FREE THIGH UP RAFFLE
General | Posted 6 years agothe artist
is doing a twitter raffle for free thigh ups.
the rules are here:
https://www.furaffinity.net/journal/9346943/
and the twitter page is here:
https://twitter.com/BloodlxlArt/sta.....86028621733888
hurry while you can!
is doing a twitter raffle for free thigh ups.the rules are here:
https://www.furaffinity.net/journal/9346943/
and the twitter page is here:
https://twitter.com/BloodlxlArt/sta.....86028621733888
hurry while you can!
Andor Cosmology: The Region of Dreams
General | Posted 6 years agoTHE REGION OF DREAMS
Subjective Directional Gravity
Flowing Time: for every 10 minutes spent in the Region of Dreams, only 1 minute passes in the Material Plane.
Infinite Size
Highly Morphic
No Elemental or Energy Traits
Mildly Neutral Aligned
Normal Magic
DREAMSCAPES
Many dreamscapes are small -- no more than two or three rooms in a drab building, a small clearing in a storm-wracked forest, or a mist-shrouded rural crossroads. Other dreamscapes extend for miles and contain all manner of oddities, architecture, and inhabitants. However, all dreamscapes share one feature: the dreamer.
The dreamer’s unconscious mind forms the dreamscape, which the dreamer then moves through, usually unconscious of the fact that they are dreaming at all. The dreamer alters the large or small aspects of their personal dreamscape, though they never do so consciously unless trained in Lucid Dreaming. Dreamscapes usually burst when the dreamer awakens, although occasionally dreamscapes linger or survive permanently under unusual circumstances or magic.
In extremely rare cases, a dreamscape ruptures, sending its pieces and visitors into other dreamscapes or onto the Material Plane. Objects from ruptured dreamscapes usually last 1d% hours on the material plane, but 1% of them achieve permanent reality.
THE DREAMHEART
The dreamscapes, in all their infinite numbers, are only the edge of Dream. They border the Dreamheart, a realm where dreamers can die.
The Dreamheart is a roiling boil of dream-born landscapes that melt, burn, grow, and dissolve without any rhyme or reason. Balls of fire, pockets of air, chunks of earth, and waves of water battle against eachother. Amid the chaos, half-melted dreamscapes drift -- lakes, buildings, streets, strange creatures, and small islands. Some provide shelter against the tempest, but others are open to its deadly effects. These are dreamscapes that have been pulled into the dreamheart, usually after their dreamers have awakened.
Waking up in the Dreamheart is more difficult, requiring a DC 18 Wisdom check.
In the Dreamheart, a random flare of fire, electricity, or flood can take the life of a dreamwalker at any moment. Likewise, a dream-born creature can swoop out of the chaos and eat an inexperienced traveler. When death comes in the Dreamheart, it affects the physical body as well.
Dreamheart Tempest: unless sheltered by a solid dreamscape, exposure to the tempest deals 25 points of damage each round: 5 points each of sonic, electricity, fire, cold, and acid damage.
Like any storm, the tempest of the Dreamheart has an eye. If there is any mind, deity, or purpose in the Region of Dreams, it can be found in the Eye of the Dreamheart Tempest. But each creature who visits it comes away with a completely different understanding of what lives in the eye -- some meet deities, others find long-dead loved ones, and others achieve unparalleled personal power or insight. No one account can accurately encompass the Dreamheart, much as no dreamer can completely understand all dreams.
Subjective Directional Gravity
Flowing Time: for every 10 minutes spent in the Region of Dreams, only 1 minute passes in the Material Plane.
Infinite Size
Highly Morphic
No Elemental or Energy Traits
Mildly Neutral Aligned
Normal Magic
DREAMSCAPES
Many dreamscapes are small -- no more than two or three rooms in a drab building, a small clearing in a storm-wracked forest, or a mist-shrouded rural crossroads. Other dreamscapes extend for miles and contain all manner of oddities, architecture, and inhabitants. However, all dreamscapes share one feature: the dreamer.
The dreamer’s unconscious mind forms the dreamscape, which the dreamer then moves through, usually unconscious of the fact that they are dreaming at all. The dreamer alters the large or small aspects of their personal dreamscape, though they never do so consciously unless trained in Lucid Dreaming. Dreamscapes usually burst when the dreamer awakens, although occasionally dreamscapes linger or survive permanently under unusual circumstances or magic.
In extremely rare cases, a dreamscape ruptures, sending its pieces and visitors into other dreamscapes or onto the Material Plane. Objects from ruptured dreamscapes usually last 1d% hours on the material plane, but 1% of them achieve permanent reality.
THE DREAMHEART
The dreamscapes, in all their infinite numbers, are only the edge of Dream. They border the Dreamheart, a realm where dreamers can die.
The Dreamheart is a roiling boil of dream-born landscapes that melt, burn, grow, and dissolve without any rhyme or reason. Balls of fire, pockets of air, chunks of earth, and waves of water battle against eachother. Amid the chaos, half-melted dreamscapes drift -- lakes, buildings, streets, strange creatures, and small islands. Some provide shelter against the tempest, but others are open to its deadly effects. These are dreamscapes that have been pulled into the dreamheart, usually after their dreamers have awakened.
Waking up in the Dreamheart is more difficult, requiring a DC 18 Wisdom check.
In the Dreamheart, a random flare of fire, electricity, or flood can take the life of a dreamwalker at any moment. Likewise, a dream-born creature can swoop out of the chaos and eat an inexperienced traveler. When death comes in the Dreamheart, it affects the physical body as well.
Dreamheart Tempest: unless sheltered by a solid dreamscape, exposure to the tempest deals 25 points of damage each round: 5 points each of sonic, electricity, fire, cold, and acid damage.
Like any storm, the tempest of the Dreamheart has an eye. If there is any mind, deity, or purpose in the Region of Dreams, it can be found in the Eye of the Dreamheart Tempest. But each creature who visits it comes away with a completely different understanding of what lives in the eye -- some meet deities, others find long-dead loved ones, and others achieve unparalleled personal power or insight. No one account can accurately encompass the Dreamheart, much as no dreamer can completely understand all dreams.
Andor Cosmology: Elemental Planes and Giants' Realms
General | Posted 6 years agoLIMBO
Subjective Directional Gravity
Normal Time
Infinite Size
Highly Morphic
Sporadic Element and Energy Dominant
Strongly Chaos-Aligned
Wild Magic
PETITIONERS:
The petitioners of Limbo that do not get absorbed into the plane often appear as swirling masses of chaos-stuff, gibbering and laughing without regard to their surroundings. They automatically control the chaos in their personal vicinity even if unconscious or flat-footed, rendering them immune to their tempestuous environment. They are immune to Fire and Cold, and resistant to Electricity and Acid.
MUSPELHEIM
Normal Gravity
Normal Time
Infinite Size
Alterable Morphic
Fire-Dominant
Enhanced Magic: all spells and spell-like abilities with the Fire descriptor is both Maximized and Enlarged.
Impeded Magic: spells and spell-like abilities from the Water Domain, or that create or summon water or creatures with the water subtype, require a Spellcraft check DC 15 + Spell Level to cast.
Muspelheim is continually bathed in light. The ground, air, buildings, and even some of the natives radiate flame continually. Vision is limited to 120 ft because of the smoky atmosphere. Darkvision doesn’t function except in those rare places where natural darkness can be found. The continual cracking of flames imposes a -2 circumstance penalty on Listen checks.
The City of Brass: the City of Brass is populated by powerful ifriti, and is considered by many ifriti to be their home and their capital. Ifriti may be found elsewhere on Muspelheim, but even far-flung settlements owe fealty and allegiance to the Grand Sultan who rules the City of Brass from his burning palace. The Grand Sultan is said to be an Ifrit of singular power and prowess, and is advised by all manner of maliks, beys, and emirs. His direct servants, both in the City and on the Material Plane, are six pashas of considerable power.
The city itself is cradled in a brass hemisphere forty miles across, floating above a plate of cracked obsidian floating at the heart of Muspelheim. Stairs of burning basalt and rivers of flame stream up from the surface below to the well-armed gates of the city. The city’s walls can be reached by flying creatures, but the ifriti take a dim view of those who refuse to present themselves at one of the city’s gates.
The Grand Sultan suppresses the Fire-Dominant trait of the plane within the walls of the City of Brass, and can revoke this suppression at will.
The City of Brass also has the Mildly Evil-Aligned trait. There are portals to the Nine Hells in the city.
At the center of the city are its tallest towers and greatest fountains of flame. Here is the Burning Palace of the Grand Sultan of All the Ifriti, where he rules from the Charcoal Throne. It is said that within the great palace are wonders beyond belief and treasure beyond counting. But here also is found death for any uninvited guest who seeks to wrest even a single coin or bauble from the treasure rooms of the Grand Sultan.
The Beer-Hall of Blain: a home to travelers in a city of Fire Giants, the Beer-Hall of Blain is an inn and tavern that sits in a well-trafficked ward of the city of Blain. Within this city there are also portals to the realm of Andlang in Asgard.
NIFLHEIM
Normal Gravity
Normal Time
Infinite Size
Alterable Morphic
No Elemental or Energy Traits
Enhanced Magic: spells and spell-like abilities with the Cold descriptor are Maximized. In addition, spells from the Water Domain or that create or summon water or creatures with the water subtype are Extended.
Impeded Magic: spells and spell-like abilities with the Fire descriptor require a SPellcraft check DC 15 + Spell Level to cast.
The average temperature on Niflheim is 0 degrees F. every 10 minutes, unprotected travelers must make a Fortitude save DC 15 +1 per previous check or take 1d6 non-lethal damage that can’t be recovered until they get out of the cold. Characters wearing cold weather clothing only need to make a Fortitude save once per hour.
Well of Hvergalmir: this natural spring is the source of all of Niflheim’s rivers. Here also is a portal to the river Gjoll in the Dark Fields.
JOTUNHEIM
Normal Gravity
Normal Time
Infinite Size
No Elemental or Energy Traits
Alterable Morphic
Normal Magic
Jotunheim is a realm of giants. Everything is giant-sized here, from trees to mountains to rivers.
Mimir’s Well: font of knowledge and wisdom, this well is where the head of the slain wizard Mimir dwells to answer questions and give advice -- for a price.
THE ABYSS
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
Mixed Elemental and Energy Traits
Mildly Chaos-Aligned and Mildly Evil-Aligned
Normal Magic
THE ABYSS has more layers than anyone knows, mortal or deity. A few of the most well known are described below.
Vision in the Abyss is normal except on layers where environmental conditions inhibit it. Unless noted otherwise, hellish suns, phantom glows, or similarly unpleasant radiances illuminate all layers of The Abyss.
Unless a particular layer somehow inhibits sound, hearing is also normal in The Abyss.
PLAIN OF INFINITE PORTALS
This is the topmost of the uncountable Abyssal layers. It is a barren, dusty place without life or greenery, baking beneath a hell-red sun. the dusty plains are broken by huge pits in the earth and great iron strongholds.
The pits of this first layer are portals to deeper layers. Dropping down a given pit soon deposits the traveler into the associated layer, though jumping into random pits leads to unknown planes in the Abyss and is insanely dangerous. Most of the pits are two-way portals, but some are only one-way, leaving travelers stranded on the new layer.
Iron strongholds here most often house powerful demons and their courts. Such fortresses often serve as a rallying point for demonic armies.
A putrid river flows a winding course on this layer. Some channels pour into the pits, while other pits well up with foul water, serving as tributaries of the mighty river.
A character entering a new unknown layer of the Abyss via a pit (or another method) can wind up in almost any sort of terrain. Develop this layer of the Abyss yourself or use the Random Abyssal Layers sidebar to provide guidance.
Broken Reach: Red Shroud, a succubus witch, rules the town of Broken Reach, which serves as a gathering point for mercenaries, a way spot for travelers insane enough to explore the Abyss, and a place for trade. The town is a set of crumbling towers surrounded by outworks of trenches, walls, and spiky barricades.
Several important precincts are underground. The portal to Plague Mort, a town in Vanaheim, is beneath the main hall, for example. The food stores, the arsenal, the interrogation halls, and the crypts are likewise underground, connected by narrow tunnels. Rooms for visiting mercenaries and merchants are above ground, off the main towered hall. The inhabitants are a mixture of petitioner slaves, demons of all types, and mercenaries from the Material Plane and beyond.
Ferrug: an abandoned iron stronghold is situated near the Lakes of Molten Iron, a series of natural white-hot crucibles filled with molten iron. Ferrug’s former demonic lord was slain as she lay senseless while astrally travelling to the Material Plane to corrupt mortal hearts. Since then, Ferrug has hosted countless armies of demons interested in gathering workable iron to build other iron strongholds. Because the demons highly value iron, devil strike forces often attack the Lakes of Molten Iron, so Ferrug currently serves as a command center for a force of demons charged by Demogorgon to protect the lakes.
AZZAGRAT
Azzagrat is the realm of Graz’zt, and Abyssal lord. Azzagrat stretches over three layers, the 45th. 46th, and 47th. Because all three layers are ruled by the same Abyssal lord, they share many traits and have many portals connecting them.
One of the common threads among the three layers is the River of Salt, a sparkling crystalline mass of liquid salt crystal. Needless to say, submersion in the river is deadly.
Other features include portals between the three layers that appear as groves of viper trees and ovens of green fire. But given Graz’zt’s cruel sense of humour, some green-fire ovens are simply full of fire and don’t contain portals at all.
The environments of the three realms are not terribly dangerous; each resembles a twisted version of the Material Plane. For instance, the 45th layer is like a constantly grey rainswept steppe. The 46th layer is illuminated from the ground so that shadows are strange and rise like columns of darkness into the sky. The 47th layer (only reachable through the other two layers, never from the Plain of Infinite Portals) is lighted by a blue sun. here flames are purple instead of red, and they deal cold damage. Thus, creatures normally immune to fire might be surprised when they approach the flames.
Zelatar: the largest city of Graz’zt’s realm, Zelatar, exists in all three layers. Doorways may allow exit onto a street or into a building, but the building interior or the street could very well exist on a different layer of the Abyss. The inhabitants of Zelatar (demons, half-fiends, tieflings, and others who revere Graz’zt) soon learn the ways of the shifting portals, but most visitors require a guide to get from place to place within the city.
The Argent Palace is visible from anywhere in Zelatar, regardless of which layer the observer is looking from. The Argent Palace is Graz’zt’s abode of sixty-six ivory towers and one hundred cold, mirrored halls. The palace is a sterile echoing space where those seeking Graz’zt’s audience room must wend their way through the mirror and portal maze in which ravenous undead roam.
THANATOS
Thanatos is the 113th layer of the Abyss. It is a cold layer of ice, thin air, and dreary moonlit sky. The layer belongs as much to the undead as to demons -- in fact the layer has the Minor Negative-Dominant trait. Still, fiendish mosses and fungi grow on the edges of crusty tundra. Tombstones of every imaginable and unimaginable type dot the frozen landscape, sometimes standing alone and sometimes grouped haphazardly as if in a small cemetery. Undead range everywhere.
Naratyr: Naratyr, called the City of The Dead, is a cold realm carved into the surface of a frozen ocean. Naratyr’s icy architecture is a frigid necropolis of tall mausoleums, towering funeral obelisks, crypt parapets, and carpets woven of hair removed from thousands of unquiet dead that reside in Naratyr. The city’s warlike legions include Jorogumos, vampiric giants, and liches of all varieties. The rank and file population is mostly zombies, ghouls, and other decaying corpses that move with a dark purpose.
OTHER ABYSSAL LAYERS
No tome could hope to catalogue the innumerable Abyssal layers. However, a few interesting layers are described below. Other realms controlled by the many demon princes also abide in the Abyss. Intrepid explorers who care little for their life may discover them.
Realm of A Million Eyes: the 6th layer of the Abyss is home to The Great Mother, whom beholders revere. The realm is a network of countless twisting tunnels, and living eyes stud the tunnel walls like encrusted gems. In fact, each eye on the wall is an eye of The Great Mother. Beholders roam the eye-studded tunnels, preying on one another as well as any demons or other visitors who might accidentally fall from the Plain of Infinite Portals.
Ice Wastes: the 23rd layer of the Abyss is a bitterly cold plane of miles-deep ice, devoid of most life. A distant sun no brighter than the Material Plane’s moon lights this plane. The Ice Wastes are the province of Frost Giants who serve Kostchtchie, their demon prince. Frost giant mages dwell with their prince in the Glacier Citadel, a fortress carved into the creaking ice between two towering peaks. Spring never comes to the Ice Wastes, and most of its inhabitants live in underground strongholds or caverns.
Demonweb Pits: the 66th layer of the Abyss is home to Lloth, the Spider Queen. The plane folds in upon itself so that it resembled a great web. A dizzying array of web tunnels interconnect with fractal complexity. Each strand is strung with portals onto the planes where Lloth is worshipped. Lloth’s palace is said to be a mobile iron stronghold shaped like a spider, perpetually crawling across her planar web.
Abysm: the 88th layer of the Abyss, called Brine Flats, is home to Demogorgon, one of the most powerful demon princes. It is a realm of briny water and rocky prominences used as rookeries by flying demons. Aboleths, krakens, and demonic manta rays war in the depths, but all bow before Demogorgon’s might. Here, Demogorgon has his terrible palace, Abysm.
The portion of Abysm above water takes the form of two serpentine towers, each crowned by skull-like minarets. Here, Demogorgon wields his arcane might, attempting to induce the very Abyss to vomit forth its secrets. The bulk of his palace extends deep underwater, in chill and darkened caverns that have never seen light. The demon prince hoards his strength, only rarely involving himself directly in the Blood War. his designs go far deeper.
Slime Pits: the 222nd layer is home to both Juiblex, the Slime Lord, and Zuggtmoy, the Lady of Fungi. The layer is a bubbling morass of oozing, fetid sludge called the Amoebic Sea. vast expanses of caustic slime engender strange life forms, sometimes by the will of the demons who reside here, but sometimes spontaneously.
Fortress of Indifference: the 348th layer is a lonely blasted plain of tumbled rocks, jagged pinnacles, and sinister gorges devoid of natural life. Crimson clouds scrub the sky, and freezing winds lash a traveler’s eyes and skin. Here stands the Fortress of Indifference, a single 200-foot-tall tower of black iron gridwork. Humanoids of every variety or woven into the metal itself, used as a ghastly mortar. Most of the forms are dead, but many are undead and constantly claw at the air.
The Fortress houses outcast demons, half-fiends, and tieflings. Though these creatures are evil through and through, they have turned their backs on the Blood War. a demon named Tapheon rules this fortress. Tapheon’s form is horribly scarred, and he constantly wears a body-brace of rusty iron that keeps his bloated form upright with long hooks.
Tapheon’s favourite toy is a magic rod call Despoiler of Flesh, fashioned from sewn-together tongues. With it, the demon can alter any creature’s shape to any other shape the imagination can provide. Of course, the imagination of a demon is a foul thing, and the rod brings the ghastliest things to life.
Noisome Vale: the 489th layer of the Abyss was once ruled by a powerful Balor called Tarnhem, though he has gone missing. The layer’s atmosphere is a haze of acidic gas constantly regenerated by volcanic vents that scar an utterly blasted landscape. A ravine cuts through the landscape of the Noisome Vale, but it is not filled with water or even condensed acid. Instead, it channels a flood of thick writhing worms that vary in length between 1 inch and 10 feet. The worms inhale the sulfur fumes endemic to the layer and exhale breathable air. The worms’ respiration affects both shores of the river to a distance of 50 feet on either side, effectively scrubbing the air free of sulfur gas.
Tarnhem’s manor is built along the ravine. Thanks to the worms, it possesses a breathable atmosphere, though the constant susurrus of the writhing worms below is maddening. Tarnhem’s demonic staff still maintains the manor despite the absence of Tarnhem himself (the staff believes he is imprisoned offplane). Despite Tarnhem’s disappearance, the demons that guard the manor still take a dim view of unannounced visitors.
Subjective Directional Gravity
Normal Time
Infinite Size
Highly Morphic
Sporadic Element and Energy Dominant
Strongly Chaos-Aligned
Wild Magic
PETITIONERS:
The petitioners of Limbo that do not get absorbed into the plane often appear as swirling masses of chaos-stuff, gibbering and laughing without regard to their surroundings. They automatically control the chaos in their personal vicinity even if unconscious or flat-footed, rendering them immune to their tempestuous environment. They are immune to Fire and Cold, and resistant to Electricity and Acid.
MUSPELHEIM
Normal Gravity
Normal Time
Infinite Size
Alterable Morphic
Fire-Dominant
Enhanced Magic: all spells and spell-like abilities with the Fire descriptor is both Maximized and Enlarged.
Impeded Magic: spells and spell-like abilities from the Water Domain, or that create or summon water or creatures with the water subtype, require a Spellcraft check DC 15 + Spell Level to cast.
Muspelheim is continually bathed in light. The ground, air, buildings, and even some of the natives radiate flame continually. Vision is limited to 120 ft because of the smoky atmosphere. Darkvision doesn’t function except in those rare places where natural darkness can be found. The continual cracking of flames imposes a -2 circumstance penalty on Listen checks.
The City of Brass: the City of Brass is populated by powerful ifriti, and is considered by many ifriti to be their home and their capital. Ifriti may be found elsewhere on Muspelheim, but even far-flung settlements owe fealty and allegiance to the Grand Sultan who rules the City of Brass from his burning palace. The Grand Sultan is said to be an Ifrit of singular power and prowess, and is advised by all manner of maliks, beys, and emirs. His direct servants, both in the City and on the Material Plane, are six pashas of considerable power.
The city itself is cradled in a brass hemisphere forty miles across, floating above a plate of cracked obsidian floating at the heart of Muspelheim. Stairs of burning basalt and rivers of flame stream up from the surface below to the well-armed gates of the city. The city’s walls can be reached by flying creatures, but the ifriti take a dim view of those who refuse to present themselves at one of the city’s gates.
The Grand Sultan suppresses the Fire-Dominant trait of the plane within the walls of the City of Brass, and can revoke this suppression at will.
The City of Brass also has the Mildly Evil-Aligned trait. There are portals to the Nine Hells in the city.
At the center of the city are its tallest towers and greatest fountains of flame. Here is the Burning Palace of the Grand Sultan of All the Ifriti, where he rules from the Charcoal Throne. It is said that within the great palace are wonders beyond belief and treasure beyond counting. But here also is found death for any uninvited guest who seeks to wrest even a single coin or bauble from the treasure rooms of the Grand Sultan.
The Beer-Hall of Blain: a home to travelers in a city of Fire Giants, the Beer-Hall of Blain is an inn and tavern that sits in a well-trafficked ward of the city of Blain. Within this city there are also portals to the realm of Andlang in Asgard.
NIFLHEIM
Normal Gravity
Normal Time
Infinite Size
Alterable Morphic
No Elemental or Energy Traits
Enhanced Magic: spells and spell-like abilities with the Cold descriptor are Maximized. In addition, spells from the Water Domain or that create or summon water or creatures with the water subtype are Extended.
Impeded Magic: spells and spell-like abilities with the Fire descriptor require a SPellcraft check DC 15 + Spell Level to cast.
The average temperature on Niflheim is 0 degrees F. every 10 minutes, unprotected travelers must make a Fortitude save DC 15 +1 per previous check or take 1d6 non-lethal damage that can’t be recovered until they get out of the cold. Characters wearing cold weather clothing only need to make a Fortitude save once per hour.
Well of Hvergalmir: this natural spring is the source of all of Niflheim’s rivers. Here also is a portal to the river Gjoll in the Dark Fields.
JOTUNHEIM
Normal Gravity
Normal Time
Infinite Size
No Elemental or Energy Traits
Alterable Morphic
Normal Magic
Jotunheim is a realm of giants. Everything is giant-sized here, from trees to mountains to rivers.
Mimir’s Well: font of knowledge and wisdom, this well is where the head of the slain wizard Mimir dwells to answer questions and give advice -- for a price.
THE ABYSS
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
Mixed Elemental and Energy Traits
Mildly Chaos-Aligned and Mildly Evil-Aligned
Normal Magic
THE ABYSS has more layers than anyone knows, mortal or deity. A few of the most well known are described below.
Vision in the Abyss is normal except on layers where environmental conditions inhibit it. Unless noted otherwise, hellish suns, phantom glows, or similarly unpleasant radiances illuminate all layers of The Abyss.
Unless a particular layer somehow inhibits sound, hearing is also normal in The Abyss.
PLAIN OF INFINITE PORTALS
This is the topmost of the uncountable Abyssal layers. It is a barren, dusty place without life or greenery, baking beneath a hell-red sun. the dusty plains are broken by huge pits in the earth and great iron strongholds.
The pits of this first layer are portals to deeper layers. Dropping down a given pit soon deposits the traveler into the associated layer, though jumping into random pits leads to unknown planes in the Abyss and is insanely dangerous. Most of the pits are two-way portals, but some are only one-way, leaving travelers stranded on the new layer.
Iron strongholds here most often house powerful demons and their courts. Such fortresses often serve as a rallying point for demonic armies.
A putrid river flows a winding course on this layer. Some channels pour into the pits, while other pits well up with foul water, serving as tributaries of the mighty river.
A character entering a new unknown layer of the Abyss via a pit (or another method) can wind up in almost any sort of terrain. Develop this layer of the Abyss yourself or use the Random Abyssal Layers sidebar to provide guidance.
Broken Reach: Red Shroud, a succubus witch, rules the town of Broken Reach, which serves as a gathering point for mercenaries, a way spot for travelers insane enough to explore the Abyss, and a place for trade. The town is a set of crumbling towers surrounded by outworks of trenches, walls, and spiky barricades.
Several important precincts are underground. The portal to Plague Mort, a town in Vanaheim, is beneath the main hall, for example. The food stores, the arsenal, the interrogation halls, and the crypts are likewise underground, connected by narrow tunnels. Rooms for visiting mercenaries and merchants are above ground, off the main towered hall. The inhabitants are a mixture of petitioner slaves, demons of all types, and mercenaries from the Material Plane and beyond.
