect the truth. A Convert joins a faction believing he’s found
matter elsewhere. Older members of the Guild scoff at the attempt, but others f the answer. While he belongs, he believes with all the
aren't sure it's a completely barmy idea. passion of a fanatic. But when he comes to see the
limitations of its philosophy, he searches out a new
Source: Planes of Chaos. NQ- se +@®UGH, WERE YA, BERK?
ideology to replace the old one.
The Converts are strongest on Limbo, where nothing — **t RAGER cared SLAYER,
is for certain. The group is also well-suited to the +® +n CORPSE ** AGNOSSUS,
Outlands. The sect has no true allies or enemies, though
A FORMER MEMBER
members of a Convert's chosen faction may disapprove
of the Chameleon once they realize his true nature.
or +HE DISPOSSESSED
S"Uy,
SS Planes) are actually selling weapons to b the fiends Abyss. Abyssal Ring-
otherwise. Ingwe plans to
4 engaged in the Blood War. Their purposeses for doing so givers believe the
send representatives to
Wy A remain hidden, but the Guardians have swovorn to keep their multiverse owes them
have a "talk" with Jeremo,
Wy eyes on this potentially explosive situation. something in exchange
and convince the Jester not to
P kÁ Sourcece: Planes of Conflict. for their gifts. take the sect's good name in vain.
THE The Bargainers and
the Fated hate each othe
Source: Planes of Chaos.
Planes of Conflict « 2615XXX0703 © Monstrous Courenpnnt is a registered trademark owned t TSR, Inc. PLANESCAPE is a trademark owned by TSR, Inc, ©1995 TSR, Inc. All Rights Reserved.
r—
Temple of Eathander
=
ME /
Great Menisi ! el
Im
^
COONS Bles ofthe Blessed
me
e ‘Susuime Seasoninas — This
In the Ray of Melodies, e spice shop offers fresh herbs The Ray of Natural Delights This ray feeds the rest of
street musicians wander play- and spices from across the is filled with sights and smells City; tucked along the wall
ing sweet tunes that never
seem to clash with other
age Mur ge un
been grown in the city, and
to delight the senses. Vast
arboretums thrive here along-
beneath the Hanging Garde
are penned pastures for vast
sounds they cross. The ray is some of the rare herbs and side private gardens, and the herds of livestock, and lush ©
filled with parks with orchestra The Hanging Gardens uris pation Orsecures flowers grown here are among garden plots and farmlands |
and ensemble clearings, shops nents in spelicasting, the brightest to be found in the that yield all manner of pro-
packed with musical (and whole of the multiverse. Spell- duce to feed the animals and
sometimes magical) instru- casters may find any herb or the people. These areas are Tne CrLEsTIAL GALLERY — Dis-
ments, several bardic colleges, plant needed for their spellcast- much larger than they appear; played here are the finest
universities specializing in the- ing, and the water from the the farm and grazing lands works produced by the artisans
of the City of the Star. Most pay
ories of music and others wells is easily enchanted into seem to stretch for miles far homage to the goddess in one
which experiment with the holy water. A body also finds a beyond the physical city wall, way or another, but that in no
merging of music and magic, number of small private gar- but cannot be seen from out- way detracts from the elegance
dens, open-air farmer's mar- side the city. It'S a simple and beauty of the sculptures,
and carefully tucked-away safe- vases, paintings, and other
houses where bards can learn Tut Lyceum — This amphithe- kets, waterfalls, garden mazes, enough trick (for a power, any- masterpieces on display, While
ater presents concerts and
the more thieflike aspects of recitals almost constantly.
greenhouses, crystal ponds, way): Ishtar simply creates the items are not for sale, this
and other examples of nature's small demiplanes off of her may be the only gallery in the The avenues and buildings of
their craft. It’s a bard's par- Singers, instrumentalists, and cosmos from which works can the Ray of Artistry display the
adise, and even the tone-deaf bards are the most common beauty tamed to human scale. own j realm to contain these be freely taken, If a visitor finds residents’ devotion to produc-
i n lifted here
find their afflictio a a
Ber formers, but the musicians
often work in concert with writ 2 L Y areas. a particular
- piece to hisy liking, wi f i
ers, dancers, and other per- Gate of RID T a NN he simply can take it with him ing vorks of art. This devotion
In addition, exposure to the
i 5 i LT ‘ À — as long as he doesn't try to is evident everywhere: in the
passionately played music can formens to present playa Mus leave
desanathe her
city proxies
with it, The
an god-
Pike architecture, » the tended gigar.