Ferrug: an abandoned iron stronghold is situated near the Lakes of Molten Iron, a series of natural white-hot crucibles filled with molten iron. Ferrug’s former demonic lord was slain as she lay senseless while astrally travelling to the Material Plane to corrupt mortal hearts. Since then, Ferrug has hosted countless armies of demons interested in gathering workable iron to build other iron strongholds. Because the demons highly value iron, devil strike forces often attack the Lakes of Molten Iron, so Ferrug currently serves as a command center for a force of demons charged by Demogorgon to protect the lakes.
AZZAGRAT
Azzagrat is the realm of Graz’zt, and Abyssal lord. Azzagrat stretches over three layers, the 45th. 46th, and 47th. Because all three layers are ruled by the same Abyssal lord, they share many traits and have many portals connecting them.
One of the common threads among the three layers is the River of Salt, a sparkling crystalline mass of liquid salt crystal. Needless to say, submersion in the river is deadly.
Other features include portals between the three layers that appear as groves of viper trees and ovens of green fire. But given Graz’zt’s cruel sense of humour, some green-fire ovens are simply full of fire and don’t contain portals at all.
The environments of the three realms are not terribly dangerous; each resembles a twisted version of the Material Plane. For instance, the 45th layer is like a constantly grey rainswept steppe. The 46th layer is illuminated from the ground so that shadows are strange and rise like columns of darkness into the sky. The 47th layer (only reachable through the other two layers, never from the Plain of Infinite Portals) is lighted by a blue sun. here flames are purple instead of red, and they deal cold damage. Thus, creatures normally immune to fire might be surprised when they approach the flames.
Zelatar: the largest city of Graz’zt’s realm, Zelatar, exists in all three layers. Doorways may allow exit onto a street or into a building, but the building interior or the street could very well exist on a different layer of the Abyss. The inhabitants of Zelatar (demons, half-fiends, tieflings, and others who revere Graz’zt) soon learn the ways of the shifting portals, but most visitors require a guide to get from place to place within the city.
The Argent Palace is visible from anywhere in Zelatar, regardless of which layer the observer is looking from. The Argent Palace is Graz’zt’s abode of sixty-six ivory towers and one hundred cold, mirrored halls. The palace is a sterile echoing space where those seeking Graz’zt’s audience room must wend their way through the mirror and portal maze in which ravenous undead roam.
THANATOS
Thanatos is the 113th layer of the Abyss. It is a cold layer of ice, thin air, and dreary moonlit sky. The layer belongs as much to the undead as to demons -- in fact the layer has the Minor Negative-Dominant trait. Still, fiendish mosses and fungi grow on the edges of crusty tundra. Tombstones of every imaginable and unimaginable type dot the frozen landscape, sometimes standing alone and sometimes grouped haphazardly as if in a small cemetery. Undead range everywhere.
Naratyr: Naratyr, called the City of The Dead, is a cold realm carved into the surface of a frozen ocean. Naratyr’s icy architecture is a frigid necropolis of tall mausoleums, towering funeral obelisks, crypt parapets, and carpets woven of hair removed from thousands of unquiet dead that reside in Naratyr. The city’s warlike legions include Jorogumos, vampiric giants, and liches of all varieties. The rank and file population is mostly zombies, ghouls, and other decaying corpses that move with a dark purpose.
OTHER ABYSSAL LAYERS
No tome could hope to catalogue the innumerable Abyssal layers. However, a few interesting layers are described below. Other realms controlled by the many demon princes also abide in the Abyss. Intrepid explorers who care little for their life may discover them.
Realm of A Million Eyes: the 6th layer of the Abyss is home to The Great Mother, whom beholders revere. The realm is a network of countless twisting tunnels, and living eyes stud the tunnel walls like encrusted gems. In fact, each eye on the wall is an eye of The Great Mother. Beholders roam the eye-studded tunnels, preying on one another as well as any demons or other visitors who might accidentally fall from the Plain of Infinite Portals.
Ice Wastes: the 23rd layer of the Abyss is a bitterly cold plane of miles-deep ice, devoid of most life. A distant sun no brighter than the Material Plane’s moon lights this plane. The Ice Wastes are the province of Frost Giants who serve Kostchtchie, their demon prince. Frost giant mages dwell with their prince in the Glacier Citadel, a fortress carved into the creaking ice between two towering peaks. Spring never comes to the Ice Wastes, and most of its inhabitants live in underground strongholds or caverns.
Demonweb Pits: the 66th layer of the Abyss is home to Lloth, the Spider Queen. The plane folds in upon itself so that it resembled a great web. A dizzying array of web tunnels interconnect with fractal complexity. Each strand is strung with portals onto the planes where Lloth is worshipped. Lloth’s palace is said to be a mobile iron stronghold shaped like a spider, perpetually crawling across her planar web.
Abysm: the 88th layer of the Abyss, called Brine Flats, is home to Demogorgon, one of the most powerful demon princes. It is a realm of briny water and rocky prominences used as rookeries by flying demons. Aboleths, krakens, and demonic manta rays war in the depths, but all bow before Demogorgon’s might. Here, Demogorgon has his terrible palace, Abysm.
The portion of Abysm above water takes the form of two serpentine towers, each crowned by skull-like minarets. Here, Demogorgon wields his arcane might, attempting to induce the very Abyss to vomit forth its secrets. The bulk of his palace extends deep underwater, in chill and darkened caverns that have never seen light. The demon prince hoards his strength, only rarely involving himself directly in the Blood War. his designs go far deeper.
Slime Pits: the 222nd layer is home to both Juiblex, the Slime Lord, and Zuggtmoy, the Lady of Fungi. The layer is a bubbling morass of oozing, fetid sludge called the Amoebic Sea. vast expanses of caustic slime engender strange life forms, sometimes by the will of the demons who reside here, but sometimes spontaneously.
Fortress of Indifference: the 348th layer is a lonely blasted plain of tumbled rocks, jagged pinnacles, and sinister gorges devoid of natural life. Crimson clouds scrub the sky, and freezing winds lash a traveler’s eyes and skin. Here stands the Fortress of Indifference, a single 200-foot-tall tower of black iron gridwork. Humanoids of every variety or woven into the metal itself, used as a ghastly mortar. Most of the forms are dead, but many are undead and constantly claw at the air.
The Fortress houses outcast demons, half-fiends, and tieflings. Though these creatures are evil through and through, they have turned their backs on the Blood War. a demon named Tapheon rules this fortress. Tapheon’s form is horribly scarred, and he constantly wears a body-brace of rusty iron that keeps his bloated form upright with long hooks.
Tapheon’s favourite toy is a magic rod call Despoiler of Flesh, fashioned from sewn-together tongues. With it, the demon can alter any creature’s shape to any other shape the imagination can provide. Of course, the imagination of a demon is a foul thing, and the rod brings the ghastliest things to life.
Noisome Vale: the 489th layer of the Abyss was once ruled by a powerful Balor called Tarnhem, though he has gone missing. The layer’s atmosphere is a haze of acidic gas constantly regenerated by volcanic vents that scar an utterly blasted landscape. A ravine cuts through the landscape of the Noisome Vale, but it is not filled with water or even condensed acid. Instead, it channels a flood of thick writhing worms that vary in length between 1 inch and 10 feet. The worms inhale the sulfur fumes endemic to the layer and exhale breathable air. The worms’ respiration affects both shores of the river to a distance of 50 feet on either side, effectively scrubbing the air free of sulfur gas.
Tarnhem’s manor is built along the ravine. Thanks to the worms, it possesses a breathable atmosphere, though the constant susurrus of the writhing worms below is maddening. Tarnhem’s demonic staff still maintains the manor despite the absence of Tarnhem himself (the staff believes he is imprisoned offplane). Despite Tarnhem’s disappearance, the demons that guard the manor still take a dim view of unannounced visitors.
Andor Cosmology: Unseelie realms
General | Posted 6 years agoPURGATORY
Normal Gravity.
Normal Time.
Infinite Size.
Highly Morphic: Purgatory reacts easily to the creative will of its inhabitants and to the mood of those around. With a DC 11 Wisdom check, anyone can alter minor details of the plane in an area up to 10ft per point of Charisma they have and centered on themself. Such details include the existence of any raw materials, the colour, shape, smell, or other features of anything within the affected area, and even the presence of sounds or phenomena such as a cool breeze or gentle warmth or soft rain. With a DC 20 Wisdom check, anyone can change one trait within the affected space, such as making the direction of gravity subjective, or making time flow differently, or making the area mildly negative energy dominant.
No Elemental or Energy Dominant Traits: at random times, the plane will temporarily become Fire-Dominant or Water-Dominant. But overall, the plane does not have any elemental or energy dominant traits.
Strongly Chaos-Aligned.
Impeded Magic: spells with the Lawful descriptor fizzle out unless the castor succeeds at a Spellcraft check (DC 15 + Spell Level).
PETITIONERS:
The souls of those who are are free-spirited and independent above all else are drawn to this plane like moths to a flame. Anarchists, drifters, vagabonds, rogues, and ne’er-do-wells are common Petitioners here, alongside dark heroes, dare-devils, vengeful loners, and solo adventurers. These Petitioners are immune to fire and cold and have resistances to electricity and acid. Additionally, Purgatory Petitioners automatically succeed at changing aspects of the plane within their affected range without having to make Wisdom checks.
PURGATORY, this plane, has only a single layer. The natural base state of the plane is an empty grey void, bereft of any features. The “ground” is intuitively there but unable to be distinguished from the rest of the infinite void of grey nothingness. Just a perfectly flat plane to walk on. Site goes out to the “horizon”, though it’s hard to tell just how far one can see into the void without a point of reference. Fortunately, everyone here is constantly creating or changing their own reality onto the blank canvas of the plane. Sometimes a battle of wills takes place when one person’s radius of effect overlaps another’s. At random (approximately a 5% chance every hour) the “weather” changes. If it was currently clear, the change has a 50% chance of being a firestorm (plane gains Fire-Dominant trait) and a 50% chance of being a downpour of rain (plane gains the Water-Dominant trait). If it was currently a firestorm, the change is either rain or clears up (50% chance each). If it was currently rain, the change is either a firestorm or clears up (50% chance each).
PANDEMONIUM
Objective Directional Gravity: down is whatever surface a creature is nearest. Essentially every surface is a floor.
Normal Time.
Infinite Size.
Divinely Morphic.
No Elemental or Energy Traits.
Mildly Chaos-Aligned.
Normal Magic.
PETITIONERS:
The insane, violent, and rowdy are drawn to this plane. Street fighters, thrashers, and rebels are some of the most common Petitioners, as well as bandits, raiders, thieves and thugs. Pandemonium Petitioners are immune to Sonic and Electric damage, and have resistance to Cold and Acid. they are, every one of them, utterly deranged.
Hearing on Pandemonium: the constant screams of the wind make it impossible to hear anything beyond 10 feet. Likewise, spells and effects that rely on sonic energy have their range limited to 10 feet. Travelers are temporarily deafened after 1d10 rounds of exposure to the winds, and permanently deafened after 24 hours of exposure. Temporarily deafened characters regain their hearing after 1 hour spent out of the wind. Ear plugs or similar devices negate the deafening effect. Of course, wearing earplugs effectively mimics the normal effects of being deafened.
PANDESMOS, the first layer of Pandemonium, has the largest caverns, with some big enough to hold entire nations. Large or small, most caverns are desolate and abandoned to the winds. Several of Pandesmos’ caverns and tunnels possess a feature in common besides the omnipresent wind. Streams of frigid water flow from cavern to cavern, some down the center of the tunnel in midair because of the objective gravity exerted by each wall cancelling out the others. Many of these streams, but not all, are tributaries of the River Styx.
Madhouse: a group of Eladrin known as the Bleak Cabal maintains a citadel in Pandesmos that serves as a way station for travelers. The Madhouse is a sprawling edifice of haphazardly organized buildings divided by several circular stone walls. The citadel is so large it fills up an entire cavern, covering every surface. The place is rife with travelers, Petitioners, and natives. Available services include lodging and most other services one might expect in a normal city. However, a respectable percentage of Madhouse’s population is insane, deaf, or both.
Winter’s Hall: this region of Pandesmos is snowy and blizzard-ridden. visibility , even when light can be had, is only a few feet. The snow never rests; the winds constantly whip it up so it coats tunnels and even creatures with a uniform layer of ice. Frost giants and winter wolves prowl the cold waste. These creatures serve a particularly cruel entity called many names but most often venerated as The Trickster.
COCYTUS, the second layer of Pandemonium, has tunnels that tend to be smaller than Pandesmos’, which means that they funnel the winds more strongly. The resulting wails have earned Cocytus the nickname “Layer of Lamentation”. Strangely, the tunnels on this layer bear the marks of having been hand-chiseled, but such an undertaking must have occured so long ago that years do not suffice as a measure.
Howler’s Crag: a jagged spike of stone stands in the center of Cocytus. The Crag is a jumbled pile of stones, boulders, and worked stone, as if a giant’s palace had collapsed in on itself. The Crag’s top is mostly a level platform about 8 feet in diameter, with a low wall surrounding it. The platform and those on it glow with an ephemeral blue radiance. The lower reaches of teh Crag are riddled with small burrows. Some are merely dead ends, but others connect. The wall of every burrow is covered with lost alphabets that supposedly spell out strange psalms, liturgies, and strings of numerals or formulas. Natives of Pandemonium say that anything yelled aloud from atop of the Crag finds the ears of the intended recipient, no matter where that recipient is in Pandemonium and despite the howling winds of the plane. The words of the message are borne on the shrieking, frigid wind. Fiendish Eladrin of various sorts have learned that visitors constantly trickle to the Crag. the visitors are usually archeologists, diviners, and those wishing to send a message to some lost friend or enemy. Most become the prey of the ambushing fiends.
Harmonica: legend tells of a site in Cocytus called Harmonica. In this place, the winds whip through a cavern with holes and tubes chiseled into gargantuan rock columns, creating a noise worse than anywhere else in the plane. Somewhere within this mazelike realm of tortured cacophony lies the true secret planeswalking; the art of traveling the planes without a portal, spell, or device of any kind. In all likelihood, this secret is a legend with no basis in fact, but that doesn’t stop the occasional seeker from finding, then dying among, the columns of Harmonia.
PHLEGETHON, the third layer, has normal gravity unlike the other layers. This gives rise to intricate stalagmite and stalactite formations, which in turn are constantly weathered by the brutal wind. The unrelenting noise of dripping water meshes with the howling of winds in Phlegethon’s narrow, twisting tunnels. The rock itself absorbs light and heat. All light sources, both natural and magical, only shine to half their normal distance.
Windglum: Windglum is a city of Banished in a cavern several miles wide and long, with enormous natural columns that hold up the cavern’s ceiling. Hundreds of ever-burning globes provide light for the city, illuminating a disordered sprawl of individual homes. The homes in turn surround a fortification known locally as the Citadel of Lords. Windglum is characterized by an aura of suspicion. The locals are unlikely to trust strangers, and many of Windglum’s citizens are mentally unstable. However, one inn in Windglum welcomes strangers. Called the Scaly Dog, it’s a place where a planar traveler can meet other wayfarers, hire mercenaries, gather information, or seek employment.
Citadel of Slaughter: the tumbled ruin of some vast citadel, its torturous passages channel cold winds on which can always be heard the sound of terrible battle Battle-mad Petitioners of all races infest the passages, and they desire nothing more than to hunt and slay eachother in cold blood. No one goes to the Citadel of Slaughter on purpose unless they seek to join the eternal slaughter.
AGATHION, the fourth and final layer. Here, the narrowing tunnels finally constrict down to nothing, leaving behind an infinite number of closed-off spaces filled with stale air or vacuum surrounded by an infinitude of solid stone. The portals that connect Agathion to the rest of Pandemonium open into the otherwise unreachable bubbles, but the act of stepping through a portal always sets off a windstorm. Unless you know where the portal is, the closed off spaces of Agathion are almost impossible to find. For this reason, forgotten spaces have been used by powerful entities as vaults where items are hidden away. Such items may include uncontrollable artifacts, precious mementos, lost languages, unborn cosmologies, and monsters of such cataclysmic power that they couldn’t be slain or otherwise neutralized.
THE DARK FIELDS
Normal Gravity.
Normal Time.
Infinite Size.
Divinely Morphic.
No Elemental or Energy Traits.
Mildly Chaos- and Mildly Evil-Aligned.
Normal Magic.
PETITIONERS:
The truly depraved, murderous, hedonist, and savage souls wind up as Petitioners here. Dark Fields Petitioners are immune to Cold and Acid, and have resistance to Fire and Poison. They gain Darkvision to 120 ft.
BRAVELLIR, the first layer, is a wide open flat plain. The sky is constantly overcast and dark, and there is no sunlight here. Only a perpetual night. The land is mostly flat, with grassy fields, thick forests, the occasional winding brook, and snowy taigas or tundras. To the north the land eventually begins to rise up into a mountainous region called the Dark Mountains, with tall magnificent peaks capped by shifting glaciers. Beyond these mountain lay mighty fjords and, beyond those, an endless ocean expanse called the Corpse Shore. Most of the denizens of this layer are Dark Elves, but most non-elf inhabitants of the plane make their homes on Bravellir.
Grove of Fetters: in a small clearing in an otherwise dense wood, there is a large tree in the center of the clearing surrounded by the other trees. This grove is the site of horrible rituals where mortals are sacrificed in orgiastic fashion by impaling on a spear and being bled to death or disemboweled while hanging from the spear against the tree. The ground is stained red from the blood soaked into it in front of the tree, and it’s hanging boughs loom over the bloody ground as if reaching for it.
MYRKALLA, the second layer of the Dark Fields, is a subterranean region of tunnels and caverns and wide gaping vaults. Underground springs, and veins of ore and marble, are plentiful here. Dark elves rule over the majority of this layer, and their grand cities are opulent and ostentatious. Some of these cities are decorated with brilliant displays of permanent Faerie Fire, but most are left in complete darkness, their beauty and architectural craftsmanship visible only to those with Darkvision.
River Gjoll: bubbling up from a natural spring, the river Gjoll is one of the only widely-known sources of fresh and potable water in Myrkalla. It flows along a long twisting tunnel, intersecting various other tunnels that cross it via bridge, and eventually empties into the River Styx as a tributary.
TARTARUS
Normal Gravity. On the orbs, gravity is exactly like the material plane. Between the orbs, there is no gravity.
Normal TIme.
Infinite Size.
Divinely Morphic.
No Elemental or Energy Traits.
Mildly Evil-Aligned.
Normal Magic.
PETITIONERS:
Petitioners on Tartarus reside on one of the five layers according to their particular treachery. Orthys holds politicians and national traitors, and Cathrys holds those who gave in to animal lusts when logic and reason would have served better. Minethys imprisons hoarders who could have helped others with their wealth but didn’t, a Colothys confines liars whose untruths harmed others. Finally, Porphatys is home to the shallow and self-absorbed who refused to help others when the opportunity presented itself. These Petitioners are immune to Cold and Acid, and resist Electricity and Fire. they have a +10 competence bonus on Bluff checks.
ORTHRYS, the outermost layer, has the most orbs. However, these orbs are spread far apart, and looking into the distance it is impossible to tell if there are an infinite number of such orbs, or if they eventually stop. The sky seems to be an empty void out here beyond the immediate vicinity of tiny planets. The orbs on this layer are covered in bogs and quicksand. The River Styx flows freely through this layer between the orbs and onto the surfaces of some of them, saturating the ground with its magic. Channels carved into the soft ground through eons of erosion are wide and deep. Where there is no river, there are swamps. Though patches of dry ground exist, they are rare and usually climb swiftly to rugged mountains where enraged titans dwell. Mosquitoes swarm the air above the bogs, annoying travelers. Even more annoying are the smooth-talking petitioners that populate this dreary realm.
Bastion of Last Hope: a fortress made of black igneous rock squats in a mountain range of Orthrys. The ambient, reddish light of the plane lends the Bastion of Last Hope a brooding air of menace. Only one entrance offers itself, and those entering can’t help but notice that the entrance strongly resembles the maw of some massive demonic toad. No one rules the Bastion. Instead, it serves as a sort of outpost for anarchists. Here a traveler can obtain all manner of forged documents, surgical alterations to aid a permanent disguise, and various other nefarious goods and services. It is a good place to find assassins, spies, and others of ill repute. But cunning travelers remember that they’re on a plane full of traitors, so they trust no one within the Bastion’s walls.
CATHRYS, the second layer, consists of orbs closer to the center of the plane than Orthrys. The orbs of Orthrys surround those of Cathrys like a concentric shell. The orbs of this layer are covered with fetid jungles and scarlet plains. The stench of decay fills the air, a roy fueled by acidic secretions of jungle plants. Those without immunity to acid are quickly rendered down to their component materials if they stay too long amid the swaying trees. The air deals 1d4 acid damage per minute, and some plants secrete more potent acids. The plains of Cathrys are more habitable. Vast, windswept grasslands cover the plains. Some patches posess razor-sharp leaves which can cut a traveler not mindful of them. Those who hustle or run on the plains must make a Reflex save (DC 20) each round or cut themselves for 1d4 Slashing damage.
Apothecary of Sin: located deep in the fetid jungles of an orb on Cathrys, the Apothecary of Sin is built from cunningly woven scraps of wood atop the trunk of a large tree, raising the structure of the building high above the swaying branches of the acid-laden leaves below. Rope-suspended catwalks lead to the treetops, but there are sections missing, probably victims of caustic storms. Sinmaker, a Mamuna who delights in all things poisonous, runs the Apothecary, where he sells mundane and exotic poisons and acids of all kinds. He also makes his own concoctions, in many unique varieties.
MINETHYS, the third layer of Tartarus, consists of orbs located even further to the center than those of the previous layer. These orbs are filled with sand. Stinging grit is driven so hard by the wind that it can strip an exposed being to the bone in a matter of hours, should one of the layer’s terrible windstorms spring up. Sandstorms are 10% likely in any given area per day. All who dwell in this area, mortal or fiend alike, cover themselves in cloth garments to block out the stinging sand. Tornadoes are common on Minethys. To avoid these hazards, petitioners live in miserable sand-filled pits dug by hand. Their crude pits must be constantly dug out to provide even the slightest shelter.
Sand Tombs of Payratheon: a vanished city built on an orb of Minethys eons ago, Payratheon is long buried, but its sand-drowned avenues, crumbled towers, and silted porticos still remain far below the shifting surface of the layer. Sometimes the shifting sands reveal Payratheon for an hour or longer, but it is always engulfed again by the sands. Tales of sand-swimming monsters and petrified undead corpses found in the buried city circulate in Tartarus.
COLOTHYS, the fourth layer, is a realm of mountains so tall, rough, and cruel as to stagger the imagination of a traveler from the Material Plane. Travel by foot is almost impossible here because the land is divided by canyons miles deep where it is not lifted to absurd heights by mighty tectonics. A few trading routes do exist, usually in the form of rickety bridges and cliff-face trails barely wide enough for one. It’s impossible to move normally away from the trade routes. Characters must make Climb checks (DC 15) to move ½-speed as a full-round action.
Garden of Malice: the hanging gardens of Colothys are found on a single orb of the layer that travelers would do well to avoid. To th inexperienced eye, many of the cliff faces and sheer drops of this orb are home to thick vines and tubers that sprout a riot of beautiful flowers. Characters who attempt to collect samples for their botanical collections quickly learn that the vines are animate and determined to wring the life from any creature that gets too close. Once every 600 days the vines release tiny spores that look like dandelion fluff into the atmosphere. The winds of the layer often send the seeds to other orbs where they are usually eaten by vermin, but a few find nourishing soil and survive to grow and sprout tubers in small nooks and forgotten cliffs.
PORPHATYS, the fifth layer of Tartarus, is a realm where each orb is coated in a cold shallow ocean fed by constant black snow. The snow and water are mildly acidic, automatically dealing 1d6 Acid damage per 10 minutes of direct exposure. Artificial structures do not last long on Porphatys. Small islands barely taller than sandbars rise above the waves. Most petitioners on this layer crow from atop these small islands, promising anything to those who would take them away. Despite their entreaties, they reward charity with betrayal at the first opportunity.
Ship of One Hundred: also called the White Caravel, this ship rides the cold seas of Porphatys with nobody on board but 100 stone sarcophagi. It wends between the islets of many orbs, somehow teleporting from one to the next, picking up stranded souls and other travelers who are brave (or foolish) enough to board. Anytime someone tries to open a sarcophagus, some unrecorded calamity devours all creatures currently on board, and the next time the ship puts in at port it is utterly devoid of all life. Stories have it that the ghostly white ship seeks to deliver its terrible cargo, but waits until the end-times to do so.
AGATHYS, the last layer, is also the coldest. It is a single orb of black ice streaked with crimson red. The air is bitterly cold, dealing 1d2 Cold damage each round. This layer has the Mildly Negative Dominant trait. Petitions here are half-embedded in the ice, their lies frozen on their lips.
Necromanteion: a black citadel carved out of the ice, where the grim accountant of the damned souls of Tartarus resides. The deserted entrance leads quickly to a wide hall called the Hidden Temple, which crawls with undead of all types. The pallid green glow of gibbering ghoul-light lanterns illuminates the area. Hundreds of onyx altars are evenly spaced around the hall, and fiendish priests constantly chant stanzas of a ghastly necromantic ritual. Besides chanting, the priests spend endless hours attending grotesque experiments on necrotic flesh piled on other altars. The office of the Accountant Of The Damned (a Devil with an unforgiving demeanor of judgement and scorn) is in the center of the Hidden Temple, though woe betide anyone who disturbs him. The Hidden Temple has many satellite chambers. Some hold food and quarters for the fiendish priests. Others have cells for the living captives destined to be strapped onto an onyx altar (or become food for a hungry priest). And some are special vaults where the relics of whatever faith the priests follow are sealed away. Finally, small tunnels lead deeper into the ice of the layer, supposedly connecting to vaults of horror so ghastly that even the fiendish priests shy away from exploring their depths. Otherwordly wailing and whispers rise up from the depths.
HADES
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Strongly Evil-Aligned
Entrapping: the plane of Hades saps all emotion from anyone within it. Travellers experience increasing apathy and despair while here. Colours become greyer and less vivid. Sounds duller. Even the demeanor of companions seems to be more hateful. Every week spent in Hades requires a Willpower Save (DC 10 +1 per consecutive week spent). Failure means the character has become trapped by the plane and can no longer leave, having no desire to do so. They become a petitioner of Hades and any memories of their life before coming here fade into nothingness. It takes a Wish or Miracle to restore such characters to normal.
The Greys: every day a creature without SR 10 spends on Hades, they must make a DC 13 Willpower Save or take 1 point of temporary Wisdom damage. A victim can be drained to a minimum Wisdom of 1 in this way. Unlike most ability score damage, Wisdom damage dealt by The Greys does not heal until the creature leaves Hades. This ability score damage represents increasing apathy, hopelessness, and despair. This effect is concurrent with the Entrapping trait, making it harder to resist the entrapping power of the plane.
Normal Magic
PETITIONERS:
Two types of petitioners exist on Hades. Shades appear as greyish ghosts, looking much as they did in life but insubstantial and withered. They hover or shuffle about aimlessly, blank expressions on their hollow faces. They rarely speak, instead crowding around visitors like moths to a flame, seeking the warmth of emotion and hope that living beings possess. These petitioners include anyone trapped by the plane’s oppressive gloom and apathy. They have incorporeality. Spirits of particularly selfish and malicious mortals become a special form of petitioner called Larvae. They appear as human-sized worms with the faces they had in life. Larvae serve as currency on the lower planes, especially among Hags, Liches, and Fiends. Most are as likely to be used as food as they are to power a spell. The rare “lucky” Larva is sometimes promoted to a different form of Archon. The gain immunity to Cold and Fire, resistance to Electricity and Acid, and several special qualities: Wounding (attacks cause bleed for 1 damage per round until a DC 15 Heal check or magical healing is applied), Disease (Devil Chills after wounding a creature if that creature fails a DC 17 Fortitude Save after the battle), and no planar committment.
ASPHODEL, the first layer of Hades, is a land of stunted trees, roving fields, and virulent disease. The River Styx originates on this layer, flowing out in a winding path that leads to the lower layers and to Tartarus and Gehenna.
LETHE, the second layer, is a place of grey mists that constantly twist and swirl among sickly trees and ominous bluffs. The thin fog limits vision to 100 feet at best, muffles sound, and eventually saturates everything with dampness. Many predators prowl the lands, hidden in the mists, including Fiendish Dire Wolves and Trolls. Vision, including Darkvision, is limited to 100 ft, and Perception checks suffer a -4 penalty (-20% penalty). The River Styx falls to this layer, and continues winding this way and that, leading offplane as well as to the lowest layer of Hades.
Hypnos: a small town tucked away in the misty pines, Hypnos is constructed of hewn pine taken from the surrounding forest. The town holds more than 5000 mortals and Shades, though they mostly remain inside their dwellings, giving the town a vacant feel. Great wooden gates bar entry to Hypnos, and both the gates and out wall bristle with spikes. Inside, a broad avenue leads to the town’s center, where a grey marble fountain stands. The wood of the buildings and gates oozes blood like sap, confirming the belief that petitioners are trapped within the wood.
PLUTON, the lowest layer, is one of dying willows, shrivelled olive trees, and night-black poplars. It is a realm where nobody wants to be and nobody can remember why they came. Of course, petitioners have no choice in the matter. The River Styx winds its way through this layer, disappearing into caverns and pits and leading away to Tartarus and to Gehenna.
Underworld: the underworld is contained within walls of grey marble that stretch for hundreds of miles and are visible for thousands of miles beyond that. A single double gate pierces the marble walls of the realm. Constructed of beaten bronze, the gates are dented and scarred by heroes intent on getting past. However, the gates are also guarded by Erinyes, Fiendish Hell Hounds and Harpies, and various undead creatures. Beyond the gate, the inside of the realm appears much like the outside. Blackened trees, stunted bushes, and wasted ground dominate the landscape. Larvae are everywhere, wriggling and squirming in the dust, as are grey wraithlike petitioners who are on the verge of being sucked completely dry of all emotion by the spiritual decay of the plane. When they lose the last shred of emotion they become one with Hades.
Elphame: the dark palace of Elphame is an oasis of gothic beauty in Hades, and home to the Butterfly Queen Una and her consort, the Nightmare King Finvarra. Una rules the Unseelie Court from her throne in Elphame, and pays a tithe every seven years to the underworld. Elphame is a grand citadel of stained glass, dark stone, and fine silver which houses a harem, a full-sized market, numerous stables, manors and keeps, chapels, and more. The grounds contain luscious gardens and fine vineyards, as well as farmland for miles. Here the organizers of the Wild Hunt rally their hosts for drills in preparation for the winter months. Within a hundred miles of the Palace’s main keep the realm has the Light Gravity trait. Spells of the Enchantment school are Extended, while spells of the Sun domain and with the Light descriptor are Impeded. Una and Finvarra have the power to make other changes if they so desire.
GEHENNA
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
Fire-Dominant
Mildly Evil-Aligned
Normal Magic
PETITIONERS:
Petitioners of Gehenna are greedy and grasping, caring only for themselves. Expect no favours from them unless proof of immediate recompense is at hand. Unlike on many of the other outer planes, these petitioners are more willful, traveling from layer to layer of their own personal quests for power. They’re looking for the ultimate exercise in free will, though they are destined to never find it. They are immune to Poison and Acid, and resistant to Fire and Cold. they have a +10 (+50%) competence bonus to Climb checks.
Falling on Gehenna: because every surface on Gehenna slopes at least 45 degrees (except for occasional ledges of artificial construction), moving from place to place is dangerous. Climb DCs range from 0 for ordinary slopes to 15 for steep areas and 25 for sheer cliffs. Creatures can move at ¼-speed as a move action on the sloping surfaces, or at ½-speed as a full-round action. Attempting to move faster incurs a -5 (-25%) penalty on the Climb check. Those who fail the climb check make no progress at all, and if they fail by 5 or more they fall. A falling creature bounces, rolls, and rebounds off the endless steep slope, landing in a random natural ledge some 10d0+100 feet below, and take 10d6 blunt damage (Reflex save for half, DC 10 on a slope, 35 in steep areas, and 45 on a cliff). A crit fail on the Ref save means the creature has instead fallen into a river of lava.
Combat on Gehenna: anyone on the surface of Gehenna’s mountains loses their Dex bonus to AC and cannot use a shield. Attackers get a +2 (+10%) bonus to attack climbers, even if they are climbing themselves. A climber who takes damage must immediately make a new Climb check against the slope’s DC. if they fail, they fall as described above.
KHALAS, the first layer, glows red-hot from the highly-active volcanic activity. Magma flows and pyroclastic ash are common features of these lower slopes, and steaming waterfalls streak the landscape. The falls never reach the bottom of Khalas, either evaporating or disappearing into bottomless fissures. The mightiest waterfalls are those made by the River Styx as it makes its tumultuous passage across this forbidding layer and on to the Nine Hells. The next layer can be seen in the distance, visible through the darkness, though it is so far away that it burns like a small blurry moon.
Teardrop Palace: located along the Styx, a nautilus-shaped pagoda crouches with two smaller shrines set beside it. A wrought-iron fence surrounds Teardrop Palace, which occupies an obviously deity-carved ledge. The pagoda measures miles on each side, as do the lesser shrines. A crowded bazaar thrives inside the pagoda, filled with milling Devils and Fiendish creatures, the occasional Archon or Axiomatic creature, and rarely an Anarchic creature. Many mortals and petitioners are also found here, shopping or trading. The bazaar buys and sells everything -- the ultimate black market, because almost everything has been stolen from some other plane. Prices are high and pickpockets are a constant threat, but the market has a reputation for selling exotic hard-to-find items.
The Crawling City: a great metropolis of obsidian and concrete, the Crawling City moves across Gehenna from layer to layer at the will of its master, by virtue of thousands of fiendish fire-immune arms grafted under the massive lower deck of the city. The Crawling City has a land speed and climb speed of 60 ft.
CHAMADA, the second layer, is the most savage. The slopes burn with constantly flowing magma so thick that solid cool ground is rare, and so bright that the glare blots out the sky itself. Cascading lava rivers sometimes harden and briefly dam the fiery flow, only to explosively burst forthe in new directions. Vents unexpectedly open, spewing fresh ejecta, and miniature volcanoes are common. The air itself is filled with feather-soft grey ash, which falls everywhere like dread snow, often dropping visibility to zero.
Tower Arcane: this tower rises high above the lava flows and ash clouds of Chamada, decorated with blades and spikes that promise pain and death to unwelcome visitors. Devil Wizards control the tower, which functions as a records vault and laboratory. All manor of research, history, spells, and files can be found here, though the information is well-protected by magic wards and non-magical defenses. The interior halls of the Tower Arcane support the bodies of flayed petitioners dangling from chains. The wizards use the blood of these petitioners (and the occasional unwelcome guest) to pen their notes and research. Torture paraphernalia line any walls not given over to bookshelves and archives. Deep below the Tower lies a vast library of particularly ghastly contracts with mortals, extending for miles. The most potent protective spells in the wizards’ arsenal protect the sanctity of the library from encroachment by molten rock or thieves. Each contract is inscribed on the living skin of a petitioner, burned in with magic and branding irons. Petitioners are strung on chains like popcorn on a string for miles in parallel lines of agony. The only thing on the mind of any given petitioner is its own particular contract and its personal pain.
MUNGOTH, the third layer, is far less volcanically active than the lower two layers. In fact, it’s quite cold and often covered by snowfall. The snow-ash mixture is slightly acidic, dealing 1d4 Acid damage per minute of exposure. Only artificial structures offer any lasting protection from the snowfall, which blows through any given area 80% of the time. The light of scattered volcanic vents is akin to the light cast by a full moon, making navigation across Mungoth’s icy slopes difficult. Even that light is sometimes snuffed out by a heavy snow and ash fall. The ice that accumulates on Mungoth’s slopes gives a -4 (-20%) circumstance penalty on Climb checks. The Fire-Dominant trait does not apply on this layer.
Valley of The Outcast: a deep chasm contains a well-hidden realm sheltered from the ever-present acidic snow. Built of equal parts basaltic rock and giant bones is a rough castle. The castle is scaled to the proportions of its master, an outcast Fire Giant Witch named Tastuo. Her eight siblings, fellow outcasts, are also witches who reside in the castle with their sister. Devils of the layer have several interlocking contracts with Tastuo, which helps ensure the Valley’s safety should her enemies ever find her. Tastuo never names those enemies, but her predicament makes her sympathetic to the plight of travelers seeking asylum. Thus, the Valley of The Outcast doubles as a way station for visitors in need, but only if they can find it.
KRANGATH, the highest layer of Gehenna, the Dead Furnace, is devoid of volcanic activity; it went inactive millennia ago. The Fire-Dominant trait does not apply here. Instead, Krangath has the Mildly Negative-Dominant trait. The great mountain of Krangath is a darkened pillar tumbling in the night. Krangath is shrouded in silence. No wind stirs and no light glimmers. This layer is dead. Petitioners are rare, and those that move about on this layer have learned to keep quiet, lest Melif, the Lich Lord, hear them.
Hopelorn: an artificially maintained ledge holds a precisely fashioned complex of obsidian. Dim reddish lights are visible in tiny slitlike windows throughout the complex. This is Hopelorn, the stronghold of Melif the Lich-Lord. Hopelorn is a mortuary city where sarcophagi glow like streetlights and necromantic energies dance wisp-like over every boulevard. Here, undead are welcome, but not so the living or petitioners, whom Melif regards as pathetic losers unable to properly manage the passing of their mortal lives. In Hopelorn, Melif and a cabal of liches and other powerful undead spellcasters conduct their undying research into the nature of life, death, and being. Sometimes Melif and his assembly capture fiends for outrageous experiments.
THE NINE HELLS
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Law- and Mildly Evil-Aligned
Normal Magic
PETITIONERS:
Evil, vain, ambitious souls unconcerned with others and bereft of empathy find their way to the Nine Hells to become Soul Shells, taking the form of ghost-white shades of their mortal forms, which devils cruelly mold and shape into twisted, agonized forms of horror. Only when the soul is so twisted and molded that it is truly, finally slain, does it merge with the essence of the Nine Hells. Sometimes, devils mold these petitioners to a specific macabre aesthetic. These standard hellish petitioners have resistance to Cold and Fire, but no immunities. Particularly vile petitioners become Lemures, the lowest form of Devil. Lemures appear as revolting blobs of molten flesh with vaguely humanoid torsos and heads. Hints of the petitioner’s former mortal features are visible when they are not too twisted by anguish. Lemures are mindless, completely broken down by the torment they have received during their molding, but they are still sensitive to telepathic messages by other devils and they obey their mental commands, doing the bidding of the most powerful Devil in the vicinity. Lemures are immune to Fire and Poison, have resistance to Cold and Acid, are Mindless, have SR 5, DR 5/Silver, and no planar commitment.
AVERNUS, the first layer, ruled by the Archdevil Bel, is a wasteland of charred rubble-strewn plains with mountains and talus-sided foothills breaking up the monotony. Legions of mail-clad Devils are on perpetual watch here, always assembling for some new cross-planar sortie. A dim red light from a large, cool red sun bathes the layer, never providing more than twilight-level light. Fireballs flit randomly in the sky, sometimes falling to the ground and detonating to terrible effect. Travelers not protected by caves or artificial structures are 10% likely per day to find themselves at ground center of a Fireball dealing 6d6 Fire damage. Runnels of blood flow in streams across Avernus, finally joining the River Styx as it meanders across this top Hell layer to Acheron. The origin of the blood rivers is unknown, but the Devils say it is likely the blood of Avernus’ past victims.
The Bronze Citadel: home of the Archdevil Bel, Lord of The First Hell, the Bronze Citadel is home to countless Devils and petitioners (both Soul Shells and Lemures), as well as some mortals. It is a hub for extraplanar travellers, and the River Styx flows right through the city.
Pillar of Skulls: this massive landmark of actual skulls represents trophies taken by Devils of their slain enemies. The pillar stands near the part of the ledge of Avernus where access to the next lower layer is an easy walk down a particularly tall metal spire of the City of Dis reaching up through the haze between layers. This spire sees quite a bit of Devil and petitioner traffic on its spiral stairwell -- and quite a few accidental and not-so-accidental falls. However, a massive cave holds a particularly terrible sentinel of the ledge: the dragon queen Tiamat.
DIS, the second layer, is a burning megalopolis of red-hot iron, ruled by the Archdevil Dispater the Archduke, Lord of the Second Hell. the red glow of infernal heat burns within the scorched iron walls, and a pall of smoke rises up to form a general dark haze over the entire layer. For the city is the layer and the layer is the city, Dis. this layer has the Fire-Dominant trait. Some claim a traveler who walks far enough can leave the city behind, concealed within a great ring of mountains. Ranks of red glowing buildings extend to every horizon, rising and falling according to the hidden terrain. Palatial mansions of particularly important Devils break the cityscape here and there. Every iron wall glows with heat, and casual contact deals 1d6 Fire damage. Even the iron cobblestones glow with heat. Without iron-shod boots, visitors soon writhe and burn in the streets. Screaming petitioners and mortals kidnapped from the Material Plane fill subterranean prisons beneath the streets. The sound of their agonized lament is usually audible from small vents in the city walls. Some sections of the city host markets and bazaars where creatures from a variety of different planes meet. Most seek to buy or sell questionable wares, or hire a bloodthirsty band of mercenaries for work that only a Devil could love. Crowds fill the streets. Parades of devilish nobility attended by Lemures and horribly sculpted Soul Shells vie with countless work gangs who constantly sally forthe to repair, extend, or remodel the city at the behest of Dispater, Lord of the Second.
The Iron Tower: Dispater’s personal redoubt, The Iron Tower is visible from every part of the City of Dis, for it reaches high above the city, piercing the haze of the layer.
MINAUROS, the third layer, ruled by the Archdevil Mammon the Viscount, Lord of the Third Hell, is a fetid swamp of mire and pollution. Acidic rain, bitter winds, and flesh-slicing hail rule the bog. The waters of the marsh are so cold in some places that they have iced over, while in others the dank water boils and steams with infernal heat. Terrible creatures with no names swim the murky waters, and even Devils fear to stray too far from their various cities. Where the layer is lowest a constant dribble of slimy water sluices into a long fall down to the fourth layer. Many a lost traveller and petitioner have accidentally been caught up in that long lethal fall to Phlegethos.
The City of Minauros: this metropolis of Devils gives the layer its name. Minauros is also called the Sinking City, because the stony weight of the city is forever slipping beneath the cesspool waters. Only the eternal effort of a stream of petitioners and slaves keeps the city from finally succumbing to the swamp, but still the city sinks a little farther into the mud every year. Ruins below the city are said to contain vast riches. Mammon rules the layer from a mausoleumlike structure of massive proportions in the center of the Sinking City.
Jangling Hiter: the City of Chains, Jangling Hiter hangs suspending above the bog of the layer from thick metal links. Jangling Hiter is ruled by Kytons (Chain Devils). Though they consider themselves equals, the Kytons generally defer to a particularly clever Kyton named Quimath who resides in a cathedral-like triple-towered structure in the heart of Jangling Hiter called Panos Qytel. The lowest portions of the city just graze the roiling swamp, but the strength of the chains keeps the mire from drawing Jangling Hiter down where so many other cities have drowned. No one knows to what structure the suspending chains are finally attached, though a good bet is that they actually pierce the layer boundary and connect to the underside of the City of Dis above. The hail-laden clouds hide the truth of the matter.
PHLEGETHOS, the fourth layer, is a place of fire and pain ruled by the father-&-daughter Archdevils Lady Fierna and Archduke Belial, Lords of the Fourth Hell. rivers of liquid fire rule the land, and the air is consumed with dancing flames. In fact, the layer of Phlegethos has the Fire-Dominant trait. Creatures without Fire Resistance or immunity are soon immolated.
Abriymoch: this city of hardened magma, obsidian, and crystal squats in the caldera of an almost extinct volcano. Abriymoch’s foundation is said to be the grave of a deity slain by Asmodeus. The city offers some protection from the fiery environment of the rest of Phlegethos. but even so, certain quarters are open to the raging flame. A legion of more than 5000 Hamatula Devils resides here. A Pit Fiend named Gazra commands the Hamatulas, but he answers directly to the Lords of the Fourth, Fierna and Belial. They also reside in Abriymoch in a palace of jagged obsidian built on one lip of the caldera.
STYGIA, the fifth layer, ruled by the Archdevil Prince Levistus, Lord of the Fifth Hell, is a realm of cold and ice. It has the Cold-Dominant trait. Most of the layer is drowned in a sea of crushing ice floes and icebergs. The only open water is the rushing River Styx, though icebergs and fiendish sharks make navigating it quite dangerous. Lightning constantly rips through the sky, so flying creatures are particularly rare except for those that are immune to electricity. Ice floes serve as the foundation for many devilish cities and castles.
Tantlin: The City of Ice, Tantlin is the largest city on the layer. Like the smaller cities, it is built on an ice floe, but it has a “harbour” bordering on one side of the nearby River Styx. the city is ruled by a Pit Fiend, though she rarely stirs from her citadel. This “hand-off” approach leaves the streets to various gangs interested in dispensing their own law at the expense of eachother. The gangs are a motley assortment of Devils, though a few planar mortals of evil disposition also run with the packs. Despite the disarray in the streets, Tantlin actually serves as a cross-planar trading stop due to its location on the Styx. the residents of Tantlin can’t long forget the ruler of the layer, Prince Levistus, because he is frozen deep within the heart of an iceberg (Levistus’ Tomb) that floats in the middle of the harbour. Despite his immobility Levistus is fully aware of the events occurring on Stygia and he is able to telepathically communicate with the other Devils of the layer at will within a 10-mile radius.
Sheyruushk: this underwater realm is accessible from a crack between two icebergs not too far from Tantlin. The icy waters are dark, but that does not bother the sharklike Sahuagin who live here. The monstrous aquatic humanoids cavort in the court of their foul deity. Awful rites pay homage to the brutal shark god in which captive Devils feature prominently as sacrifices. Fiendish Sharks of every size and every type constantly roam the waters of Sheyruushk, though both the sharks and the Sahuagin often swim up into the River Styx. they love to sink boatmen and merchant vessels.
MALBOLGE, the sixth layer, ruled by the Hag Countess, Lord of the Sixth Hell, is an endless rocky slope. Cascades of boulders are frequent, pulping anything in their path. Above, the sky boils with leprous colours. The Devils on this layer take shelter in copper-clad fortresses designed to channel and deflect the frequent rock-flows. However, nothing can withstand the worst of the avalanches. The rocky slopes of Malbolge are like Gehenna’s, and a Climb check is is required to move around on this hell’s surface.
MALADOMINI, the seventh layer, ruled by the Fallen Angel Baalzebub the Lord of Flies, Lord of the Seventh Hell, is dotted with ruined and abandoned cities. Under the blood-black sky, petitioners quarry, carve, and build new cities for the Lord of the Seventh. Mine pits, slag heaps, and brackish canals cover the land like sores. Newer cities are built upon the backs of older ruins. As each city is finished, Baalzebub’s dissatisfaction forces his subjects to begin anew. The abandoned cities are not empty. They serve as homes for petitioners who’ve fled their devilish tormentors, beasts from other planes who’ve become especially lost, and lost planar travellers who don’t want to be found.
Malagard: the current city under construction is called Malagard, and it serves as home for the Lord of the Seventh, Baalzebub. It is a beautiful city of perfectly straight boulevards, fountains of delicate yet terrible visage, and towers that reach straight as an arrow into the blood-black sky. It is the greatest city yet seen in Maladomini, but no one doubts that it, too, will soon be abandoned, as Baalzebub strives for hellish perfection in all things.
Grenpoli: the City of Diplomacy, this city is domed and access is granted only through one of four gates on the city’s exterior. Entrance to the city comes after a thorough search during which all weapons are taken for the duration of a visitor’s stay. Strife and open displays of magical aggression are against the law, and those who break the law are slain immediately. The Political School of The Nine Hells, in Grenpoli, is where enterprising devilish nobility come to learn about treachery and deception. An Erinyes named Mysdemn Wordtwister rules Grenpoli.
CANIA, the eight layer, ruled by the Archdevil Mephistopheles, Lord of The Eighth Hell, is another realm of cold, and has the Cold-Dominant trait. Glaciers moving as fast as a running man grind and crash against eachother, sending avalanches of snow down upon any creature unfortunate enough to be caught between the battling ice titans. The frigid cold penetrates even the warmest natural clothing. Characters take 3d10 Cold damage every round they are in an unsheltered area in Cania. Moving glaciers often reveal thousand-year-old corpses, past victims of the merciless chill.
Mephistar: a blue-white jewel fashioned of ice, this mighty citadel perches upon an equally impressive glacier named Nargus. Clouds of vapor constantly roll off the sides of the icy spike. The glacier’s movement is controlled by the Lord of the Citadel, Mephistopheles, and Nargus has flowed over and obliterated many a lesser glacier, as well as its share of rival fiendish armies caught unaware in Cania. The interior of Mephistar is heated. In fact, lavish heated baths, scented fires, and hell-bright tapestries are everywhere. Gelugon nobles abide in the warm sanctuary of Mephistar, waiting on the whims of their lord, Mephistopheles, who is Lord of the Eighth.
Shapes In The Ice: some glaciers in Cania entomb alien shapes frozen in the heart of the ice. The frosted glacier distorts vision, so it’s difficult to make out exactly what’s buried in such an icy prison. From time to time enterprising mortals melt exploratory shafts toward particularly intriguing blots. Some of the blots are apparently Angels, Archons, and Eladrin frozen in place fighting spined creatures of unknown origin. Other shapes are abandoned cities of prosaic or alien design.
The Pit: mighty glaciers form a ledge surrounding a dark pit several hundred feet in diameter. The utterly dark Pit is the primary access down to the lowest hell, Nessus. One Devil-guarded stairway cuts back and forth down one glacier’s face, and on each landing sits a guard tower bristling with Gelugons. Of course, one could forgo the stairs and plunge directly into the Pit. however, a supernaturally strong downdraft makes any type of flying a chancy proposition. Fliers must make a Reflex Save (DC 30) when they first enter the downdraft, or be dashed into the sky side of the Pit for 20d6 damage. If they succeed they;ve managed to find a stable tunnel of air within the swirling wind and can descend to Nessus normally.
NESSUS, the lowest layer, ruled by Asmodeus the King of the Nine Hells, Lord of the Ninth, is a plain shattered by rifts deeper than the deepest ocean trench. Many of the ravines and canyons here reach thousands of miles into undifferentiated dead stone. Most of the trenches seem natural, but some appear as if they were cut or blasted into the land. Rumour has it that an offshoot of the Styx flows here and there, dropping into trenches and trickling its way across the layer. Few know how to reach this tributary if it exists at all. Asmodeus has the power of a Lesser Deity.
ACHERON
Objective Directional Gravity: down depends on which face of the cube you are on.
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Law-Aligned
Normal Magic
PETITIONERS:
The souls of soldiers who killed for a cause they do not believe, and killed happily, tend to wind up as petitioners of Acheron. So, too, do revolutionaries and terrorists slain on the Material Plane, who often become Renegade Commanders who cannot rest until they are slain and finally merge with the plane itself. These Petitioner Commanders are immune to Electricity and Sonic, have Resistance to Cold and Fire, and all members of a renegade army within 100 ft of the petitioner commander receive a +2 morale bonus on Saving Throws and a +1 morale bonus on attack and damage rolls.
AVALAS, the first layer, is also called the Battle Plains. It contains the most cubes, and enough armies and fortresses to populate them. The clash of distant cubes is indistinguishable from the closer clash of a nearby battlefield. The cubes vary from city-sized to continent-sized. The smallest cubes are usually the oldest, having been reduced to their present size by eons of collisions.