cure mental diseases and afflic- cals, and ballets. In addition,
1 1 Ito f, due to the acoustics of the
tions such as insanity, feeble- Lyceum, many confidential to see such beautiful items dens, the numerous fountains
. conversations take place here leave the city. (If this practice and statuary, and the street
mind, and psionically induced did not exist, no isama be left corners where woodcarvers,
states or injuries in all good- Ray of Melodies pa the meee d ipn
aligned characters. (While Hhesioudeste outs Gate of Ardor dejan gallery in, Basy) potters, and other street arti-
sans display their creations for
there's no set “fee” for this
sale or for the admiration of
a
healing, it's customary to make E
others.
an offering to the goddess as a
The mundane visual arts are
sign of gratitude; if it's
neglected, the recipient loses SSS [ns Ay,en is
Lx ts
r m 4
appreciated here, and so is the
s
ML : "s ui O F : ok ine Art of magic. The school of illu
the benefits once he or she : A sion/phantasm spells is much
leaves the city. Ishtar may be a
practiced here, and innovations
benevolent power, but she
and artistic variants in spells or
doesn't like her gifts to be
items are common. Budding
taken for granted.)
planar illusionists (and artists
who use illusions in their
works) may seek tutelage here.
A
y EM el
E
X kind, Risk's Passion offers
` plush surroundings for its cus-
E alace of the Star tomers. The proprietor, Jaxx
" Fornithax (Pe/? human/T35/NG) Tur. Goppess’ Arena — Here the
Detail runs the casino. Competitive most fit of Ishtar's followers
games (examples from the lest themselves in physical 1
Prime include poker, craps, and contests against one another —- S
blackjack) are preferred, as and all comers. The prizes q
gamblers here enjoy the added awarded to the an don't Wall Detail
excitement that other gamblers mean much to the local com-
provide (rather than just trying petitors, as they compete
to beat the odds). However, the simply for the thrill of the com-
truth remains that Ishtar's peti- petition, but trophies do attract
tioners tend to win more often competitors from outside the
than outsiders. Perhaps this is City. And the more competi-
due to the goddess' influence, tion, the better the games. The
or maybe the petitioners simply current champion is Valarmor
want to win more. Visitors to (Pr/d human/F9/LG), whose
the City claim this only mastery of a unique martial
enhances the challenge. arts form keeps even his
The Ray of the Mind chal- strongest challengers off In the Ray of the Body, per-
balance. fection of the form and func-
lenges all to stretch the limits
of their intellects and their tion of the body rule supreme.
imaginations. In the parks, Any feat that requires physical
assembly halls, inns, amphithe- prowess is pursued here: Jug-
aters, and even on street cor- gling, dance, tumbling, acrobat-
ners can be found the most ics, archery, wrestling, and vari-
logical and measured analysis ous martial arts from across
Universtry OF METATHEORY —
of the sciences outside of This informal association of the cosmos are practiced and
Mechanus, raging debates over philosophers, clerics, mages, perfected in the arenas, gymna-
the unreal realities of the multi-
and others gathers to discuss siums, and outdoor stadiums.
the nature of the multiverse.
verse, and experiments into They're not concerned with fac-
Competition from outsiders is
the nature and limits of psionic lions, sects, or powers, seeking welcomed.
instead to know what lies Nonevil characters seeking
powers and capabilities. beyond the planes. Just as the
This ray houses more than Clueless are shocked to learn
physical training, level
just theorists, however. Writers, advancement, a new fighting
eee pUede a wyNea c > style, i or training
aining iin a non-
p oets, and devotees of other many inAn mone S pues
which is itself but one of many TE weapon proficiency such as
intellectual passions that pro- planes — these thinkers won-
vide emotional fulfillment also der if all the beings on all the tumbling or blind-fighting can
make their homes here. Even planes are still clueless about hire a tutor here. This ray pro-
the true nature of things. Those vides care of the body as well,
the passion of gambling is pop- interested in such mysteries
ular here, and attracts many can seek out these erudite and the physicians (experi-
from across the planes seeking thinkers for instruction or con- enced in both physical and
to test themselves against the
versation. clerical healing) are expert in
resident gamblers (and the dealing with all manner of
odds) of the City of the Star. physical ailments.
]
esso
zx med L ced
Conflict
of
Planes
2615XXX0
Rights
All
Inc.,
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©1995
Reserved.
*
ft
»
PLA N E S - S E - C O N F L I C H
by Colin McComb, Dale Donovan, and Monte Cook
BE-FWEEN LAW AND CHAOS...
LIES CONFLIC#.
LANES DIVINE i
Unleash the animal within on the Beastlands
Dream beneath the twin heavens of Bytopia P LA N E S DI A B (3) L I fel
Plunge into the pure waters of Elysium
Rot in the Red Prison of Carceri
eed . Blister beneath the fiery eruptions of Gehenna
, Despair in the crushing emptiness of the Gray Waste
I I