Clangor: this cube is completely carved and tunneled to house a single great set of barracks for the goblin nations and their eternal war. The towers and walls of Clangor are arranged with deadly precision to inflict the greatest damage on any attacking force. The air is cold and dry, and breath fogs the air. What regions are not given over to goblin barracks hold wolf warrens for elite goblin riders. Because most of the forces of Clangor are goblinoid petitioners, no great store of food is necessary. However, some heavily guarded stores are available for mortals, wolves, and other creatures that also reside on Clangor, brought from offplane at a hefty price through heavily-guarded portals.
Nishrek: like Clangor, this metallic cube is carved and tunneled and houses great legions of orc troops. It is home to many fortress towns such as Rotting Eye, White Hand, and Three Fang.
Scourgehold: a fortress on a particularly large cube, this many-walled edifice of iron and stone is bristling with watchtowers and roving siege engines. The innermost structure, The Great Coliseum, is a miles-wide many-leveled arena of beaten bronze and glass. Here, legions constantly train in the arts of war. Scourgehold is the stronghold of a power-hungry warlord, but it changes hands often in near-endless siege.
THUDLANIN, the second layer of Acheron, is much like the first. However, Thuldanin’s population is quite small. The cubes of this layer are riddled with pockets and hollows. Surface pits lead down into labyrinthine spaces cluttered with the refuse of every war that was ever fought. Broken scraps of a plethora of devices are everywhere. Great ships that have burst asunder, toppled siege towers, enormous weapons, steam-driven carriages, flying devices of every description, and contraptions with even more obscure sources of power and purpose can be found within these cubes. Most of the refuse is inoperative, petrified to stonelike immobility by the “preservative” quality of the layer. Scavenging for intact weapons is an occupation for many a team of salvagers and opportunists, because many quality weapons and engines of war are scattered through the rubble on Thuldanin. Persistent searchers can uncover items of fantastic power and intriguing mechanism which they can use or at least copy. But wise salvagers don’t spend too long on Thuldanin because creatures can be petrified the same as objects.
Resisting Preservation: the same preservative quality that afflicts objects on Thuldanin also afflicts living, undead, and petitioner alike. Any given object or creature is 1% likely per 28 days spent on Thuldanin of spontaneously petrifying into stone. Creatures, if potentially afflicted, can avoid the effect with a DC 18 Fortitude Save. only a Wish or Miracle can reverse the petrification.
TINTIBULUS, the third layer, is full of irregularly shaped polyhedrons made of grey volcanic stone each coated in a layer of ashen dust to a depth of several inches. When collisions occur, the geometric solid fractures along natural fault lines, splitting into two or more smaller solids. The constant collisions create a ringing bell-like roar throughout the layer at all times. The constant ringing causes a -4 circumstance penalty on all Listen checks.
OCANTHUS, the lowest layer, is a lightless swarm of fast-flying razor-thin shards of black ice. Some are as thin as needles, while others are miles wide. The largest shards have their own objective gravity like the cubes and polyhedrons of the upper layers, as well as breathable, if icy cold, atmospheres. The shards all originate from the night-black lower boundary of Ocanthus, a sheet of infinite, magically charged black ice. Their collisions break them into progressively smaller shards, then into needles, and then dust. Some say the ice sheet holds every memory that was ever stolen by the River Styx, still frozen into the black ice. The ice sheet has objective direction gravity.
Cabal Macabre: built on the surface of the boundary ice is a crystaline castle of delicate yet horrifying architecture. It gleams with a pale heartless light all its own -- the only point of light in this otherwise pitch-black layer. On closer examination a visitor notes that the translucent outer walls of the ornate castle are crenelated with ice sculptures depicting skeletons of every race in the multiverse. Inside the castle dwell countless undead, and the whispers and chants of arcane spells. No one knows who is master of this castle, but legend holds that it is a powerful and wicked witch who kidnaps spellcasters to test their skill and knowledge of the arcane arts, and kills anyone who fails to pass her impossibly strict exams.
Bladestorms on Ocanthus: creatures not protected by some supremely strong structure (which eventually is breached anyway) are subject to the equivalent of a greatsword attack (2d6 damage) every round with a +10 attack bonus. Damage Reduction does not apply, but Hardness does.
Normal Gravity.
Normal Time.
Infinite Size.
Highly Morphic: Purgatory reacts easily to the creative will of its inhabitants and to the mood of those around. With a DC 11 Wisdom check, anyone can alter minor details of the plane in an area up to 10ft per point of Charisma they have and centered on themself. Such details include the existence of any raw materials, the colour, shape, smell, or other features of anything within the affected area, and even the presence of sounds or phenomena such as a cool breeze or gentle warmth or soft rain. With a DC 20 Wisdom check, anyone can change one trait within the affected space, such as making the direction of gravity subjective, or making time flow differently, or making the area mildly negative energy dominant.
No Elemental or Energy Dominant Traits: at random times, the plane will temporarily become Fire-Dominant or Water-Dominant. But overall, the plane does not have any elemental or energy dominant traits.
Strongly Chaos-Aligned.
Impeded Magic: spells with the Lawful descriptor fizzle out unless the castor succeeds at a Spellcraft check (DC 15 + Spell Level).
PETITIONERS:
The souls of those who are are free-spirited and independent above all else are drawn to this plane like moths to a flame. Anarchists, drifters, vagabonds, rogues, and ne’er-do-wells are common Petitioners here, alongside dark heroes, dare-devils, vengeful loners, and solo adventurers. These Petitioners are immune to fire and cold and have resistances to electricity and acid. Additionally, Purgatory Petitioners automatically succeed at changing aspects of the plane within their affected range without having to make Wisdom checks.
PURGATORY, this plane, has only a single layer. The natural base state of the plane is an empty grey void, bereft of any features. The “ground” is intuitively there but unable to be distinguished from the rest of the infinite void of grey nothingness. Just a perfectly flat plane to walk on. Site goes out to the “horizon”, though it’s hard to tell just how far one can see into the void without a point of reference. Fortunately, everyone here is constantly creating or changing their own reality onto the blank canvas of the plane. Sometimes a battle of wills takes place when one person’s radius of effect overlaps another’s. At random (approximately a 5% chance every hour) the “weather” changes. If it was currently clear, the change has a 50% chance of being a firestorm (plane gains Fire-Dominant trait) and a 50% chance of being a downpour of rain (plane gains the Water-Dominant trait). If it was currently a firestorm, the change is either rain or clears up (50% chance each). If it was currently rain, the change is either a firestorm or clears up (50% chance each).
PANDEMONIUM
Objective Directional Gravity: down is whatever surface a creature is nearest. Essentially every surface is a floor.
Normal Time.
Infinite Size.
Divinely Morphic.
No Elemental or Energy Traits.
Mildly Chaos-Aligned.
Normal Magic.
PETITIONERS:
The insane, violent, and rowdy are drawn to this plane. Street fighters, thrashers, and rebels are some of the most common Petitioners, as well as bandits, raiders, thieves and thugs. Pandemonium Petitioners are immune to Sonic and Electric damage, and have resistance to Cold and Acid. they are, every one of them, utterly deranged.
Hearing on Pandemonium: the constant screams of the wind make it impossible to hear anything beyond 10 feet. Likewise, spells and effects that rely on sonic energy have their range limited to 10 feet. Travelers are temporarily deafened after 1d10 rounds of exposure to the winds, and permanently deafened after 24 hours of exposure. Temporarily deafened characters regain their hearing after 1 hour spent out of the wind. Ear plugs or similar devices negate the deafening effect. Of course, wearing earplugs effectively mimics the normal effects of being deafened.
PANDESMOS, the first layer of Pandemonium, has the largest caverns, with some big enough to hold entire nations. Large or small, most caverns are desolate and abandoned to the winds. Several of Pandesmos’ caverns and tunnels possess a feature in common besides the omnipresent wind. Streams of frigid water flow from cavern to cavern, some down the center of the tunnel in midair because of the objective gravity exerted by each wall cancelling out the others. Many of these streams, but not all, are tributaries of the River Styx.
Madhouse: a group of Eladrin known as the Bleak Cabal maintains a citadel in Pandesmos that serves as a way station for travelers. The Madhouse is a sprawling edifice of haphazardly organized buildings divided by several circular stone walls. The citadel is so large it fills up an entire cavern, covering every surface. The place is rife with travelers, Petitioners, and natives. Available services include lodging and most other services one might expect in a normal city. However, a respectable percentage of Madhouse’s population is insane, deaf, or both.
Winter’s Hall: this region of Pandesmos is snowy and blizzard-ridden. visibility , even when light can be had, is only a few feet. The snow never rests; the winds constantly whip it up so it coats tunnels and even creatures with a uniform layer of ice. Frost giants and winter wolves prowl the cold waste. These creatures serve a particularly cruel entity called many names but most often venerated as The Trickster.
COCYTUS, the second layer of Pandemonium, has tunnels that tend to be smaller than Pandesmos’, which means that they funnel the winds more strongly. The resulting wails have earned Cocytus the nickname “Layer of Lamentation”. Strangely, the tunnels on this layer bear the marks of having been hand-chiseled, but such an undertaking must have occured so long ago that years do not suffice as a measure.
Howler’s Crag: a jagged spike of stone stands in the center of Cocytus. The Crag is a jumbled pile of stones, boulders, and worked stone, as if a giant’s palace had collapsed in on itself. The Crag’s top is mostly a level platform about 8 feet in diameter, with a low wall surrounding it. The platform and those on it glow with an ephemeral blue radiance. The lower reaches of teh Crag are riddled with small burrows. Some are merely dead ends, but others connect. The wall of every burrow is covered with lost alphabets that supposedly spell out strange psalms, liturgies, and strings of numerals or formulas. Natives of Pandemonium say that anything yelled aloud from atop of the Crag finds the ears of the intended recipient, no matter where that recipient is in Pandemonium and despite the howling winds of the plane. The words of the message are borne on the shrieking, frigid wind. Fiendish Eladrin of various sorts have learned that visitors constantly trickle to the Crag. the visitors are usually archeologists, diviners, and those wishing to send a message to some lost friend or enemy. Most become the prey of the ambushing fiends.
Harmonica: legend tells of a site in Cocytus called Harmonica. In this place, the winds whip through a cavern with holes and tubes chiseled into gargantuan rock columns, creating a noise worse than anywhere else in the plane. Somewhere within this mazelike realm of tortured cacophony lies the true secret planeswalking; the art of traveling the planes without a portal, spell, or device of any kind. In all likelihood, this secret is a legend with no basis in fact, but that doesn’t stop the occasional seeker from finding, then dying among, the columns of Harmonia.
PHLEGETHON, the third layer, has normal gravity unlike the other layers. This gives rise to intricate stalagmite and stalactite formations, which in turn are constantly weathered by the brutal wind. The unrelenting noise of dripping water meshes with the howling of winds in Phlegethon’s narrow, twisting tunnels. The rock itself absorbs light and heat. All light sources, both natural and magical, only shine to half their normal distance.
Windglum: Windglum is a city of Banished in a cavern several miles wide and long, with enormous natural columns that hold up the cavern’s ceiling. Hundreds of ever-burning globes provide light for the city, illuminating a disordered sprawl of individual homes. The homes in turn surround a fortification known locally as the Citadel of Lords. Windglum is characterized by an aura of suspicion. The locals are unlikely to trust strangers, and many of Windglum’s citizens are mentally unstable. However, one inn in Windglum welcomes strangers. Called the Scaly Dog, it’s a place where a planar traveler can meet other wayfarers, hire mercenaries, gather information, or seek employment.
Citadel of Slaughter: the tumbled ruin of some vast citadel, its torturous passages channel cold winds on which can always be heard the sound of terrible battle Battle-mad Petitioners of all races infest the passages, and they desire nothing more than to hunt and slay eachother in cold blood. No one goes to the Citadel of Slaughter on purpose unless they seek to join the eternal slaughter.
AGATHION, the fourth and final layer. Here, the narrowing tunnels finally constrict down to nothing, leaving behind an infinite number of closed-off spaces filled with stale air or vacuum surrounded by an infinitude of solid stone. The portals that connect Agathion to the rest of Pandemonium open into the otherwise unreachable bubbles, but the act of stepping through a portal always sets off a windstorm. Unless you know where the portal is, the closed off spaces of Agathion are almost impossible to find. For this reason, forgotten spaces have been used by powerful entities as vaults where items are hidden away. Such items may include uncontrollable artifacts, precious mementos, lost languages, unborn cosmologies, and monsters of such cataclysmic power that they couldn’t be slain or otherwise neutralized.
THE DARK FIELDS
Normal Gravity.
Normal Time.
Infinite Size.
Divinely Morphic.
No Elemental or Energy Traits.
Mildly Chaos- and Mildly Evil-Aligned.
Normal Magic.
PETITIONERS:
The truly depraved, murderous, hedonist, and savage souls wind up as Petitioners here. Dark Fields Petitioners are immune to Cold and Acid, and have resistance to Fire and Poison. They gain Darkvision to 120 ft.
BRAVELLIR, the first layer, is a wide open flat plain. The sky is constantly overcast and dark, and there is no sunlight here. Only a perpetual night. The land is mostly flat, with grassy fields, thick forests, the occasional winding brook, and snowy taigas or tundras. To the north the land eventually begins to rise up into a mountainous region called the Dark Mountains, with tall magnificent peaks capped by shifting glaciers. Beyond these mountain lay mighty fjords and, beyond those, an endless ocean expanse called the Corpse Shore. Most of the denizens of this layer are Dark Elves, but most non-elf inhabitants of the plane make their homes on Bravellir.
Grove of Fetters: in a small clearing in an otherwise dense wood, there is a large tree in the center of the clearing surrounded by the other trees. This grove is the site of horrible rituals where mortals are sacrificed in orgiastic fashion by impaling on a spear and being bled to death or disemboweled while hanging from the spear against the tree. The ground is stained red from the blood soaked into it in front of the tree, and it’s hanging boughs loom over the bloody ground as if reaching for it.
MYRKALLA, the second layer of the Dark Fields, is a subterranean region of tunnels and caverns and wide gaping vaults. Underground springs, and veins of ore and marble, are plentiful here. Dark elves rule over the majority of this layer, and their grand cities are opulent and ostentatious. Some of these cities are decorated with brilliant displays of permanent Faerie Fire, but most are left in complete darkness, their beauty and architectural craftsmanship visible only to those with Darkvision.
River Gjoll: bubbling up from a natural spring, the river Gjoll is one of the only widely-known sources of fresh and potable water in Myrkalla. It flows along a long twisting tunnel, intersecting various other tunnels that cross it via bridge, and eventually empties into the River Styx as a tributary.
TARTARUS
Normal Gravity. On the orbs, gravity is exactly like the material plane. Between the orbs, there is no gravity.
Normal TIme.
Infinite Size.
Divinely Morphic.
No Elemental or Energy Traits.
Mildly Evil-Aligned.
Normal Magic.
PETITIONERS:
Petitioners on Tartarus reside on one of the five layers according to their particular treachery. Orthys holds politicians and national traitors, and Cathrys holds those who gave in to animal lusts when logic and reason would have served better. Minethys imprisons hoarders who could have helped others with their wealth but didn’t, a Colothys confines liars whose untruths harmed others. Finally, Porphatys is home to the shallow and self-absorbed who refused to help others when the opportunity presented itself. These Petitioners are immune to Cold and Acid, and resist Electricity and Fire. they have a +10 competence bonus on Bluff checks.
ORTHRYS, the outermost layer, has the most orbs. However, these orbs are spread far apart, and looking into the distance it is impossible to tell if there are an infinite number of such orbs, or if they eventually stop. The sky seems to be an empty void out here beyond the immediate vicinity of tiny planets. The orbs on this layer are covered in bogs and quicksand. The River Styx flows freely through this layer between the orbs and onto the surfaces of some of them, saturating the ground with its magic. Channels carved into the soft ground through eons of erosion are wide and deep. Where there is no river, there are swamps. Though patches of dry ground exist, they are rare and usually climb swiftly to rugged mountains where enraged titans dwell. Mosquitoes swarm the air above the bogs, annoying travelers. Even more annoying are the smooth-talking petitioners that populate this dreary realm.
Bastion of Last Hope: a fortress made of black igneous rock squats in a mountain range of Orthrys. The ambient, reddish light of the plane lends the Bastion of Last Hope a brooding air of menace. Only one entrance offers itself, and those entering can’t help but notice that the entrance strongly resembles the maw of some massive demonic toad. No one rules the Bastion. Instead, it serves as a sort of outpost for anarchists. Here a traveler can obtain all manner of forged documents, surgical alterations to aid a permanent disguise, and various other nefarious goods and services. It is a good place to find assassins, spies, and others of ill repute. But cunning travelers remember that they’re on a plane full of traitors, so they trust no one within the Bastion’s walls.
CATHRYS, the second layer, consists of orbs closer to the center of the plane than Orthrys. The orbs of Orthrys surround those of Cathrys like a concentric shell. The orbs of this layer are covered with fetid jungles and scarlet plains. The stench of decay fills the air, a roy fueled by acidic secretions of jungle plants. Those without immunity to acid are quickly rendered down to their component materials if they stay too long amid the swaying trees. The air deals 1d4 acid damage per minute, and some plants secrete more potent acids. The plains of Cathrys are more habitable. Vast, windswept grasslands cover the plains. Some patches posess razor-sharp leaves which can cut a traveler not mindful of them. Those who hustle or run on the plains must make a Reflex save (DC 20) each round or cut themselves for 1d4 Slashing damage.
Apothecary of Sin: located deep in the fetid jungles of an orb on Cathrys, the Apothecary of Sin is built from cunningly woven scraps of wood atop the trunk of a large tree, raising the structure of the building high above the swaying branches of the acid-laden leaves below. Rope-suspended catwalks lead to the treetops, but there are sections missing, probably victims of caustic storms. Sinmaker, a Mamuna who delights in all things poisonous, runs the Apothecary, where he sells mundane and exotic poisons and acids of all kinds. He also makes his own concoctions, in many unique varieties.
MINETHYS, the third layer of Tartarus, consists of orbs located even further to the center than those of the previous layer. These orbs are filled with sand. Stinging grit is driven so hard by the wind that it can strip an exposed being to the bone in a matter of hours, should one of the layer’s terrible windstorms spring up. Sandstorms are 10% likely in any given area per day. All who dwell in this area, mortal or fiend alike, cover themselves in cloth garments to block out the stinging sand. Tornadoes are common on Minethys. To avoid these hazards, petitioners live in miserable sand-filled pits dug by hand. Their crude pits must be constantly dug out to provide even the slightest shelter.
Sand Tombs of Payratheon: a vanished city built on an orb of Minethys eons ago, Payratheon is long buried, but its sand-drowned avenues, crumbled towers, and silted porticos still remain far below the shifting surface of the layer. Sometimes the shifting sands reveal Payratheon for an hour or longer, but it is always engulfed again by the sands. Tales of sand-swimming monsters and petrified undead corpses found in the buried city circulate in Tartarus.
COLOTHYS, the fourth layer, is a realm of mountains so tall, rough, and cruel as to stagger the imagination of a traveler from the Material Plane. Travel by foot is almost impossible here because the land is divided by canyons miles deep where it is not lifted to absurd heights by mighty tectonics. A few trading routes do exist, usually in the form of rickety bridges and cliff-face trails barely wide enough for one. It’s impossible to move normally away from the trade routes. Characters must make Climb checks (DC 15) to move ½-speed as a full-round action.
Garden of Malice: the hanging gardens of Colothys are found on a single orb of the layer that travelers would do well to avoid. To th inexperienced eye, many of the cliff faces and sheer drops of this orb are home to thick vines and tubers that sprout a riot of beautiful flowers. Characters who attempt to collect samples for their botanical collections quickly learn that the vines are animate and determined to wring the life from any creature that gets too close. Once every 600 days the vines release tiny spores that look like dandelion fluff into the atmosphere. The winds of the layer often send the seeds to other orbs where they are usually eaten by vermin, but a few find nourishing soil and survive to grow and sprout tubers in small nooks and forgotten cliffs.
PORPHATYS, the fifth layer of Tartarus, is a realm where each orb is coated in a cold shallow ocean fed by constant black snow. The snow and water are mildly acidic, automatically dealing 1d6 Acid damage per 10 minutes of direct exposure. Artificial structures do not last long on Porphatys. Small islands barely taller than sandbars rise above the waves. Most petitioners on this layer crow from atop these small islands, promising anything to those who would take them away. Despite their entreaties, they reward charity with betrayal at the first opportunity.
Ship of One Hundred: also called the White Caravel, this ship rides the cold seas of Porphatys with nobody on board but 100 stone sarcophagi. It wends between the islets of many orbs, somehow teleporting from one to the next, picking up stranded souls and other travelers who are brave (or foolish) enough to board. Anytime someone tries to open a sarcophagus, some unrecorded calamity devours all creatures currently on board, and the next time the ship puts in at port it is utterly devoid of all life. Stories have it that the ghostly white ship seeks to deliver its terrible cargo, but waits until the end-times to do so.
AGATHYS, the last layer, is also the coldest. It is a single orb of black ice streaked with crimson red. The air is bitterly cold, dealing 1d2 Cold damage each round. This layer has the Mildly Negative Dominant trait. Petitions here are half-embedded in the ice, their lies frozen on their lips.
Necromanteion: a black citadel carved out of the ice, where the grim accountant of the damned souls of Tartarus resides. The deserted entrance leads quickly to a wide hall called the Hidden Temple, which crawls with undead of all types. The pallid green glow of gibbering ghoul-light lanterns illuminates the area. Hundreds of onyx altars are evenly spaced around the hall, and fiendish priests constantly chant stanzas of a ghastly necromantic ritual. Besides chanting, the priests spend endless hours attending grotesque experiments on necrotic flesh piled on other altars. The office of the Accountant Of The Damned (a Devil with an unforgiving demeanor of judgement and scorn) is in the center of the Hidden Temple, though woe betide anyone who disturbs him. The Hidden Temple has many satellite chambers. Some hold food and quarters for the fiendish priests. Others have cells for the living captives destined to be strapped onto an onyx altar (or become food for a hungry priest). And some are special vaults where the relics of whatever faith the priests follow are sealed away. Finally, small tunnels lead deeper into the ice of the layer, supposedly connecting to vaults of horror so ghastly that even the fiendish priests shy away from exploring their depths. Otherwordly wailing and whispers rise up from the depths.
HADES
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Strongly Evil-Aligned
Entrapping: the plane of Hades saps all emotion from anyone within it. Travellers experience increasing apathy and despair while here. Colours become greyer and less vivid. Sounds duller. Even the demeanor of companions seems to be more hateful. Every week spent in Hades requires a Willpower Save (DC 10 +1 per consecutive week spent). Failure means the character has become trapped by the plane and can no longer leave, having no desire to do so. They become a petitioner of Hades and any memories of their life before coming here fade into nothingness. It takes a Wish or Miracle to restore such characters to normal.
The Greys: every day a creature without SR 10 spends on Hades, they must make a DC 13 Willpower Save or take 1 point of temporary Wisdom damage. A victim can be drained to a minimum Wisdom of 1 in this way. Unlike most ability score damage, Wisdom damage dealt by The Greys does not heal until the creature leaves Hades. This ability score damage represents increasing apathy, hopelessness, and despair. This effect is concurrent with the Entrapping trait, making it harder to resist the entrapping power of the plane.
Normal Magic
PETITIONERS:
Two types of petitioners exist on Hades. Shades appear as greyish ghosts, looking much as they did in life but insubstantial and withered. They hover or shuffle about aimlessly, blank expressions on their hollow faces. They rarely speak, instead crowding around visitors like moths to a flame, seeking the warmth of emotion and hope that living beings possess. These petitioners include anyone trapped by the plane’s oppressive gloom and apathy. They have incorporeality. Spirits of particularly selfish and malicious mortals become a special form of petitioner called Larvae. They appear as human-sized worms with the faces they had in life. Larvae serve as currency on the lower planes, especially among Hags, Liches, and Fiends. Most are as likely to be used as food as they are to power a spell. The rare “lucky” Larva is sometimes promoted to a different form of Archon. The gain immunity to Cold and Fire, resistance to Electricity and Acid, and several special qualities: Wounding (attacks cause bleed for 1 damage per round until a DC 15 Heal check or magical healing is applied), Disease (Devil Chills after wounding a creature if that creature fails a DC 17 Fortitude Save after the battle), and no planar committment.
ASPHODEL, the first layer of Hades, is a land of stunted trees, roving fields, and virulent disease. The River Styx originates on this layer, flowing out in a winding path that leads to the lower layers and to Tartarus and Gehenna.
LETHE, the second layer, is a place of grey mists that constantly twist and swirl among sickly trees and ominous bluffs. The thin fog limits vision to 100 feet at best, muffles sound, and eventually saturates everything with dampness. Many predators prowl the lands, hidden in the mists, including Fiendish Dire Wolves and Trolls. Vision, including Darkvision, is limited to 100 ft, and Perception checks suffer a -4 penalty (-20% penalty). The River Styx falls to this layer, and continues winding this way and that, leading offplane as well as to the lowest layer of Hades.
Hypnos: a small town tucked away in the misty pines, Hypnos is constructed of hewn pine taken from the surrounding forest. The town holds more than 5000 mortals and Shades, though they mostly remain inside their dwellings, giving the town a vacant feel. Great wooden gates bar entry to Hypnos, and both the gates and out wall bristle with spikes. Inside, a broad avenue leads to the town’s center, where a grey marble fountain stands. The wood of the buildings and gates oozes blood like sap, confirming the belief that petitioners are trapped within the wood.
PLUTON, the lowest layer, is one of dying willows, shrivelled olive trees, and night-black poplars. It is a realm where nobody wants to be and nobody can remember why they came. Of course, petitioners have no choice in the matter. The River Styx winds its way through this layer, disappearing into caverns and pits and leading away to Tartarus and to Gehenna.
Underworld: the underworld is contained within walls of grey marble that stretch for hundreds of miles and are visible for thousands of miles beyond that. A single double gate pierces the marble walls of the realm. Constructed of beaten bronze, the gates are dented and scarred by heroes intent on getting past. However, the gates are also guarded by Erinyes, Fiendish Hell Hounds and Harpies, and various undead creatures. Beyond the gate, the inside of the realm appears much like the outside. Blackened trees, stunted bushes, and wasted ground dominate the landscape. Larvae are everywhere, wriggling and squirming in the dust, as are grey wraithlike petitioners who are on the verge of being sucked completely dry of all emotion by the spiritual decay of the plane. When they lose the last shred of emotion they become one with Hades.
Elphame: the dark palace of Elphame is an oasis of gothic beauty in Hades, and home to the Butterfly Queen Una and her consort, the Nightmare King Finvarra. Una rules the Unseelie Court from her throne in Elphame, and pays a tithe every seven years to the underworld. Elphame is a grand citadel of stained glass, dark stone, and fine silver which houses a harem, a full-sized market, numerous stables, manors and keeps, chapels, and more. The grounds contain luscious gardens and fine vineyards, as well as farmland for miles. Here the organizers of the Wild Hunt rally their hosts for drills in preparation for the winter months. Within a hundred miles of the Palace’s main keep the realm has the Light Gravity trait. Spells of the Enchantment school are Extended, while spells of the Sun domain and with the Light descriptor are Impeded. Una and Finvarra have the power to make other changes if they so desire.
GEHENNA
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
Fire-Dominant
Mildly Evil-Aligned
Normal Magic
PETITIONERS:
Petitioners of Gehenna are greedy and grasping, caring only for themselves. Expect no favours from them unless proof of immediate recompense is at hand. Unlike on many of the other outer planes, these petitioners are more willful, traveling from layer to layer of their own personal quests for power. They’re looking for the ultimate exercise in free will, though they are destined to never find it. They are immune to Poison and Acid, and resistant to Fire and Cold. they have a +10 (+50%) competence bonus to Climb checks.
Falling on Gehenna: because every surface on Gehenna slopes at least 45 degrees (except for occasional ledges of artificial construction), moving from place to place is dangerous. Climb DCs range from 0 for ordinary slopes to 15 for steep areas and 25 for sheer cliffs. Creatures can move at ¼-speed as a move action on the sloping surfaces, or at ½-speed as a full-round action. Attempting to move faster incurs a -5 (-25%) penalty on the Climb check. Those who fail the climb check make no progress at all, and if they fail by 5 or more they fall. A falling creature bounces, rolls, and rebounds off the endless steep slope, landing in a random natural ledge some 10d0+100 feet below, and take 10d6 blunt damage (Reflex save for half, DC 10 on a slope, 35 in steep areas, and 45 on a cliff). A crit fail on the Ref save means the creature has instead fallen into a river of lava.
Combat on Gehenna: anyone on the surface of Gehenna’s mountains loses their Dex bonus to AC and cannot use a shield. Attackers get a +2 (+10%) bonus to attack climbers, even if they are climbing themselves. A climber who takes damage must immediately make a new Climb check against the slope’s DC. if they fail, they fall as described above.
KHALAS, the first layer, glows red-hot from the highly-active volcanic activity. Magma flows and pyroclastic ash are common features of these lower slopes, and steaming waterfalls streak the landscape. The falls never reach the bottom of Khalas, either evaporating or disappearing into bottomless fissures. The mightiest waterfalls are those made by the River Styx as it makes its tumultuous passage across this forbidding layer and on to the Nine Hells. The next layer can be seen in the distance, visible through the darkness, though it is so far away that it burns like a small blurry moon.
Teardrop Palace: located along the Styx, a nautilus-shaped pagoda crouches with two smaller shrines set beside it. A wrought-iron fence surrounds Teardrop Palace, which occupies an obviously deity-carved ledge. The pagoda measures miles on each side, as do the lesser shrines. A crowded bazaar thrives inside the pagoda, filled with milling Devils and Fiendish creatures, the occasional Archon or Axiomatic creature, and rarely an Anarchic creature. Many mortals and petitioners are also found here, shopping or trading. The bazaar buys and sells everything -- the ultimate black market, because almost everything has been stolen from some other plane. Prices are high and pickpockets are a constant threat, but the market has a reputation for selling exotic hard-to-find items.
The Crawling City: a great metropolis of obsidian and concrete, the Crawling City moves across Gehenna from layer to layer at the will of its master, by virtue of thousands of fiendish fire-immune arms grafted under the massive lower deck of the city. The Crawling City has a land speed and climb speed of 60 ft.
CHAMADA, the second layer, is the most savage. The slopes burn with constantly flowing magma so thick that solid cool ground is rare, and so bright that the glare blots out the sky itself. Cascading lava rivers sometimes harden and briefly dam the fiery flow, only to explosively burst forthe in new directions. Vents unexpectedly open, spewing fresh ejecta, and miniature volcanoes are common. The air itself is filled with feather-soft grey ash, which falls everywhere like dread snow, often dropping visibility to zero.
Tower Arcane: this tower rises high above the lava flows and ash clouds of Chamada, decorated with blades and spikes that promise pain and death to unwelcome visitors. Devil Wizards control the tower, which functions as a records vault and laboratory. All manor of research, history, spells, and files can be found here, though the information is well-protected by magic wards and non-magical defenses. The interior halls of the Tower Arcane support the bodies of flayed petitioners dangling from chains. The wizards use the blood of these petitioners (and the occasional unwelcome guest) to pen their notes and research. Torture paraphernalia line any walls not given over to bookshelves and archives. Deep below the Tower lies a vast library of particularly ghastly contracts with mortals, extending for miles. The most potent protective spells in the wizards’ arsenal protect the sanctity of the library from encroachment by molten rock or thieves. Each contract is inscribed on the living skin of a petitioner, burned in with magic and branding irons. Petitioners are strung on chains like popcorn on a string for miles in parallel lines of agony. The only thing on the mind of any given petitioner is its own particular contract and its personal pain.
MUNGOTH, the third layer, is far less volcanically active than the lower two layers. In fact, it’s quite cold and often covered by snowfall. The snow-ash mixture is slightly acidic, dealing 1d4 Acid damage per minute of exposure. Only artificial structures offer any lasting protection from the snowfall, which blows through any given area 80% of the time. The light of scattered volcanic vents is akin to the light cast by a full moon, making navigation across Mungoth’s icy slopes difficult. Even that light is sometimes snuffed out by a heavy snow and ash fall. The ice that accumulates on Mungoth’s slopes gives a -4 (-20%) circumstance penalty on Climb checks. The Fire-Dominant trait does not apply on this layer.
Valley of The Outcast: a deep chasm contains a well-hidden realm sheltered from the ever-present acidic snow. Built of equal parts basaltic rock and giant bones is a rough castle. The castle is scaled to the proportions of its master, an outcast Fire Giant Witch named Tastuo. Her eight siblings, fellow outcasts, are also witches who reside in the castle with their sister. Devils of the layer have several interlocking contracts with Tastuo, which helps ensure the Valley’s safety should her enemies ever find her. Tastuo never names those enemies, but her predicament makes her sympathetic to the plight of travelers seeking asylum. Thus, the Valley of The Outcast doubles as a way station for visitors in need, but only if they can find it.
KRANGATH, the highest layer of Gehenna, the Dead Furnace, is devoid of volcanic activity; it went inactive millennia ago. The Fire-Dominant trait does not apply here. Instead, Krangath has the Mildly Negative-Dominant trait. The great mountain of Krangath is a darkened pillar tumbling in the night. Krangath is shrouded in silence. No wind stirs and no light glimmers. This layer is dead. Petitioners are rare, and those that move about on this layer have learned to keep quiet, lest Melif, the Lich Lord, hear them.
Hopelorn: an artificially maintained ledge holds a precisely fashioned complex of obsidian. Dim reddish lights are visible in tiny slitlike windows throughout the complex. This is Hopelorn, the stronghold of Melif the Lich-Lord. Hopelorn is a mortuary city where sarcophagi glow like streetlights and necromantic energies dance wisp-like over every boulevard. Here, undead are welcome, but not so the living or petitioners, whom Melif regards as pathetic losers unable to properly manage the passing of their mortal lives. In Hopelorn, Melif and a cabal of liches and other powerful undead spellcasters conduct their undying research into the nature of life, death, and being. Sometimes Melif and his assembly capture fiends for outrageous experiments.
THE NINE HELLS
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Law- and Mildly Evil-Aligned
Normal Magic
PETITIONERS:
Evil, vain, ambitious souls unconcerned with others and bereft of empathy find their way to the Nine Hells to become Soul Shells, taking the form of ghost-white shades of their mortal forms, which devils cruelly mold and shape into twisted, agonized forms of horror. Only when the soul is so twisted and molded that it is truly, finally slain, does it merge with the essence of the Nine Hells. Sometimes, devils mold these petitioners to a specific macabre aesthetic. These standard hellish petitioners have resistance to Cold and Fire, but no immunities. Particularly vile petitioners become Lemures, the lowest form of Devil. Lemures appear as revolting blobs of molten flesh with vaguely humanoid torsos and heads. Hints of the petitioner’s former mortal features are visible when they are not too twisted by anguish. Lemures are mindless, completely broken down by the torment they have received during their molding, but they are still sensitive to telepathic messages by other devils and they obey their mental commands, doing the bidding of the most powerful Devil in the vicinity. Lemures are immune to Fire and Poison, have resistance to Cold and Acid, are Mindless, have SR 5, DR 5/Silver, and no planar commitment.
AVERNUS, the first layer, ruled by the Archdevil Bel, is a wasteland of charred rubble-strewn plains with mountains and talus-sided foothills breaking up the monotony. Legions of mail-clad Devils are on perpetual watch here, always assembling for some new cross-planar sortie. A dim red light from a large, cool red sun bathes the layer, never providing more than twilight-level light. Fireballs flit randomly in the sky, sometimes falling to the ground and detonating to terrible effect. Travelers not protected by caves or artificial structures are 10% likely per day to find themselves at ground center of a Fireball dealing 6d6 Fire damage. Runnels of blood flow in streams across Avernus, finally joining the River Styx as it meanders across this top Hell layer to Acheron. The origin of the blood rivers is unknown, but the Devils say it is likely the blood of Avernus’ past victims.
The Bronze Citadel: home of the Archdevil Bel, Lord of The First Hell, the Bronze Citadel is home to countless Devils and petitioners (both Soul Shells and Lemures), as well as some mortals. It is a hub for extraplanar travellers, and the River Styx flows right through the city.
Pillar of Skulls: this massive landmark of actual skulls represents trophies taken by Devils of their slain enemies. The pillar stands near the part of the ledge of Avernus where access to the next lower layer is an easy walk down a particularly tall metal spire of the City of Dis reaching up through the haze between layers. This spire sees quite a bit of Devil and petitioner traffic on its spiral stairwell -- and quite a few accidental and not-so-accidental falls. However, a massive cave holds a particularly terrible sentinel of the ledge: the dragon queen Tiamat.
DIS, the second layer, is a burning megalopolis of red-hot iron, ruled by the Archdevil Dispater the Archduke, Lord of the Second Hell. the red glow of infernal heat burns within the scorched iron walls, and a pall of smoke rises up to form a general dark haze over the entire layer. For the city is the layer and the layer is the city, Dis. this layer has the Fire-Dominant trait. Some claim a traveler who walks far enough can leave the city behind, concealed within a great ring of mountains. Ranks of red glowing buildings extend to every horizon, rising and falling according to the hidden terrain. Palatial mansions of particularly important Devils break the cityscape here and there. Every iron wall glows with heat, and casual contact deals 1d6 Fire damage. Even the iron cobblestones glow with heat. Without iron-shod boots, visitors soon writhe and burn in the streets. Screaming petitioners and mortals kidnapped from the Material Plane fill subterranean prisons beneath the streets. The sound of their agonized lament is usually audible from small vents in the city walls. Some sections of the city host markets and bazaars where creatures from a variety of different planes meet. Most seek to buy or sell questionable wares, or hire a bloodthirsty band of mercenaries for work that only a Devil could love. Crowds fill the streets. Parades of devilish nobility attended by Lemures and horribly sculpted Soul Shells vie with countless work gangs who constantly sally forthe to repair, extend, or remodel the city at the behest of Dispater, Lord of the Second.
The Iron Tower: Dispater’s personal redoubt, The Iron Tower is visible from every part of the City of Dis, for it reaches high above the city, piercing the haze of the layer.
MINAUROS, the third layer, ruled by the Archdevil Mammon the Viscount, Lord of the Third Hell, is a fetid swamp of mire and pollution. Acidic rain, bitter winds, and flesh-slicing hail rule the bog. The waters of the marsh are so cold in some places that they have iced over, while in others the dank water boils and steams with infernal heat. Terrible creatures with no names swim the murky waters, and even Devils fear to stray too far from their various cities. Where the layer is lowest a constant dribble of slimy water sluices into a long fall down to the fourth layer. Many a lost traveller and petitioner have accidentally been caught up in that long lethal fall to Phlegethos.
The City of Minauros: this metropolis of Devils gives the layer its name. Minauros is also called the Sinking City, because the stony weight of the city is forever slipping beneath the cesspool waters. Only the eternal effort of a stream of petitioners and slaves keeps the city from finally succumbing to the swamp, but still the city sinks a little farther into the mud every year. Ruins below the city are said to contain vast riches. Mammon rules the layer from a mausoleumlike structure of massive proportions in the center of the Sinking City.
Jangling Hiter: the City of Chains, Jangling Hiter hangs suspending above the bog of the layer from thick metal links. Jangling Hiter is ruled by Kytons (Chain Devils). Though they consider themselves equals, the Kytons generally defer to a particularly clever Kyton named Quimath who resides in a cathedral-like triple-towered structure in the heart of Jangling Hiter called Panos Qytel. The lowest portions of the city just graze the roiling swamp, but the strength of the chains keeps the mire from drawing Jangling Hiter down where so many other cities have drowned. No one knows to what structure the suspending chains are finally attached, though a good bet is that they actually pierce the layer boundary and connect to the underside of the City of Dis above. The hail-laden clouds hide the truth of the matter.
PHLEGETHOS, the fourth layer, is a place of fire and pain ruled by the father-&-daughter Archdevils Lady Fierna and Archduke Belial, Lords of the Fourth Hell. rivers of liquid fire rule the land, and the air is consumed with dancing flames. In fact, the layer of Phlegethos has the Fire-Dominant trait. Creatures without Fire Resistance or immunity are soon immolated.
Abriymoch: this city of hardened magma, obsidian, and crystal squats in the caldera of an almost extinct volcano. Abriymoch’s foundation is said to be the grave of a deity slain by Asmodeus. The city offers some protection from the fiery environment of the rest of Phlegethos. but even so, certain quarters are open to the raging flame. A legion of more than 5000 Hamatula Devils resides here. A Pit Fiend named Gazra commands the Hamatulas, but he answers directly to the Lords of the Fourth, Fierna and Belial. They also reside in Abriymoch in a palace of jagged obsidian built on one lip of the caldera.
STYGIA, the fifth layer, ruled by the Archdevil Prince Levistus, Lord of the Fifth Hell, is a realm of cold and ice. It has the Cold-Dominant trait. Most of the layer is drowned in a sea of crushing ice floes and icebergs. The only open water is the rushing River Styx, though icebergs and fiendish sharks make navigating it quite dangerous. Lightning constantly rips through the sky, so flying creatures are particularly rare except for those that are immune to electricity. Ice floes serve as the foundation for many devilish cities and castles.
Tantlin: The City of Ice, Tantlin is the largest city on the layer. Like the smaller cities, it is built on an ice floe, but it has a “harbour” bordering on one side of the nearby River Styx. the city is ruled by a Pit Fiend, though she rarely stirs from her citadel. This “hand-off” approach leaves the streets to various gangs interested in dispensing their own law at the expense of eachother. The gangs are a motley assortment of Devils, though a few planar mortals of evil disposition also run with the packs. Despite the disarray in the streets, Tantlin actually serves as a cross-planar trading stop due to its location on the Styx. the residents of Tantlin can’t long forget the ruler of the layer, Prince Levistus, because he is frozen deep within the heart of an iceberg (Levistus’ Tomb) that floats in the middle of the harbour. Despite his immobility Levistus is fully aware of the events occurring on Stygia and he is able to telepathically communicate with the other Devils of the layer at will within a 10-mile radius.
Sheyruushk: this underwater realm is accessible from a crack between two icebergs not too far from Tantlin. The icy waters are dark, but that does not bother the sharklike Sahuagin who live here. The monstrous aquatic humanoids cavort in the court of their foul deity. Awful rites pay homage to the brutal shark god in which captive Devils feature prominently as sacrifices. Fiendish Sharks of every size and every type constantly roam the waters of Sheyruushk, though both the sharks and the Sahuagin often swim up into the River Styx. they love to sink boatmen and merchant vessels.
MALBOLGE, the sixth layer, ruled by the Hag Countess, Lord of the Sixth Hell, is an endless rocky slope. Cascades of boulders are frequent, pulping anything in their path. Above, the sky boils with leprous colours. The Devils on this layer take shelter in copper-clad fortresses designed to channel and deflect the frequent rock-flows. However, nothing can withstand the worst of the avalanches. The rocky slopes of Malbolge are like Gehenna’s, and a Climb check is is required to move around on this hell’s surface.
MALADOMINI, the seventh layer, ruled by the Fallen Angel Baalzebub the Lord of Flies, Lord of the Seventh Hell, is dotted with ruined and abandoned cities. Under the blood-black sky, petitioners quarry, carve, and build new cities for the Lord of the Seventh. Mine pits, slag heaps, and brackish canals cover the land like sores. Newer cities are built upon the backs of older ruins. As each city is finished, Baalzebub’s dissatisfaction forces his subjects to begin anew. The abandoned cities are not empty. They serve as homes for petitioners who’ve fled their devilish tormentors, beasts from other planes who’ve become especially lost, and lost planar travellers who don’t want to be found.
Malagard: the current city under construction is called Malagard, and it serves as home for the Lord of the Seventh, Baalzebub. It is a beautiful city of perfectly straight boulevards, fountains of delicate yet terrible visage, and towers that reach straight as an arrow into the blood-black sky. It is the greatest city yet seen in Maladomini, but no one doubts that it, too, will soon be abandoned, as Baalzebub strives for hellish perfection in all things.
Grenpoli: the City of Diplomacy, this city is domed and access is granted only through one of four gates on the city’s exterior. Entrance to the city comes after a thorough search during which all weapons are taken for the duration of a visitor’s stay. Strife and open displays of magical aggression are against the law, and those who break the law are slain immediately. The Political School of The Nine Hells, in Grenpoli, is where enterprising devilish nobility come to learn about treachery and deception. An Erinyes named Mysdemn Wordtwister rules Grenpoli.
CANIA, the eight layer, ruled by the Archdevil Mephistopheles, Lord of The Eighth Hell, is another realm of cold, and has the Cold-Dominant trait. Glaciers moving as fast as a running man grind and crash against eachother, sending avalanches of snow down upon any creature unfortunate enough to be caught between the battling ice titans. The frigid cold penetrates even the warmest natural clothing. Characters take 3d10 Cold damage every round they are in an unsheltered area in Cania. Moving glaciers often reveal thousand-year-old corpses, past victims of the merciless chill.
Mephistar: a blue-white jewel fashioned of ice, this mighty citadel perches upon an equally impressive glacier named Nargus. Clouds of vapor constantly roll off the sides of the icy spike. The glacier’s movement is controlled by the Lord of the Citadel, Mephistopheles, and Nargus has flowed over and obliterated many a lesser glacier, as well as its share of rival fiendish armies caught unaware in Cania. The interior of Mephistar is heated. In fact, lavish heated baths, scented fires, and hell-bright tapestries are everywhere. Gelugon nobles abide in the warm sanctuary of Mephistar, waiting on the whims of their lord, Mephistopheles, who is Lord of the Eighth.
Shapes In The Ice: some glaciers in Cania entomb alien shapes frozen in the heart of the ice. The frosted glacier distorts vision, so it’s difficult to make out exactly what’s buried in such an icy prison. From time to time enterprising mortals melt exploratory shafts toward particularly intriguing blots. Some of the blots are apparently Angels, Archons, and Eladrin frozen in place fighting spined creatures of unknown origin. Other shapes are abandoned cities of prosaic or alien design.
The Pit: mighty glaciers form a ledge surrounding a dark pit several hundred feet in diameter. The utterly dark Pit is the primary access down to the lowest hell, Nessus. One Devil-guarded stairway cuts back and forth down one glacier’s face, and on each landing sits a guard tower bristling with Gelugons. Of course, one could forgo the stairs and plunge directly into the Pit. however, a supernaturally strong downdraft makes any type of flying a chancy proposition. Fliers must make a Reflex Save (DC 30) when they first enter the downdraft, or be dashed into the sky side of the Pit for 20d6 damage. If they succeed they;ve managed to find a stable tunnel of air within the swirling wind and can descend to Nessus normally.
NESSUS, the lowest layer, ruled by Asmodeus the King of the Nine Hells, Lord of the Ninth, is a plain shattered by rifts deeper than the deepest ocean trench. Many of the ravines and canyons here reach thousands of miles into undifferentiated dead stone. Most of the trenches seem natural, but some appear as if they were cut or blasted into the land. Rumour has it that an offshoot of the Styx flows here and there, dropping into trenches and trickling its way across the layer. Few know how to reach this tributary if it exists at all. Asmodeus has the power of a Lesser Deity.
ACHERON
Objective Directional Gravity: down depends on which face of the cube you are on.
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Law-Aligned
Normal Magic
PETITIONERS:
The souls of soldiers who killed for a cause they do not believe, and killed happily, tend to wind up as petitioners of Acheron. So, too, do revolutionaries and terrorists slain on the Material Plane, who often become Renegade Commanders who cannot rest until they are slain and finally merge with the plane itself. These Petitioner Commanders are immune to Electricity and Sonic, have Resistance to Cold and Fire, and all members of a renegade army within 100 ft of the petitioner commander receive a +2 morale bonus on Saving Throws and a +1 morale bonus on attack and damage rolls.
AVALAS, the first layer, is also called the Battle Plains. It contains the most cubes, and enough armies and fortresses to populate them. The clash of distant cubes is indistinguishable from the closer clash of a nearby battlefield. The cubes vary from city-sized to continent-sized. The smallest cubes are usually the oldest, having been reduced to their present size by eons of collisions.
Clangor: this cube is completely carved and tunneled to house a single great set of barracks for the goblin nations and their eternal war. The towers and walls of Clangor are arranged with deadly precision to inflict the greatest damage on any attacking force. The air is cold and dry, and breath fogs the air. What regions are not given over to goblin barracks hold wolf warrens for elite goblin riders. Because most of the forces of Clangor are goblinoid petitioners, no great store of food is necessary. However, some heavily guarded stores are available for mortals, wolves, and other creatures that also reside on Clangor, brought from offplane at a hefty price through heavily-guarded portals.
Nishrek: like Clangor, this metallic cube is carved and tunneled and houses great legions of orc troops. It is home to many fortress towns such as Rotting Eye, White Hand, and Three Fang.
Scourgehold: a fortress on a particularly large cube, this many-walled edifice of iron and stone is bristling with watchtowers and roving siege engines. The innermost structure, The Great Coliseum, is a miles-wide many-leveled arena of beaten bronze and glass. Here, legions constantly train in the arts of war. Scourgehold is the stronghold of a power-hungry warlord, but it changes hands often in near-endless siege.
THUDLANIN, the second layer of Acheron, is much like the first. However, Thuldanin’s population is quite small. The cubes of this layer are riddled with pockets and hollows. Surface pits lead down into labyrinthine spaces cluttered with the refuse of every war that was ever fought. Broken scraps of a plethora of devices are everywhere. Great ships that have burst asunder, toppled siege towers, enormous weapons, steam-driven carriages, flying devices of every description, and contraptions with even more obscure sources of power and purpose can be found within these cubes. Most of the refuse is inoperative, petrified to stonelike immobility by the “preservative” quality of the layer. Scavenging for intact weapons is an occupation for many a team of salvagers and opportunists, because many quality weapons and engines of war are scattered through the rubble on Thuldanin. Persistent searchers can uncover items of fantastic power and intriguing mechanism which they can use or at least copy. But wise salvagers don’t spend too long on Thuldanin because creatures can be petrified the same as objects.
Resisting Preservation: the same preservative quality that afflicts objects on Thuldanin also afflicts living, undead, and petitioner alike. Any given object or creature is 1% likely per 28 days spent on Thuldanin of spontaneously petrifying into stone. Creatures, if potentially afflicted, can avoid the effect with a DC 18 Fortitude Save. only a Wish or Miracle can reverse the petrification.
TINTIBULUS, the third layer, is full of irregularly shaped polyhedrons made of grey volcanic stone each coated in a layer of ashen dust to a depth of several inches. When collisions occur, the geometric solid fractures along natural fault lines, splitting into two or more smaller solids. The constant collisions create a ringing bell-like roar throughout the layer at all times. The constant ringing causes a -4 circumstance penalty on all Listen checks.
OCANTHUS, the lowest layer, is a lightless swarm of fast-flying razor-thin shards of black ice. Some are as thin as needles, while others are miles wide. The largest shards have their own objective gravity like the cubes and polyhedrons of the upper layers, as well as breathable, if icy cold, atmospheres. The shards all originate from the night-black lower boundary of Ocanthus, a sheet of infinite, magically charged black ice. Their collisions break them into progressively smaller shards, then into needles, and then dust. Some say the ice sheet holds every memory that was ever stolen by the River Styx, still frozen into the black ice. The ice sheet has objective direction gravity.
Cabal Macabre: built on the surface of the boundary ice is a crystaline castle of delicate yet horrifying architecture. It gleams with a pale heartless light all its own -- the only point of light in this otherwise pitch-black layer. On closer examination a visitor notes that the translucent outer walls of the ornate castle are crenelated with ice sculptures depicting skeletons of every race in the multiverse. Inside the castle dwell countless undead, and the whispers and chants of arcane spells. No one knows who is master of this castle, but legend holds that it is a powerful and wicked witch who kidnaps spellcasters to test their skill and knowledge of the arcane arts, and kills anyone who fails to pass her impossibly strict exams.
Bladestorms on Ocanthus: creatures not protected by some supremely strong structure (which eventually is breached anyway) are subject to the equivalent of a greatsword attack (2d6 damage) every round with a +10 attack bonus. Damage Reduction does not apply, but Hardness does.
Andor Cosmology: Intro, The Shadow Realm, and Seelie realms
General | Posted 6 years agoAndor is an earth-like planet in a single-star system. It has one natural satellite, and exists in a system with other terrestrial and gas-giant planets. The universe is infinite, or large enough to be functionally so. The laws of physics function mostly as in our own universe.
The Prime Material Plane is coterminous with and coexistent with the Shadow Realm, which is a transitory plane where Fae creatures come from and which ethereal creatures traverse. The Prime Material Plane is also coterminous with, but not coexistent with, Limbo, a chaotic inner plane consisting of the raw elements of physical reality. The Prime Material Plane is also coterminous to the Region of Dreams, a transitory plane made up of the collective unconscious of all dreaming beings.
The Shadow Realm is coterminous with each outer plane. It is Timeless, and all Arcane Magic is Maximized, Empowered, and Extended. The barriers between the Shadow Realm and the outer planes are so thin that you can pass them simply by crossing the threshold. Travelers who do this would not be able to tell when they crossed from one plane to the next, the transition is so seamless and gradual. Each outer plane “gate” is its city in the Shadow Realm, and the cities for these planes are coexistent pockets between both the Shadow Realm and the outer plane.
The central city/outer plane, Vanaheim, is Mildly Neutral Aligned. The other city/outer planes are miles away from this central city, encircling it.
Mechanus is Strongly Lawful Aligned. Arcadia is Mildly Lawful Aligned. The Seven Heavens are Mildly Lawful and Mildly Good Aligned. Bytopia is Mildly Good Aligned. Elysium is Strongly Good Aligned. The Beastlands are Mildly Good Aligned. Alfheim is Mildly Chaos Aligned and Mildly Good Aligned. Asgard is Mildly Chaos Aligned. These cities/outer planes are ruled by the Seelie Court.
Purgatory is Strongly Chaos Aligned. Pandamonium is Mildly Chaos Aligned. The Dark Fields are Mildly Chaos and Mildly Evil Aligned. Tartarus is Mildly Evil Aligned. Hades is Strongly Evil Aligned. Gehenna is Mildly Evil Aligned. The Nine Hells are Mildly Lawful and Mildly Evil Aligned. Acheron is Mildly Lawful Aligned. These cities/outer planes are ruled by the Unseelie Court.
Limbo is Strongly Chaos Aligned and Highly Morphic. It is Sporadically Elemental and Energy Dominant, with different elements and energies constantly boiling into and out of existence. It has Subjective Directional Gravity, and Wild Magic.
Limbo is coterminous with several other inner planes. Muspelheim is Fire Dominant, and home of the City of Brass. Niflheim is Cold Dominant. Jotunheim has no elemental or energy dominance, but is the home plane of the Giants. The Abyss is Mildly Chaos and Mildly Evil Aligned, and as a whole does not have any elemental or energy dominance (but different layers may have any given elemental or energy dominance).
The Region of Dreams is Highly Morphic, has Subjective Directional Gravity, and time flows 10 times faster than on the Prime Material Plane.
THE SHADOW REALM
Normal Gravity
Timeless
Infinite Size
Alterable Morphic
No Elemental or Energy Traits
Mildly Neutral-Aligned
Enhanced Magic: all spells are maximized, extended and Empowered.
VANAHEIM
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic: this trait disappears close to the center of the Plane, and even deities are affected by the nature of the Plane.
No Elemental or Energy Traits
Mildly Neutral-Aligned
Normal, Impeded, and Limited Magic: 1500km from the central citadel 9th level spells and spell-like abilities are impeded with a DC of 35. Every 100km closer the next level spells down are impeded, until even cantrips are impeded at 600km away. Starting at 1000km away all 9th level spells are limited, even for deities. Every 100km closer the next level spells are limited until even cantrips are limited at 100km away. At 500km away all supernatural abilities cease functioning. At 400km away the divine powers of demigods are annulled. At 300km away the divine powers of lesser deities are annulled. At 200km away the divine powers of intermediate deities are annulled. And at 100km away all divine powers are annulled.
PETITIONERS:
Petitioners of Vanaheim tend to have a live-and-let-live attitude. As long as they are not bothered they do not care to bother others. Many have an otherworldly grace about them, as if bathed in soft greyish light from above or behind them. They appear as if above it all. Unconcerned with most problems. Their expressions can be stoic and calm, ranging from disciplined polite smiles to gentle deadpans and gentle solemn downcast eyes. They have Acid Resistance, DR 10/+1, and immunity to Electricity and Polymorph. Additionally, some Vanaheim Petitioners seem as though they belong in other Planes. Perhaps they actually are other Planes’ Petitioners, but slightly altered by the nature of Vanaheim. Or maybe they were never quite suited to another Plane they would have gone to and so drited to Vanaheim instead. Such “lost souls” are theoretically possible. Either way, any Petitioner of another Plane can be brought to Vanaheim as an exception to the rule that Petitioners can’t leave their home Plane.
The Citadel of Sigil: at the center of Vanaheim is a vast and glorious citadel, where everyone is on equal magical footing. A magical compulsion that appears to be a natural phenomenon of Vanaheim in Sigil prevents anyone from making any sort of attack or hostile action against another unless they pass a DC 40 Will Save. Sigil also seems to be the focal point of the restricted magic of the Plane. Sigil is ruled by an enigmatic being known only as The Lady of Pain. she alone seems unaffected by the limitations, and many speculate that she is the source of them.
Library of Lore: this massive complex sits atop a barren bluff. The only access to the library is by ascending a single great staircase guarded by an elder elemental of each type. No one can reach the library without the permission of these great elemental creatures. The walls themselves are proof again teleportation and astral meddling, and those who try find themselves at the base of the great stair. Within the walls of the library, spells that access other planes do not function.
The library is a convoluted mazework of passages that cross beneath and sometimes through eachother, leaving no mark of their passage but foiling the most diligent mapmakers. Within this structure are private meditation cells for wizards, sealed armories of magic items, and both true and false libraries that contain much of the magic knowledge of the world. Those granted access to a true library can find the answer to any question as if a 12th-level caster had cast the Commune spell.one hour of research is required for every question answered.
The Library of Lore contains a copy of every non-artifact magic item created by mortal hands. They are sealed beneath magic wards and traps, and golems patrol the halls
All divination spells are extended.
Forest of The Sages: this hidden wood is a patchwork of thick woods and open glades and rolling fields. Explorers’ notes place the Forest of The Sages in several specific locations in Vanaheim, but it’s rarely found at all except by travelers who become lost in the woods.
All four seasons exist in balance in the Forest of Sages. In the space of a quarter-mile, snowfields give way to forests draped in autumn colour next to orchards heavy with fruit and newly plowed fields. Animals found in the Forest are usually hostile to travelers.
MECHANUS
Objective Directional Gravity: down is oriented to the face of each rotating cog.
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Strongly Law-Aligned
Normal Magic
PETITIONERS:
Petitioners of Mechanus, called Modrons often adopt a stylized version of their mortal bodies. Despite outward differences, all Modrons are alike in their eerie honesty and submersion of individuality. They are notoriously literal, and follow strict manners of decorum. They are immune to Poison and Polymorph, and resistant to Cold and Electricity.
MECHANUS doesn’t have layers, only a single infinite void full of stars in which hangs an infinite number of enormous interlocking gears. On the faces of these gears are landscapes, buildings, atmospheres, and all manner of terrain. Some cogs connect at 90-degree angles, while others connect along a single plane. Some cogs are the size of small islands, while others are as large as continents. Crossing from one cog to the next requires a DC 10 Balance check. Failure by 5 or more means a fall between the cogs, which deals 20d6 blunt damage per round. A DC 20 Climb check is required to emerge from the teeth of the cogs. Many cogs have day/night cycles created by lamps or spotlights rotating in calculated patterns over their faces.
Neumannus: Inevitables are designed, constructed, and assigned tasks to uphold various laws. It is unknown who created the first Inevitable; even Inevitables claim ignorance as to their own origin. But once created, the constructs soon learned the trick of replicating themselves. One such “factory” is Neumannus, inhabiting a small cog. It is a place devoid of regular life, though it is crawling with Inevitables at all times. Tall smokestacks cover both sides of the cog and constantly belch sooty clouds from the fires raging in forges and furnaces. Inside, chamber after chamber is given over to crystal molds of dizzying variety. Liquid metal is cooled, shaped, and tempered in these molds by special constructs. Finished pieces are assembled and animated in arcane baths of oil-like consistency. After a brief shakedown period, the newly constructed Inevitable is sent out into the multiverse with its first task. Tasks are magically encoded on the construct in glowing runes handed down by the Hub of Elders (each factory has its own Hub). the Elders spend are several hundred special Inevitables that spend their time peering through the cosmos looking for broken laws for which amends must be paid. Sometimes, Inevitables bow to other noted authorities of law in the Outer Planes, doing their bidding for a short period.
Regulus: a realm of clockwork and industry, community and harmony, where schedules are orderly and repetitive, Regulus is a small collection of cogs where gnome petitioners reside. Mines and factories, laboratories and shops, residential districts and farms, all are finely-tuned and arranged for maximum efficiency and organized neatly. Clockwork animal constructs are built and maintained here in lieu of natural life.
Forgehold: a kingdom of dwarven petitioners on a continent-sized cog teeming with mountains, foothills, rolling plains, thick forests, rushing rivers, and gentle meadows all on both sides, Forgehold is a megalopolis carved deep through the middle of its cog-tinent from one face to the other, and stretching from the center to all edges. Farms, outposts, and lumber mills dot the surface, with markets for traders and inns for travelers. But the surface remains mostly untamed wilderness where the dwarf petitioners hunt, log, fish, and explore. Inside the tunneled halls and grand caverns of Forgehold the true passion of the dwarven petitioners rings out rhythmically. The sound of magnificent machinery, pounding hammers, roaring forges, and cheerful revelry somehow sounds orchestrated, as though it were a musical ambience. So too are the military drills and combat training so perfectly synchronized. The craftsmanship of the dwarves of Forgehold is wondrous and astounding, testaments to the quality and scale of construction possible when every dwarf works in perfect cooperation.
Delon-Estin Oti: this perfectly symmetrical town is located on a far larger cog, taking up only a small part of it. Delon-Estin Oti has twenty bordering walls, with one gate on each side. Farmers till plots of fruits and vegetables and nurture animals just inside the gates. Seen from above, the town looks like a spiderweb with concentric roads radiating from the hub, a great open space covered with grass, and a single ring of trees at the very center. The town is one of peace and tranquility, a place where everything is so ordered and habitual that citizens anticipate the course of time and flow of conversation, interrupting visitors who don’t know what the future holds. Those who seek perfect equality and freedom from the lower (and higher) passions make their homes here. The population is a mixed collection of every race in the multiverse, but all are equal and there is no ruler. Many petitioners also reside within and around Delon-Estin Oti, happy to work the agricultural fields. The town has a reputation as a place where seers are born and where fortune-tellers gravitate, so visitors hoping to discover their fate are common.
Fortress of Disciplined Enlightenment: a monastery of citadel size, this structure sits on its own cog, 2 miles in diameter, and its spires and towers rise high into the void of Mechanus. Inevitables enforcing the “don’t trespass” law patrol the parapets, keeping a vigilant eye out for infiltrators and unwelcome guests. The Fortress was founded by mortal monks seeking the perfection of discipline that only Mechanus can provide. A horde of clerks, functionaries, legal aides, translators, mathematicians, philosophers, and bureaucrats staff the Fortress of Disciplined Enlightenment. Most belong to the Fraternity, though sometimes visitors are granted access to the vaunted libraries of the Fortress. The libraries extend through hundreds of rooms and hold tomes of legal volumes from all over the multiverse.
ARCADIA
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Law-Aligned
Normal Magic
PETITIONERS:
Petitioners on Arcadia are called Einherjar, and they appear much as they did as mortals, though they are markedly more healthy and robust. They are all fanatically devoted to making sure the common good of all is maintained. They are immune to Sonic and Acid, and resistant to Cold and Electricity. They can Smite Chaos 1/day, and are typically armed with +1 Thundering weapons.
ABELLIO, the first layer, is mostly flat, though there are mountains and hills arranged just so. Forests, lakes, fields, and streams are all found here. It is a layer of plenty, and everything, even common beasts, is dedicated to the good of all. The fields and forests are swollen with grain and fruit, all growing without tending or fear of infestation. Even the “wild” flowers grow naturally to create the most harmonious blend the trees of Arcadia are wondrous specimens, growing in both neat forests and straight-rowed orchards. Their bark has a copper, gold, silver, or iron sheen, and their leaves range from deep green to fiery red but never fall. Fruit is always in season, and some trees have fruits that imitate the effects of a particular potion. The potion is always the same for every fruit of the same tree. Different trees have fruits with different effects. In the sky hangs the Orb of Night And Day, which is perfectly dark on one side and shining bright as the sun on the other side. This Orb slowly rotates on an axis, providing 6 hours of light and then 6 hours of darkness, and repeating. The River Oceanus flows through Abellio from the Seven Heavens, and falls to the second layer of Arcadia, Buxenos. Seasons exist but are barely noticeable. The summers are never too hot and the winters are never too cold. Rain, wind, lightning storms, and cloudy skies all occasionally occur here, but are never violent enough to interrupt a day’s work.
Mount Clangedin: a perfectly conical mountain, apart from any range, rises at least thirty thousand feet above the fields below, its peak wreathed in clouds and storms. This edifice was raised by the great dwarven hero Clangeddin Silverbeard. The mountain’s interior is riddled with great halls, galleries, and dwarven-carved roads paved with flagstones. Costly lamps, hot and cold forges, and city-wide feasting halls all provide light and merriment for the underground visitor. Strangers are welcome here, especially those who come to buy weapons from the legendary smiths who labour in the hottest portions of the mountain. The dwarves who live within Mount Clangeddin, both mortal and Einherjar, spend a 6-hour day drilling, training, and perfecting their military skills to honour their lord Clangeddin, a 6-hour night of feasting and drinking, another 6-hour day of work and toil, and then finally a 6-hour night of rest and sleep before starting their routine again.
Basilica of Saint Cuthbert: high walls manned by specially chosen Knights surround this mighty edifice of Saint Cuthbert, an Angel who is said to have been ascended from a mortal of impeccable dignity and righteousness. Within the walls stands the basilica itself, whose highest dome reaches a mile into the sky. At the very center of the basilica is Cuthbert’s seat, called the Seat of Truth, though he rarely takes it. A curved open canopy supported by four serpentine pillars shelters the Seat. Cuthbert brought the pillars home as trophies after a brief crusade into the Nine Hells. Saint Cuthbert is noted for his rulings on matters of state, philosophy, and everything else. However, he is also called Saint Cuthbert of the Cudgel, and wherever he goes so does his trusted bronzewood weapon. If words do not suffice, Saint Cuthbert’s cudgel does. Einherjar and privileged Priests, Knights, and others of deep faith stay in the Basilica with Saint Cuthbert, though he sends many out on missions in his name. Modest accommodations are set aside for occasional supplicants wishing to hear the wisdom of Saint Cuthbert.
BUXENUS, the second layer, is much like the first. The landscape is just as naturally orderly and organized, the Orb of Day And Night is still visible overhead, casting light and darkness in a rotating cycle. However, the weather and seasons are frozen in perpetual calm spring. Buxenus is also a marshalling ground for great armies. These forces, many of them Angels, train and gather their strength for crusades across the multiverse to battle the forces of evil and chaos. Here and there on this layer are the training grounds of a particularly militant sect of mortals from the Material Plane called the Harmonium. Though they seek to do good, the “retraining camps” do more harm than anything else -- or so say the authorities. In these camps the Harmonium indoctrinates “borrowed” mortals of a chaotic alignment in the dictates of law and harmony in an attempt to change their spiritual identity to one more harmonious than before. The River Oceanus falls from Abellio and forms rivers and tributaries on this layer, before eventually falling over the edge into the void.
THE SEVEN HEAVENS
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Law- and Mildly Good-Aligned
Normal Magic
PETITIONERS:
Petitioners of Celestia are the souls of the righteous and pure, who have been elevated to angelic status in their afterlife. Called Ishim, or Sparks, they appear as floating balls of light that glow as bright as a torch. They are immune to Electricity and Petrification, have Improved Initiative, Damage Reduction 20/magic, Angel Qualities, and no planar commitment. They also can attack with a ray of light at will at +2 ranged touch attack with a range of 30 ft that deals 1d6 Holy damage, and they have spell-like abilities at will -- Aid, Continual Flame, Protection from Evil.
LUNIA, the first and bottom layer, is also called the Silver Heaven. Gorgeous citadels and redoubts of polished white stone dot the shore of the wine-dark Silver Sea, which stretches out infinitely. The sky is dark but filled with glittering stars bright enough to illuminate the shores. The base of the mountain is populated with cities and towns which rise up along its many paths and stairways, to the next layer. The Silver Sea is made of holy water, fed from glacial runoff from the titanic mountain Olympus, and is teeming with all manner of aquatic life, from schools of tiny fish to leviathans moving in the depths. The River Oceanus also makes its way through this layer, winding in a current through the Silver Sea on its way from Bytopia through the Heavens to Arcadia. Runoff from the melting glaciers of Olympus spills into the Silver Sea and joins the River Oceanus on its way.
Castle Mahlhevik: the wonders of Lunia offer much, even for a Chaotic Evil Wizard committed to learning the paths of goodness. Calling in favours from various Angels, and revealing his sincerity, the wizard Mahlhevik built his castle on the shore of the Silver Sea in peace. While he’s sincerely attempting to reform, he’s got a long way to go and retains many instincts and notions of his former self. Mahlhevik welcomes visitors and allows travelers of any alignment to stay in Castle Mahlhevik. Some of his “old friends” such as Sytris, once called Soul Reaver, and Japheth, formerly known as Lifeleech, visit from time to time. But arriving onto the plane waist deep in the holy water of the Silver Sea has a way of scarring and frightening away Mahlhevik’s old friends, so they don’t visit often. Interesting trades and even more interesting stories can be had at Mahlhevik’s castle, and travelers who don’t want to deal directly with the Angels regard it as a good place to stay.
MERCURIA, the second layer, is also called the Golden Heaven. It is a place of thin air and high hopes, where golden light suffuses everything. Here the slopes are tame, the valleys lush, and the streams fast-running. Plateaus and passes provide spaces for settlements of Angels and other goodly beings. Great tombs and wondrous mausoleums on Mercuria grant eternal rest to the noblest of fighters. Here, the inhabitants of the Heavens honour their deeds during an annual Day of Memory.
Bahamut’s Palace: this glittering wonder is built entirely from the treasure hoard of Bahamut, the Dragon Lord of the North Wind, paragon of wisdom, knowledge, prophecies, and song, and ruler of goodly dragons. The palace’s windows are gemstones in settings of gold and silver, its walls are inlaid with copper and jade, and its floors are beaten mithral. Within, seven Long dragons attend Bahamut amid treasure gathered over eons -- and the bones of a thousand failed thieves. Bahamut’s palace moves among the first four heavens at Bahamut’s will, carried aloft by a whirlwind. For travelers friendly to Bahamut, the palace offers an alternative method of traveling the Heavens without using the paths.
VENYA, the third layer, is also called the Pearly Heaven. The slopes of Venya are old, rounded, and occasionally laced with snow. The brooks run warm and clear, though ice often forms on the banks in winter. Terraced fields and carefully tended woodlands are common sights on the slopes.
The Glass Tarn: this mountain lake of icy water is nestled in a bowl-shaped valley between three peaks, fed by the runoff from a glacier of blue ice high above. When a believer throws something truly important and valuable into the Tarn as an offering, a light rushes up from the incomprehensible depths. When the light reaches the surface it takes the form of a prophecy featuring the supplicant -- or a powerful Angel to deal with the intruder if the offering was not sincere.
Green Fields: here crops never fail, the weather is always mild, and plentiful harvests are a blessing. This is the realm of angelic Halfling petitioners, and that means comfort. The realm is a combination of burrowed households, small rustic buildings, and endless fields. No large predators live in Green Fields, but Angelic moles, rabbits, and badgers are common.
SOLANIA, the fourth layer, is also called the Crystal Heaven. A sky that shines with the glow of burnished silver hangs above the quiet slopes of Solania. Luminescent fogs and invigorating scents shroud the valleys. Many of the slopes hold mighty glaciers above, and they remain rich in ore and precious minerals below. Solania’s peaks are home to monasteries, cathedrals, and other holy shrines. Often, these structures are the destinations of interplanar pilgrims seeking answers to questions of creation, toil, and love.
Erackinor: the slopes of Solania are deeply tunneled with a vast dwarven mansion called Erackinor. None but dwarves and dwarven petitioners are allowed within. Those who enter and return speak in hushed tones of stonework and craftsmanship that far surpasses anything a dwarf might have seen on the Material Plane. Dwarven Priests say that their god, Moradin, uses the Soul Forges deep within the most secret reaches of Erackinor to temper the spirits his people and their weapons. The armories of Erackinor are second to none, and the combat-veteran dwarves and dwarven petitioners that fill Erackinor’s halls make the mansion nigh-impregnable.
EMPYREA, the fifth layer, is also called the Platinum Heaven. The slopes of Empyrea are gentle, leveling off in great sweeping plains dominated by citadels and domes. The citadels of Empyrea are marsheling grounds for Knights, Angels, and other creatures of Good and Order. The many healing fountains and curative waters in Empyrea can restore withered limbs, lost speech, derangement, and life energy itself; those who ail need only find the right fountain. This layer of the Seven Heavens has the Minor Positive-Dominant trait.
Merton: also called the City of Tempered Souls, Merton sits on the edge of a cold, clear mountain lake. Merton is known for its healers and hospitals, and many a pilgrim seeks to reach this legendary site of perfect health.
JOVAR, the sixth layer, is also called the Glittering Heaven. The slopes are strewn with great rubies and garnets twinkling with light so beautiful that it steals the breath at first sight. Here, hosts of Angels wander the gem fields, lost in contemplation of the glory of their previous lives.
An, The Heavenly City: The Heavenly City is visible from everywhere on Jovar and from vantage points on lower heavens. The City is a seven-layered ziggurat. An enormous staircase on each of its four sides connects the terraces. Gemstones of profound value make up every step and stone on the ziggurat, and all glow with an inner light. Hosts of Angels move up and down the stairs, but the structure is so massive that the steps never grow crowded. On the lowest terrace sits the Exchequer of Souls, a black marble building of graceful arches and onion domes laced with threads of gold and silver. Here powerful Angels weigh the virtue of lower Angels, elevating the worthy to higher forms. The Radiant Arsenal on the fourth terrace is a long narrow building with a vaulted ceiling and extensive cellars. Here, weapons both magic and mundane are stored to arm the Angel hosts if necessary. The most important weapons are said to contain the essence of powerful Angels. They reside in pearl-lined vaults sealed off by powerful glyphs. The Bridge of Al-Sihal on the seventh, highest terrace is a beam of blinding light. This is the portal to the seventh heaven, Cronus, and it is guarded by an Angel named Xerona who turns aside the unworthy.
CRONUS, the seventh and highest layer, is also called the Illuminated Heaven. Cronus is a mystery, though some say it is the mystery. Those few who achieve the Illuminated Heaven never return, so no account records Cronus’ true aspect. Tales say that those who enter have their inherent goodness magnified until their essence joins with the Seven Heavens. Or, if they harbour evil, their souls are extinguished and their essence is permanently erased from the multiverse.
BYTOPIA
Objective Direction Gravity: down exists in two opposite directions on the plane’s two facing layers. Gravity is normal until one crosses the invisible boundary between the two layers, and then it reverses.
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Good-Aligned
Normal Magic
PETITIONERS:
Petitioners of Bytopia look much the same as they did in life, but take on fae qualities. Many take the form of gnomes regardless of their race in mortal life. They are immune to Fire and Cold, and have resistance to Sonic and Electricity. They can cast Magic Circle against Evil at will as a spell-like ability.
DOTHION, officially considered the “first” layer, is the more populated of the two facing planes. It is a realm of pastoral activity and individual industry. Its rolling hills cluster around spikes of volcanic rock that jut toward its more savage companion layer. The land is a combination of open, settled manor farms and well-tended woods and forests. Dothion is a very domestic plane, its petitioners raising silver-wooled sheep and golden-flecked lambs. The open spaces are huge manor fields of wheat, barley, and corn. The residents have dammed many gentle streams, harnessing them to waterwheels that grind the grain into excellent flour and meal. Towns here lack protective walls, but paved roads link them in well-ordered lines. It is a land of barns and beekeeping, of wool and milk, and of small shops and smithies. Most of the workshops that huddle along the roadside are privately owned, and the owners swear no allegiance beyond “the common good”. Dothion’s weather tends to be mild, and it has regular, mostly benign, seasons. Often a heavy storm from Shurrock breaks through the border between the two layers, wreaking havoc. In general, the layer is an ideal paradise for those who prefer the quiet life. The River Oceanus flows in both layers of Bytopia on its way from Elysium to the Seven Heavens.
The Golden Hills: a number of tors larger than the surrounding hillsides are each topped with towers or citadels where feasts and worship, and mining operations, are held. Each hill is said to belong to a member of Garl Glittergold’s court, with the tallest tor believed to belong to the gnomes’ god himself. Everything in this region has a soft golden tint to it that gives the landscape a soft radiance. Angelic animals are common here, with golden plumage and fur. The hills are filled with precious metals and gems, and many have been dug out into warrens for gnome petitioners and forges for the craftsmen.
SHURROCK, Dothion’s wild counterpart, is an inverse world facing Dothion. Where Dothion is well-mannered, Shurrock is savage. Where Dothion is calm, Shurrock is extreme. It is a land of rough country and harsh weather, divided by deep, snow-filled winters and dry, parching summers. Shurrock and Dothion are eachothers sky. During the day a radiance shines in the border between the layers, growing gradually to the brightness of full sunlight and then subsiding to complete darkness for 8 hours before starting again. There are no stars, only the twinkling lights of Dothion’s towns and cities above Shurrock, and the faint blinking of Shurrock fireflies and sometimes wildfires above Dothion. The land of Shurrock is filled with raw materials. Seams of gold and gems are found just beneath the surface, the tangled woodlands are rich in timber, and all manner of wild game thrives throughout the layer. Quarries and mills are common, usually with small communities crowding them. These towns are often walled and guarded, for on Shurrock walk the more powerful creatures of Bytopia such as Angelic versions of animals and magical beasts. Shurrock is a land of continual challenge. For those who seek to prove themselves and their ability to survive, it is a very different type of paradise than its tame sibling, Dothion. Occasionally some foul beast breaks loose from Shurrock and reaches Dothion, but in general the challenges of this layer stay on this side of the border.
ELYSIUM
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
Minor Positive-Dominant
Strongly Good-Aligned
Entrapping: visitors to Elysium experience increasing joy and satisfaction while on the plane. Colours seem brighter and more vivid than on the Material Plane, sounds more melodious and soft, and the nature of others seems more pleasant and understanding. Every week a creature on Elysium must make a Willpower Save (DC 10 +1 per consecutive week spent on the plane) or else become trapped by the plane. Entrapped creatures become petitioners of Elysium and cannot leave of their own volition, having no desire to do so anyway. Memories of their mortal life fade into nothing and it takes a Wish or Miracle to return them to normal.
Normal Magic
PETITIONERS:
Petitioners of Elysium look as they did in their mortal life, though their demeanors become calmer and more noble. They are immune to Electricity and Sonic, and resistant to Cold and Fire. they retain up to four character levels acquired before becoming petitioners (multiclass petitioners may choose levels from any classes they had in life).
AMORIA, the first and topmost layer, is one of the most hospitable places in the Outer Planes -- if you ignore the planes tendency to convert long-term visitors to full-time petitioners. Small towns dot the banks of the river Oceanus, and islands of rolling hills rise from the river itself. Boat travel is common, and the bulk of the population of Elysium lives on this layer.
Amoria is a relatively peaceful place, but it’s also a place where those who live here have ample opportunities to aid others and demonstrate goodness. There is still misfortune on Elysium, but it seems to exist only to show the collective power of goodness. Calamities here, such as a village fire or capsized boat, test and identify those who are from other planes. Travelers to Amoria are besieged by small errands and tasks, but if they complete them they find powerful allies at their side.
Amoria has seasons, but they are so timid that visitors from the Material Plane hardly notice them. It is neither too hot in summer nor too cold in the winter, and it rarely rains without a rainbow appearing immediately afterward. The angels often upbraid storm giants and other creatures who can control the weather for causing sudden rainstorms, even if they have good reason to do so.
The rulers of the angels also live on Amoria. These supremely powerful archangels are as powerful as the archdukes of the Nine Hells or the demon princes of the Abyss. First among their number is Prince Talisid, the wisest and most powerful of the angels. Talisid’s lieutenants are known as the Five Companions: the lupine Duke Lucan, the bearlike Dutchess Callisto, the winged Duke Windheir, the equine Lord Hwyn, and the antlered Lord Rhanok. Together they organize the efforts of the angels, sending them on missions against evil and even striking into the Unseelie planes to recover those captured by the forces of evil.
ERONIA is a rising land of steep hills, sharp=toothed mountains, and white granite valleys, which divert the river again and again. Rugged foothills coil at the bases of these mountains, high bluffs, plateaus, and mesas. Communities tend to congregate on the plateaus or in small towns hunched between mountains and the river Oceanus.
The weather is fierce on Eronia; great windstorms and snowfalls with lightning are common. The summers are hotter and the winters more bitter than on the Material Plane. Eronia is for the good souls who still want to be challenged in their afterlife.
Those who live here do so at the whim of the mountains themselves. Often, parts of the great hills slide into the river, blocking it in some locations and forcing it into new channels in others. Eronia is a place of rugged peace, its mountains lost in luminous clouds above and a challenge to any climber. Here the wind whips around mightily, and even the winged angels have some difficulty flying. All creatures with a fly speed have their maneuverability reduced to the next lower category. Clumsy fliers remain clumsy.
BELIERIN is a land of misty swamps and fog-bound marshes, quite the opposite of what one might expect in a plane of ultimate goodness. Here the river is no more than a tangled braid of slow-moving water through uncountable channels, with low, flooded sandbars and tangles of mangroves rising from it.
Still, the positive nature of Elysium shines through this desolate place. The fog itself seems to spread light with each wispy tendril, surrounding every torch and lantern with a luminous nimbus.
The few communities that exist on Belierin rise from rocky spurs that jut from the swamp. These small towns are usually built around a cathedral-like lighthouse whose beacon pierces the mildly luminous fog, bringing travelers to dock safely.
Belierin is the prison of some deadly creature or creatures. Some tales say the prisoner of Belierin is a powerful monster along the lines of a dragon or monster of legend. Others say it is a deadly archuduke of the Unseelie planes, a deposed elemental prince, or even a wounded deity. The indisputable fact is that evil creatures are sometimes caught lurking here, and the native angels are constantly fighting back attacks against this layer.
The true nature of the prisoner of Belierin may never be known, but the layer does make a dangerous prison and perilous region to cross.
THALASIA
This layer is the headwaters of the river Oceanus, the start of the great river that flows through the layers of Elysium, dodges the sun-dappled trees of the Beastlands, and plunges into Alfheim. Thalasia is dotted with islands and sprinkled with small communities.
These islands are variously known as the Isles of The Dead, Isles of The Blessed, the Hills of Avalon, the Islands Beyond The World, and the Heroic Isles. Here, the best of good-aligned petitioners make their homes, retaining some knowledge of their previous lives. Here hero-kings wait for the day when their nations need them again, and religious scholars research great mysteries in huge libraries.
Often these great petitioners made the journey to Thalasia while still alive but approaching death, whether from age or from wounds taken in noble battle. Elysium then slowly converted them to powerful petitioners, and they scarcely felt the pain of death. In Thelasia they retain their powers and memories but are at peace with themselves and with others, the ultimate reward for good.
The purpose of Thalasia may be to provide a good and just reward. It may also be to produce recruits to become angels, to create wardens for whatever is locked up in Belierin, or to muster an army of goodness for an eventual last battle with the forces of evil.
The Fortress of The Sun: once known as Light’s Blessing, this stronghold is the domain of the Seelie King Oberon and Queen Titania. This realm, once a vast manor surrounded by orchards, vineyards, and farmland for miles, is now a gold-plated citadel that forms a beacon atop Krigala, the largest island in Thalasia.
The Fortress of The Sun dominates the land for a hundred miles around and is clearly visible from the shores of the river Oceanus. It glows like a beacon day and night, providing continual daylight for a hundred miles in every direction. Creatures are affected as if in full daylight within Oberon’s realm, regardless of where they hide.
Oberon sits in a great audience chamber at the highest spire, where he confers with angels, dispatching them to deal with the forces of darkness.
Everywhere within the golden light of the Fortress has the Light Gravity trait and enhanced magic Maximizes all spells of the Sun domain and with the Light descriptor. The impeded magic trait affects all Enchantment (Illusion) spells of the figment, pattern, or glamour subschools. Oberon and Titania have the power to make other changes if they so wish.
THE BEASTLANDS
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Good-Aligned
Normal Magic
PETITIONERS:
Petitioners of the Beastlands take on animal traits soon after they arrive. Their hair grows long in lustrous pelts, short horns sprout from their foreheads, and they develop cats’ eyes or fox ears. Over the course of centuries, they become celestial beasts or animals. They usually live in small communities at the bases of great trees, leading simple lives in harmony with the other creatures of the plane. They have immunity to Electricity and Poison, resistance to Cold and Fire, and Fast Healing 2.
KRIGALA, the Beastlands’ top layer, is split in two by the river Oceanus. The river flows through the layer in a strong torrent, flanked by verdant forests that often bridge the great river with intertwined branches above. Small side channels depart from the river, and there are numerous bayous and oxbow lakes formed whenever this extraplanar river alters its banks.
Krigala is a land of eternal afternoon. A warm sun basks the land in its continual glow. It is just warm enough in Krigala for the plant life of the area, and temperatures remain in a comfortable range unless manipulated by spells.
Time passes normally but is not tracked by the moving of the sun. instead, gentle rains drift in on soft breezes once per day. More rarely, occasional thunderstorms strike, sending many of Krigala’s beasts to cover.
Most of the creatures encountered in Krigala would be active in the day if they lived on the Material Plane. Most of the native life has a basic understanding of how the portals between the layers work, and they can avoid the portals instinctively if they choose.
The Grove of The Unicorns: Deep within the Beastlands is a grove that sits at the base of a cluster of great sequoias that form a natural cathedral for those beneath the canopy. The lowest branches of the great redwoods are hundreds of feet in the air, such that those with wings can fly through this cathedral without difficulty.
Those who reside within the borders of the Grove live in peace with the trees and animals, and they are similarly left alone by the wild creatures.
True to its name, the Grove attracts groups of unicorns, both with the celestial template and half-celestial/half-unicorns.
BRUX is the second layer of the Beastlands, and a land of eternal dusk. The sun is a red ball along the horizon, casting long ruddy shadows through the forest. Where it can be seen above the trees, a silvered moon hovers low over the opposite horizon. Time passes normally on this layer, but newcomers often get the eerie sense that the world is frozen at sunset.
Brux is slightly cooler than Krigala, and fogs and mists roil through the trees. The animal life on Brux is active in the morning and evening, sleeping during the heat of day and getting food when the sun is low in the sky.
Travelers who find themselves on Brux by accident may find their way back to Krigala by following the creeks and streams. Many of them lead eventually to Oceanus; others lead to boggy marshes and swamps.
KARASUTHRA, the lowest layer of the Beastlands, wears a cloak of continual night. A silver moon whose phases change achingly slowly hangs in the open sky, surrounded by stars that lazily drift across the sky. Only a few beacons of moonlight pierce the thick canopy of the forest here, forming silver shafts that touch the forest floor.
Karasuthra is home to the most dangerous night creatures, hunters relentless in the pursuit of their quarry. Hunters from the Material Plane sometimes journey to Karasuthra looking for the most dangerous of trophies. Some even survive to try a second time.
ALFHEIM
Normal Gravity.
Normal Time.
Infinite Size.
Divinely Morphic.
No Elemental or Energy Traits.
Mildly Chaos- and Mildly Good-Aligned.
Enhanced Magic. Arcane Spells are Maximized, Empowered, and Extended.
PETITIONERS:
Two kinds of petitioners are found here. The souls of elven worshipers chosen to serve as vassals in the great castles and glades here are called the Chosen of Arvandor. They are immune to Poison and Electricity, and have resistance to Cold and Fire. they also have DR 10/+1. The souls of gourmands, gluttons, well-meaning drunks, and those who relished the act of living become Bacche, satyrlike revelers caught in mid-transformation between man and beast. They are immune to Electricity and Polymorph, and have resistance to Acid and Poison. They have an Entice supernatural ability. Anyone within 100 feet of a mob of Bacche must make a Will save ( DC 10 + the number of Bacche within range, max DC 25) or else join the party. While partying, those who failed their save eat, drink, make merry, and engage in pranks and all kinds of tomfoolery, but do not get the benefits of nourishment from food or water. The party lasts for 101 days or until the character collapses from lack of sustenance. Bacche are non-violent, fleeing if attacked -- or more likely offering bread and wine to their attackers.
ARVANDOR, the first layer, is a place of great open spaces beneath the trees. Within these canopied clearings lay the settlements of the Chosen of Arvandor, engaged in an idealized elven life. In the day there are hunts and challenges, in the evenings feasts and tales told around the fire. The cycle of day and night matches the material plane, with a golden sun beaming above the treetops in the day and a white moon nestled among a milky river of stars at night. The nights are warm in Arvandor. Even beneath the trees, great fireflies form their own elastic constellations among the huge oaks and lindens.
AQUALLOR, the second layer of Alfheim, is an eternal ocean. At its lowest reaches it’s as black as night. The magic of this realm grants visitors the ability to breath underwater. What Aquallor lacks is islands, for great storms stalk the layer’s surface, swamping any boats that dare its heavy seas. Beneath the surface, Aquallor has the Water-Dominant trait, and the magic of the plane protects against the pressures of the deep. Much like the first layer of Alfheim, Aquallor is subject to quicksilver changes in the weather. Such weather takes the form of great underwater currents that drag the traveller miles off course. Sea life fills this layer, most of it either celestial or anarchic in nature. Larger beasts and aberrations can be found by explorers who swim deep enough.
MITHARDIR, the third layer, is a desert of fine, white, chalky dust that extends forever. Mithardir was once a great forest as well as home to creatures that campfire stories alternately describe as giants or titanlike deities. Why they no longer live on this layer is unknown, but Mitherdir is now an empty realm. Persistent explorers can still find the great towers and tombs of this lost race of deities or giants, their minarets breaking through the grit like fingers straining to escape a premature grave. Brave travelers seek out Mithardir in hopes of prying away the secrets of the lost giants. More often than not, the incandescent winds of this layer wind up grinding the bones of such explorers into powder. As with the rest of Alfheim, the weather in Mithardir is sudden and dramatic. Lightning storms regularly lash across the desert, driving huge duststorms ahead of them. Travelers can be buried by a sudden attack.
Evergold: one feature that makes Alfheim attractive to visitors is the Fountain of Beauty, called Evergold by the elves. It is a pool of crystal blue water surrounded by golden sand, and it reflects the light so cleanly that it hurts the eyes to gaze upon it. Those that bathe in it’s waters gain an enhancement bonus to Charisma of 1d4+1 points for a month and a day.
ASGARD
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
Minor Positive-Dominant
Mildly Chaos-Aligned
Normal Magic
PETITIONERS:
Asgardian Petitioners are mostly the valiant, thrill-seeking and heroic sort. Those who tend to be rash, aggressive, and excited to fight, are likely to wind up in Asgard. These Petitioners have Fire and Acid immunity, and are resistant to Sonic and Electric damage.
ASGARD, the top layer of Asgard, shares it’s name with the plane proper. This layer is characterized by floating earthbergs, some miles upon miles wide. These earthbergs do not drift much, staying mostly in one place, but they seem to stretch on forever in all cardinal directions. On these sky-islands are mountains, plains, fields, forests, rivers, lakes, and settlements. Humans, elves, halflings, and rarely dwarves or others are found in these settlements. The River Oceanus falls from the sky onto a series of earthbergs, creating a tiered waterfall before spilling over to the second layer, Andlang.
Plain of Splendor: this great field is located near Valliant Hall and the free city of Himinbjorg, the largest population center on the layer. The Plain of Splendor hosts daily festivals where warriors can flaunt their mettle. Here, bravery and skill in battle is valued over all else.
Gladsheim: the Radiant Home, this sunlit region is populated primarily by elves and is suffused with light and joy. The lands are wild and beautiful, untouched by civilization. Wildlife is plentiful, and natural features such as streams, woods, and sunny hills are likewise bountiful. The elven natives are friendly, but they care little for anything but games and meditative appreciation of their natural surroundings. While many elves live in harmony with nature among the trees and fields of the surface, some elves abide in glittering caves below the surface of Gladsheim. Gladsheim has seasons. Summers are long and kind, and its winters are dark and unforgiving. During the winter, the elves retreat into the caves, the entrances of which are sealed off and buried during the season of snows.
Vingolf: the Pleasant Hall or the Mead Hall, this magnificent yet jarring building is a massive hall and tower large enough to seat an entire town inside for food, drink, performance, and merriment. Wood, stone, and stranger substances create a grand but haphazard structure, as if several mansions of various cultures were mashed together. On the inside, mazes, locked doors, blind hallways, and secret treasuries surround a grand hall where music and dancing are mandatory. Usually the guests of this inmost den include Bards, Scoundrels, performers and entertainers of all stripes and colours. Wine, romance, and song rule here.
ANDLANG, the second layer of Asgard, is a fiery realm. The lower-reaching floating earthbergs are bathed in the flames that rise from the ash-covered volcanic ground below. The layer is home mainly to fire giants, but also to some creatures with a strong association to fire. Petitioners of any race are unharmed by the flames, as per their fire immunity. Most of this layer has the Fire-Dominant trait. The River Oceanus falls from the first layer but evaporates into steam before ever hitting the surface of Andlang.
Brimir: a great hall ruled by the Fire Giant King Ymir. this castle hosts lavish parties, great contests of skill, and tests of wit and cunning, for the entertainment of its king. Fire Giants from every clan come here to pay tribute to Ymir. alliances are made here, sometimes with the marriage of one of his daughters.
The Serpent Spine: a mountain range encircling a continent-sized earthberg, the Serpent Spine is home to hundreds of clans of Fire Giants. Watchtowers and citadels defend the mountain passes against rival clans and unwanted visitors. Devout giantess maidens are said to inhabit a towering needle-thin citadel called The Spire, serving as Priests of a mysterious deity.
The Burning Fjords: a series of volcanic fjords formed with lava flows instead of glacier melts and seawater. The “fjords” flow out into a massive lava lake on the ground of the layer.
GIMLE, the third layer of Asgard, is located under the ground of the second layer. It is an underground realm crisscrossed by warm tunnels, heated by hot springs and geysers. The wild regions are crowded with underground forests of strange woods that need no sun to grow, only heat. Vast caverns run through veins of clear quartz, and deep holds are studded with shining mica and pyrite. Precious and semiprecious minerals are strewn across the floor of some lengths of tunnel and even entire caverns. Dwarven and gnomish kingdoms divide up most of Gimle, with some territory populated by dark elves. This layer is a place of fiery furnaces, ringing anvils, and constant striving for perfection in the arts of smithing, runecrafting, and magic. The halls resound with the chanting voices of dwarves and the lilting songs of gnomes. Though the two races are rivals often given to war, they unite when confronted by their underground enemies, the dark elves.
Svartalfheim: the dark elves have their realm in Gimle. Though the gnomes and dwarves think the worst of the dark elves, the allegiances of these particular dark elves are not as evil as many travellers might think. Like others of this layer, they merely wish to be left alone and they don’t take kindly to unannounced visitors or trespassers.
The Prime Material Plane is coterminous with and coexistent with the Shadow Realm, which is a transitory plane where Fae creatures come from and which ethereal creatures traverse. The Prime Material Plane is also coterminous with, but not coexistent with, Limbo, a chaotic inner plane consisting of the raw elements of physical reality. The Prime Material Plane is also coterminous to the Region of Dreams, a transitory plane made up of the collective unconscious of all dreaming beings.
The Shadow Realm is coterminous with each outer plane. It is Timeless, and all Arcane Magic is Maximized, Empowered, and Extended. The barriers between the Shadow Realm and the outer planes are so thin that you can pass them simply by crossing the threshold. Travelers who do this would not be able to tell when they crossed from one plane to the next, the transition is so seamless and gradual. Each outer plane “gate” is its city in the Shadow Realm, and the cities for these planes are coexistent pockets between both the Shadow Realm and the outer plane.
The central city/outer plane, Vanaheim, is Mildly Neutral Aligned. The other city/outer planes are miles away from this central city, encircling it.
Mechanus is Strongly Lawful Aligned. Arcadia is Mildly Lawful Aligned. The Seven Heavens are Mildly Lawful and Mildly Good Aligned. Bytopia is Mildly Good Aligned. Elysium is Strongly Good Aligned. The Beastlands are Mildly Good Aligned. Alfheim is Mildly Chaos Aligned and Mildly Good Aligned. Asgard is Mildly Chaos Aligned. These cities/outer planes are ruled by the Seelie Court.
Purgatory is Strongly Chaos Aligned. Pandamonium is Mildly Chaos Aligned. The Dark Fields are Mildly Chaos and Mildly Evil Aligned. Tartarus is Mildly Evil Aligned. Hades is Strongly Evil Aligned. Gehenna is Mildly Evil Aligned. The Nine Hells are Mildly Lawful and Mildly Evil Aligned. Acheron is Mildly Lawful Aligned. These cities/outer planes are ruled by the Unseelie Court.
Limbo is Strongly Chaos Aligned and Highly Morphic. It is Sporadically Elemental and Energy Dominant, with different elements and energies constantly boiling into and out of existence. It has Subjective Directional Gravity, and Wild Magic.
Limbo is coterminous with several other inner planes. Muspelheim is Fire Dominant, and home of the City of Brass. Niflheim is Cold Dominant. Jotunheim has no elemental or energy dominance, but is the home plane of the Giants. The Abyss is Mildly Chaos and Mildly Evil Aligned, and as a whole does not have any elemental or energy dominance (but different layers may have any given elemental or energy dominance).
The Region of Dreams is Highly Morphic, has Subjective Directional Gravity, and time flows 10 times faster than on the Prime Material Plane.
THE SHADOW REALM
Normal Gravity
Timeless
Infinite Size
Alterable Morphic
No Elemental or Energy Traits
Mildly Neutral-Aligned
Enhanced Magic: all spells are maximized, extended and Empowered.
VANAHEIM
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic: this trait disappears close to the center of the Plane, and even deities are affected by the nature of the Plane.
No Elemental or Energy Traits
Mildly Neutral-Aligned
Normal, Impeded, and Limited Magic: 1500km from the central citadel 9th level spells and spell-like abilities are impeded with a DC of 35. Every 100km closer the next level spells down are impeded, until even cantrips are impeded at 600km away. Starting at 1000km away all 9th level spells are limited, even for deities. Every 100km closer the next level spells are limited until even cantrips are limited at 100km away. At 500km away all supernatural abilities cease functioning. At 400km away the divine powers of demigods are annulled. At 300km away the divine powers of lesser deities are annulled. At 200km away the divine powers of intermediate deities are annulled. And at 100km away all divine powers are annulled.
PETITIONERS:
Petitioners of Vanaheim tend to have a live-and-let-live attitude. As long as they are not bothered they do not care to bother others. Many have an otherworldly grace about them, as if bathed in soft greyish light from above or behind them. They appear as if above it all. Unconcerned with most problems. Their expressions can be stoic and calm, ranging from disciplined polite smiles to gentle deadpans and gentle solemn downcast eyes. They have Acid Resistance, DR 10/+1, and immunity to Electricity and Polymorph. Additionally, some Vanaheim Petitioners seem as though they belong in other Planes. Perhaps they actually are other Planes’ Petitioners, but slightly altered by the nature of Vanaheim. Or maybe they were never quite suited to another Plane they would have gone to and so drited to Vanaheim instead. Such “lost souls” are theoretically possible. Either way, any Petitioner of another Plane can be brought to Vanaheim as an exception to the rule that Petitioners can’t leave their home Plane.
The Citadel of Sigil: at the center of Vanaheim is a vast and glorious citadel, where everyone is on equal magical footing. A magical compulsion that appears to be a natural phenomenon of Vanaheim in Sigil prevents anyone from making any sort of attack or hostile action against another unless they pass a DC 40 Will Save. Sigil also seems to be the focal point of the restricted magic of the Plane. Sigil is ruled by an enigmatic being known only as The Lady of Pain. she alone seems unaffected by the limitations, and many speculate that she is the source of them.
Library of Lore: this massive complex sits atop a barren bluff. The only access to the library is by ascending a single great staircase guarded by an elder elemental of each type. No one can reach the library without the permission of these great elemental creatures. The walls themselves are proof again teleportation and astral meddling, and those who try find themselves at the base of the great stair. Within the walls of the library, spells that access other planes do not function.
The library is a convoluted mazework of passages that cross beneath and sometimes through eachother, leaving no mark of their passage but foiling the most diligent mapmakers. Within this structure are private meditation cells for wizards, sealed armories of magic items, and both true and false libraries that contain much of the magic knowledge of the world. Those granted access to a true library can find the answer to any question as if a 12th-level caster had cast the Commune spell.one hour of research is required for every question answered.
The Library of Lore contains a copy of every non-artifact magic item created by mortal hands. They are sealed beneath magic wards and traps, and golems patrol the halls
All divination spells are extended.
Forest of The Sages: this hidden wood is a patchwork of thick woods and open glades and rolling fields. Explorers’ notes place the Forest of The Sages in several specific locations in Vanaheim, but it’s rarely found at all except by travelers who become lost in the woods.
All four seasons exist in balance in the Forest of Sages. In the space of a quarter-mile, snowfields give way to forests draped in autumn colour next to orchards heavy with fruit and newly plowed fields. Animals found in the Forest are usually hostile to travelers.
MECHANUS
Objective Directional Gravity: down is oriented to the face of each rotating cog.
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Strongly Law-Aligned
Normal Magic
PETITIONERS:
Petitioners of Mechanus, called Modrons often adopt a stylized version of their mortal bodies. Despite outward differences, all Modrons are alike in their eerie honesty and submersion of individuality. They are notoriously literal, and follow strict manners of decorum. They are immune to Poison and Polymorph, and resistant to Cold and Electricity.
MECHANUS doesn’t have layers, only a single infinite void full of stars in which hangs an infinite number of enormous interlocking gears. On the faces of these gears are landscapes, buildings, atmospheres, and all manner of terrain. Some cogs connect at 90-degree angles, while others connect along a single plane. Some cogs are the size of small islands, while others are as large as continents. Crossing from one cog to the next requires a DC 10 Balance check. Failure by 5 or more means a fall between the cogs, which deals 20d6 blunt damage per round. A DC 20 Climb check is required to emerge from the teeth of the cogs. Many cogs have day/night cycles created by lamps or spotlights rotating in calculated patterns over their faces.
Neumannus: Inevitables are designed, constructed, and assigned tasks to uphold various laws. It is unknown who created the first Inevitable; even Inevitables claim ignorance as to their own origin. But once created, the constructs soon learned the trick of replicating themselves. One such “factory” is Neumannus, inhabiting a small cog. It is a place devoid of regular life, though it is crawling with Inevitables at all times. Tall smokestacks cover both sides of the cog and constantly belch sooty clouds from the fires raging in forges and furnaces. Inside, chamber after chamber is given over to crystal molds of dizzying variety. Liquid metal is cooled, shaped, and tempered in these molds by special constructs. Finished pieces are assembled and animated in arcane baths of oil-like consistency. After a brief shakedown period, the newly constructed Inevitable is sent out into the multiverse with its first task. Tasks are magically encoded on the construct in glowing runes handed down by the Hub of Elders (each factory has its own Hub). the Elders spend are several hundred special Inevitables that spend their time peering through the cosmos looking for broken laws for which amends must be paid. Sometimes, Inevitables bow to other noted authorities of law in the Outer Planes, doing their bidding for a short period.
Regulus: a realm of clockwork and industry, community and harmony, where schedules are orderly and repetitive, Regulus is a small collection of cogs where gnome petitioners reside. Mines and factories, laboratories and shops, residential districts and farms, all are finely-tuned and arranged for maximum efficiency and organized neatly. Clockwork animal constructs are built and maintained here in lieu of natural life.
Forgehold: a kingdom of dwarven petitioners on a continent-sized cog teeming with mountains, foothills, rolling plains, thick forests, rushing rivers, and gentle meadows all on both sides, Forgehold is a megalopolis carved deep through the middle of its cog-tinent from one face to the other, and stretching from the center to all edges. Farms, outposts, and lumber mills dot the surface, with markets for traders and inns for travelers. But the surface remains mostly untamed wilderness where the dwarf petitioners hunt, log, fish, and explore. Inside the tunneled halls and grand caverns of Forgehold the true passion of the dwarven petitioners rings out rhythmically. The sound of magnificent machinery, pounding hammers, roaring forges, and cheerful revelry somehow sounds orchestrated, as though it were a musical ambience. So too are the military drills and combat training so perfectly synchronized. The craftsmanship of the dwarves of Forgehold is wondrous and astounding, testaments to the quality and scale of construction possible when every dwarf works in perfect cooperation.
Delon-Estin Oti: this perfectly symmetrical town is located on a far larger cog, taking up only a small part of it. Delon-Estin Oti has twenty bordering walls, with one gate on each side. Farmers till plots of fruits and vegetables and nurture animals just inside the gates. Seen from above, the town looks like a spiderweb with concentric roads radiating from the hub, a great open space covered with grass, and a single ring of trees at the very center. The town is one of peace and tranquility, a place where everything is so ordered and habitual that citizens anticipate the course of time and flow of conversation, interrupting visitors who don’t know what the future holds. Those who seek perfect equality and freedom from the lower (and higher) passions make their homes here. The population is a mixed collection of every race in the multiverse, but all are equal and there is no ruler. Many petitioners also reside within and around Delon-Estin Oti, happy to work the agricultural fields. The town has a reputation as a place where seers are born and where fortune-tellers gravitate, so visitors hoping to discover their fate are common.
Fortress of Disciplined Enlightenment: a monastery of citadel size, this structure sits on its own cog, 2 miles in diameter, and its spires and towers rise high into the void of Mechanus. Inevitables enforcing the “don’t trespass” law patrol the parapets, keeping a vigilant eye out for infiltrators and unwelcome guests. The Fortress was founded by mortal monks seeking the perfection of discipline that only Mechanus can provide. A horde of clerks, functionaries, legal aides, translators, mathematicians, philosophers, and bureaucrats staff the Fortress of Disciplined Enlightenment. Most belong to the Fraternity, though sometimes visitors are granted access to the vaunted libraries of the Fortress. The libraries extend through hundreds of rooms and hold tomes of legal volumes from all over the multiverse.
ARCADIA
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Law-Aligned
Normal Magic
PETITIONERS:
Petitioners on Arcadia are called Einherjar, and they appear much as they did as mortals, though they are markedly more healthy and robust. They are all fanatically devoted to making sure the common good of all is maintained. They are immune to Sonic and Acid, and resistant to Cold and Electricity. They can Smite Chaos 1/day, and are typically armed with +1 Thundering weapons.
ABELLIO, the first layer, is mostly flat, though there are mountains and hills arranged just so. Forests, lakes, fields, and streams are all found here. It is a layer of plenty, and everything, even common beasts, is dedicated to the good of all. The fields and forests are swollen with grain and fruit, all growing without tending or fear of infestation. Even the “wild” flowers grow naturally to create the most harmonious blend the trees of Arcadia are wondrous specimens, growing in both neat forests and straight-rowed orchards. Their bark has a copper, gold, silver, or iron sheen, and their leaves range from deep green to fiery red but never fall. Fruit is always in season, and some trees have fruits that imitate the effects of a particular potion. The potion is always the same for every fruit of the same tree. Different trees have fruits with different effects. In the sky hangs the Orb of Night And Day, which is perfectly dark on one side and shining bright as the sun on the other side. This Orb slowly rotates on an axis, providing 6 hours of light and then 6 hours of darkness, and repeating. The River Oceanus flows through Abellio from the Seven Heavens, and falls to the second layer of Arcadia, Buxenos. Seasons exist but are barely noticeable. The summers are never too hot and the winters are never too cold. Rain, wind, lightning storms, and cloudy skies all occasionally occur here, but are never violent enough to interrupt a day’s work.
Mount Clangedin: a perfectly conical mountain, apart from any range, rises at least thirty thousand feet above the fields below, its peak wreathed in clouds and storms. This edifice was raised by the great dwarven hero Clangeddin Silverbeard. The mountain’s interior is riddled with great halls, galleries, and dwarven-carved roads paved with flagstones. Costly lamps, hot and cold forges, and city-wide feasting halls all provide light and merriment for the underground visitor. Strangers are welcome here, especially those who come to buy weapons from the legendary smiths who labour in the hottest portions of the mountain. The dwarves who live within Mount Clangeddin, both mortal and Einherjar, spend a 6-hour day drilling, training, and perfecting their military skills to honour their lord Clangeddin, a 6-hour night of feasting and drinking, another 6-hour day of work and toil, and then finally a 6-hour night of rest and sleep before starting their routine again.
Basilica of Saint Cuthbert: high walls manned by specially chosen Knights surround this mighty edifice of Saint Cuthbert, an Angel who is said to have been ascended from a mortal of impeccable dignity and righteousness. Within the walls stands the basilica itself, whose highest dome reaches a mile into the sky. At the very center of the basilica is Cuthbert’s seat, called the Seat of Truth, though he rarely takes it. A curved open canopy supported by four serpentine pillars shelters the Seat. Cuthbert brought the pillars home as trophies after a brief crusade into the Nine Hells. Saint Cuthbert is noted for his rulings on matters of state, philosophy, and everything else. However, he is also called Saint Cuthbert of the Cudgel, and wherever he goes so does his trusted bronzewood weapon. If words do not suffice, Saint Cuthbert’s cudgel does. Einherjar and privileged Priests, Knights, and others of deep faith stay in the Basilica with Saint Cuthbert, though he sends many out on missions in his name. Modest accommodations are set aside for occasional supplicants wishing to hear the wisdom of Saint Cuthbert.
BUXENUS, the second layer, is much like the first. The landscape is just as naturally orderly and organized, the Orb of Day And Night is still visible overhead, casting light and darkness in a rotating cycle. However, the weather and seasons are frozen in perpetual calm spring. Buxenus is also a marshalling ground for great armies. These forces, many of them Angels, train and gather their strength for crusades across the multiverse to battle the forces of evil and chaos. Here and there on this layer are the training grounds of a particularly militant sect of mortals from the Material Plane called the Harmonium. Though they seek to do good, the “retraining camps” do more harm than anything else -- or so say the authorities. In these camps the Harmonium indoctrinates “borrowed” mortals of a chaotic alignment in the dictates of law and harmony in an attempt to change their spiritual identity to one more harmonious than before. The River Oceanus falls from Abellio and forms rivers and tributaries on this layer, before eventually falling over the edge into the void.
THE SEVEN HEAVENS
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Law- and Mildly Good-Aligned
Normal Magic
PETITIONERS:
Petitioners of Celestia are the souls of the righteous and pure, who have been elevated to angelic status in their afterlife. Called Ishim, or Sparks, they appear as floating balls of light that glow as bright as a torch. They are immune to Electricity and Petrification, have Improved Initiative, Damage Reduction 20/magic, Angel Qualities, and no planar commitment. They also can attack with a ray of light at will at +2 ranged touch attack with a range of 30 ft that deals 1d6 Holy damage, and they have spell-like abilities at will -- Aid, Continual Flame, Protection from Evil.
LUNIA, the first and bottom layer, is also called the Silver Heaven. Gorgeous citadels and redoubts of polished white stone dot the shore of the wine-dark Silver Sea, which stretches out infinitely. The sky is dark but filled with glittering stars bright enough to illuminate the shores. The base of the mountain is populated with cities and towns which rise up along its many paths and stairways, to the next layer. The Silver Sea is made of holy water, fed from glacial runoff from the titanic mountain Olympus, and is teeming with all manner of aquatic life, from schools of tiny fish to leviathans moving in the depths. The River Oceanus also makes its way through this layer, winding in a current through the Silver Sea on its way from Bytopia through the Heavens to Arcadia. Runoff from the melting glaciers of Olympus spills into the Silver Sea and joins the River Oceanus on its way.
Castle Mahlhevik: the wonders of Lunia offer much, even for a Chaotic Evil Wizard committed to learning the paths of goodness. Calling in favours from various Angels, and revealing his sincerity, the wizard Mahlhevik built his castle on the shore of the Silver Sea in peace. While he’s sincerely attempting to reform, he’s got a long way to go and retains many instincts and notions of his former self. Mahlhevik welcomes visitors and allows travelers of any alignment to stay in Castle Mahlhevik. Some of his “old friends” such as Sytris, once called Soul Reaver, and Japheth, formerly known as Lifeleech, visit from time to time. But arriving onto the plane waist deep in the holy water of the Silver Sea has a way of scarring and frightening away Mahlhevik’s old friends, so they don’t visit often. Interesting trades and even more interesting stories can be had at Mahlhevik’s castle, and travelers who don’t want to deal directly with the Angels regard it as a good place to stay.
MERCURIA, the second layer, is also called the Golden Heaven. It is a place of thin air and high hopes, where golden light suffuses everything. Here the slopes are tame, the valleys lush, and the streams fast-running. Plateaus and passes provide spaces for settlements of Angels and other goodly beings. Great tombs and wondrous mausoleums on Mercuria grant eternal rest to the noblest of fighters. Here, the inhabitants of the Heavens honour their deeds during an annual Day of Memory.
Bahamut’s Palace: this glittering wonder is built entirely from the treasure hoard of Bahamut, the Dragon Lord of the North Wind, paragon of wisdom, knowledge, prophecies, and song, and ruler of goodly dragons. The palace’s windows are gemstones in settings of gold and silver, its walls are inlaid with copper and jade, and its floors are beaten mithral. Within, seven Long dragons attend Bahamut amid treasure gathered over eons -- and the bones of a thousand failed thieves. Bahamut’s palace moves among the first four heavens at Bahamut’s will, carried aloft by a whirlwind. For travelers friendly to Bahamut, the palace offers an alternative method of traveling the Heavens without using the paths.
VENYA, the third layer, is also called the Pearly Heaven. The slopes of Venya are old, rounded, and occasionally laced with snow. The brooks run warm and clear, though ice often forms on the banks in winter. Terraced fields and carefully tended woodlands are common sights on the slopes.
The Glass Tarn: this mountain lake of icy water is nestled in a bowl-shaped valley between three peaks, fed by the runoff from a glacier of blue ice high above. When a believer throws something truly important and valuable into the Tarn as an offering, a light rushes up from the incomprehensible depths. When the light reaches the surface it takes the form of a prophecy featuring the supplicant -- or a powerful Angel to deal with the intruder if the offering was not sincere.
Green Fields: here crops never fail, the weather is always mild, and plentiful harvests are a blessing. This is the realm of angelic Halfling petitioners, and that means comfort. The realm is a combination of burrowed households, small rustic buildings, and endless fields. No large predators live in Green Fields, but Angelic moles, rabbits, and badgers are common.
SOLANIA, the fourth layer, is also called the Crystal Heaven. A sky that shines with the glow of burnished silver hangs above the quiet slopes of Solania. Luminescent fogs and invigorating scents shroud the valleys. Many of the slopes hold mighty glaciers above, and they remain rich in ore and precious minerals below. Solania’s peaks are home to monasteries, cathedrals, and other holy shrines. Often, these structures are the destinations of interplanar pilgrims seeking answers to questions of creation, toil, and love.
Erackinor: the slopes of Solania are deeply tunneled with a vast dwarven mansion called Erackinor. None but dwarves and dwarven petitioners are allowed within. Those who enter and return speak in hushed tones of stonework and craftsmanship that far surpasses anything a dwarf might have seen on the Material Plane. Dwarven Priests say that their god, Moradin, uses the Soul Forges deep within the most secret reaches of Erackinor to temper the spirits his people and their weapons. The armories of Erackinor are second to none, and the combat-veteran dwarves and dwarven petitioners that fill Erackinor’s halls make the mansion nigh-impregnable.
EMPYREA, the fifth layer, is also called the Platinum Heaven. The slopes of Empyrea are gentle, leveling off in great sweeping plains dominated by citadels and domes. The citadels of Empyrea are marsheling grounds for Knights, Angels, and other creatures of Good and Order. The many healing fountains and curative waters in Empyrea can restore withered limbs, lost speech, derangement, and life energy itself; those who ail need only find the right fountain. This layer of the Seven Heavens has the Minor Positive-Dominant trait.
Merton: also called the City of Tempered Souls, Merton sits on the edge of a cold, clear mountain lake. Merton is known for its healers and hospitals, and many a pilgrim seeks to reach this legendary site of perfect health.
JOVAR, the sixth layer, is also called the Glittering Heaven. The slopes are strewn with great rubies and garnets twinkling with light so beautiful that it steals the breath at first sight. Here, hosts of Angels wander the gem fields, lost in contemplation of the glory of their previous lives.
An, The Heavenly City: The Heavenly City is visible from everywhere on Jovar and from vantage points on lower heavens. The City is a seven-layered ziggurat. An enormous staircase on each of its four sides connects the terraces. Gemstones of profound value make up every step and stone on the ziggurat, and all glow with an inner light. Hosts of Angels move up and down the stairs, but the structure is so massive that the steps never grow crowded. On the lowest terrace sits the Exchequer of Souls, a black marble building of graceful arches and onion domes laced with threads of gold and silver. Here powerful Angels weigh the virtue of lower Angels, elevating the worthy to higher forms. The Radiant Arsenal on the fourth terrace is a long narrow building with a vaulted ceiling and extensive cellars. Here, weapons both magic and mundane are stored to arm the Angel hosts if necessary. The most important weapons are said to contain the essence of powerful Angels. They reside in pearl-lined vaults sealed off by powerful glyphs. The Bridge of Al-Sihal on the seventh, highest terrace is a beam of blinding light. This is the portal to the seventh heaven, Cronus, and it is guarded by an Angel named Xerona who turns aside the unworthy.
CRONUS, the seventh and highest layer, is also called the Illuminated Heaven. Cronus is a mystery, though some say it is the mystery. Those few who achieve the Illuminated Heaven never return, so no account records Cronus’ true aspect. Tales say that those who enter have their inherent goodness magnified until their essence joins with the Seven Heavens. Or, if they harbour evil, their souls are extinguished and their essence is permanently erased from the multiverse.
BYTOPIA
Objective Direction Gravity: down exists in two opposite directions on the plane’s two facing layers. Gravity is normal until one crosses the invisible boundary between the two layers, and then it reverses.
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Good-Aligned
Normal Magic
PETITIONERS:
Petitioners of Bytopia look much the same as they did in life, but take on fae qualities. Many take the form of gnomes regardless of their race in mortal life. They are immune to Fire and Cold, and have resistance to Sonic and Electricity. They can cast Magic Circle against Evil at will as a spell-like ability.
DOTHION, officially considered the “first” layer, is the more populated of the two facing planes. It is a realm of pastoral activity and individual industry. Its rolling hills cluster around spikes of volcanic rock that jut toward its more savage companion layer. The land is a combination of open, settled manor farms and well-tended woods and forests. Dothion is a very domestic plane, its petitioners raising silver-wooled sheep and golden-flecked lambs. The open spaces are huge manor fields of wheat, barley, and corn. The residents have dammed many gentle streams, harnessing them to waterwheels that grind the grain into excellent flour and meal. Towns here lack protective walls, but paved roads link them in well-ordered lines. It is a land of barns and beekeeping, of wool and milk, and of small shops and smithies. Most of the workshops that huddle along the roadside are privately owned, and the owners swear no allegiance beyond “the common good”. Dothion’s weather tends to be mild, and it has regular, mostly benign, seasons. Often a heavy storm from Shurrock breaks through the border between the two layers, wreaking havoc. In general, the layer is an ideal paradise for those who prefer the quiet life. The River Oceanus flows in both layers of Bytopia on its way from Elysium to the Seven Heavens.
The Golden Hills: a number of tors larger than the surrounding hillsides are each topped with towers or citadels where feasts and worship, and mining operations, are held. Each hill is said to belong to a member of Garl Glittergold’s court, with the tallest tor believed to belong to the gnomes’ god himself. Everything in this region has a soft golden tint to it that gives the landscape a soft radiance. Angelic animals are common here, with golden plumage and fur. The hills are filled with precious metals and gems, and many have been dug out into warrens for gnome petitioners and forges for the craftsmen.
SHURROCK, Dothion’s wild counterpart, is an inverse world facing Dothion. Where Dothion is well-mannered, Shurrock is savage. Where Dothion is calm, Shurrock is extreme. It is a land of rough country and harsh weather, divided by deep, snow-filled winters and dry, parching summers. Shurrock and Dothion are eachothers sky. During the day a radiance shines in the border between the layers, growing gradually to the brightness of full sunlight and then subsiding to complete darkness for 8 hours before starting again. There are no stars, only the twinkling lights of Dothion’s towns and cities above Shurrock, and the faint blinking of Shurrock fireflies and sometimes wildfires above Dothion. The land of Shurrock is filled with raw materials. Seams of gold and gems are found just beneath the surface, the tangled woodlands are rich in timber, and all manner of wild game thrives throughout the layer. Quarries and mills are common, usually with small communities crowding them. These towns are often walled and guarded, for on Shurrock walk the more powerful creatures of Bytopia such as Angelic versions of animals and magical beasts. Shurrock is a land of continual challenge. For those who seek to prove themselves and their ability to survive, it is a very different type of paradise than its tame sibling, Dothion. Occasionally some foul beast breaks loose from Shurrock and reaches Dothion, but in general the challenges of this layer stay on this side of the border.
ELYSIUM
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
Minor Positive-Dominant
Strongly Good-Aligned
Entrapping: visitors to Elysium experience increasing joy and satisfaction while on the plane. Colours seem brighter and more vivid than on the Material Plane, sounds more melodious and soft, and the nature of others seems more pleasant and understanding. Every week a creature on Elysium must make a Willpower Save (DC 10 +1 per consecutive week spent on the plane) or else become trapped by the plane. Entrapped creatures become petitioners of Elysium and cannot leave of their own volition, having no desire to do so anyway. Memories of their mortal life fade into nothing and it takes a Wish or Miracle to return them to normal.
Normal Magic
PETITIONERS:
Petitioners of Elysium look as they did in their mortal life, though their demeanors become calmer and more noble. They are immune to Electricity and Sonic, and resistant to Cold and Fire. they retain up to four character levels acquired before becoming petitioners (multiclass petitioners may choose levels from any classes they had in life).
AMORIA, the first and topmost layer, is one of the most hospitable places in the Outer Planes -- if you ignore the planes tendency to convert long-term visitors to full-time petitioners. Small towns dot the banks of the river Oceanus, and islands of rolling hills rise from the river itself. Boat travel is common, and the bulk of the population of Elysium lives on this layer.
Amoria is a relatively peaceful place, but it’s also a place where those who live here have ample opportunities to aid others and demonstrate goodness. There is still misfortune on Elysium, but it seems to exist only to show the collective power of goodness. Calamities here, such as a village fire or capsized boat, test and identify those who are from other planes. Travelers to Amoria are besieged by small errands and tasks, but if they complete them they find powerful allies at their side.
Amoria has seasons, but they are so timid that visitors from the Material Plane hardly notice them. It is neither too hot in summer nor too cold in the winter, and it rarely rains without a rainbow appearing immediately afterward. The angels often upbraid storm giants and other creatures who can control the weather for causing sudden rainstorms, even if they have good reason to do so.
The rulers of the angels also live on Amoria. These supremely powerful archangels are as powerful as the archdukes of the Nine Hells or the demon princes of the Abyss. First among their number is Prince Talisid, the wisest and most powerful of the angels. Talisid’s lieutenants are known as the Five Companions: the lupine Duke Lucan, the bearlike Dutchess Callisto, the winged Duke Windheir, the equine Lord Hwyn, and the antlered Lord Rhanok. Together they organize the efforts of the angels, sending them on missions against evil and even striking into the Unseelie planes to recover those captured by the forces of evil.
ERONIA is a rising land of steep hills, sharp=toothed mountains, and white granite valleys, which divert the river again and again. Rugged foothills coil at the bases of these mountains, high bluffs, plateaus, and mesas. Communities tend to congregate on the plateaus or in small towns hunched between mountains and the river Oceanus.
The weather is fierce on Eronia; great windstorms and snowfalls with lightning are common. The summers are hotter and the winters more bitter than on the Material Plane. Eronia is for the good souls who still want to be challenged in their afterlife.
Those who live here do so at the whim of the mountains themselves. Often, parts of the great hills slide into the river, blocking it in some locations and forcing it into new channels in others. Eronia is a place of rugged peace, its mountains lost in luminous clouds above and a challenge to any climber. Here the wind whips around mightily, and even the winged angels have some difficulty flying. All creatures with a fly speed have their maneuverability reduced to the next lower category. Clumsy fliers remain clumsy.
BELIERIN is a land of misty swamps and fog-bound marshes, quite the opposite of what one might expect in a plane of ultimate goodness. Here the river is no more than a tangled braid of slow-moving water through uncountable channels, with low, flooded sandbars and tangles of mangroves rising from it.
Still, the positive nature of Elysium shines through this desolate place. The fog itself seems to spread light with each wispy tendril, surrounding every torch and lantern with a luminous nimbus.
The few communities that exist on Belierin rise from rocky spurs that jut from the swamp. These small towns are usually built around a cathedral-like lighthouse whose beacon pierces the mildly luminous fog, bringing travelers to dock safely.
Belierin is the prison of some deadly creature or creatures. Some tales say the prisoner of Belierin is a powerful monster along the lines of a dragon or monster of legend. Others say it is a deadly archuduke of the Unseelie planes, a deposed elemental prince, or even a wounded deity. The indisputable fact is that evil creatures are sometimes caught lurking here, and the native angels are constantly fighting back attacks against this layer.
The true nature of the prisoner of Belierin may never be known, but the layer does make a dangerous prison and perilous region to cross.
THALASIA
This layer is the headwaters of the river Oceanus, the start of the great river that flows through the layers of Elysium, dodges the sun-dappled trees of the Beastlands, and plunges into Alfheim. Thalasia is dotted with islands and sprinkled with small communities.
These islands are variously known as the Isles of The Dead, Isles of The Blessed, the Hills of Avalon, the Islands Beyond The World, and the Heroic Isles. Here, the best of good-aligned petitioners make their homes, retaining some knowledge of their previous lives. Here hero-kings wait for the day when their nations need them again, and religious scholars research great mysteries in huge libraries.
Often these great petitioners made the journey to Thalasia while still alive but approaching death, whether from age or from wounds taken in noble battle. Elysium then slowly converted them to powerful petitioners, and they scarcely felt the pain of death. In Thelasia they retain their powers and memories but are at peace with themselves and with others, the ultimate reward for good.
The purpose of Thalasia may be to provide a good and just reward. It may also be to produce recruits to become angels, to create wardens for whatever is locked up in Belierin, or to muster an army of goodness for an eventual last battle with the forces of evil.
The Fortress of The Sun: once known as Light’s Blessing, this stronghold is the domain of the Seelie King Oberon and Queen Titania. This realm, once a vast manor surrounded by orchards, vineyards, and farmland for miles, is now a gold-plated citadel that forms a beacon atop Krigala, the largest island in Thalasia.
The Fortress of The Sun dominates the land for a hundred miles around and is clearly visible from the shores of the river Oceanus. It glows like a beacon day and night, providing continual daylight for a hundred miles in every direction. Creatures are affected as if in full daylight within Oberon’s realm, regardless of where they hide.
Oberon sits in a great audience chamber at the highest spire, where he confers with angels, dispatching them to deal with the forces of darkness.
Everywhere within the golden light of the Fortress has the Light Gravity trait and enhanced magic Maximizes all spells of the Sun domain and with the Light descriptor. The impeded magic trait affects all Enchantment (Illusion) spells of the figment, pattern, or glamour subschools. Oberon and Titania have the power to make other changes if they so wish.
THE BEASTLANDS
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
No Elemental or Energy Traits
Mildly Good-Aligned
Normal Magic
PETITIONERS:
Petitioners of the Beastlands take on animal traits soon after they arrive. Their hair grows long in lustrous pelts, short horns sprout from their foreheads, and they develop cats’ eyes or fox ears. Over the course of centuries, they become celestial beasts or animals. They usually live in small communities at the bases of great trees, leading simple lives in harmony with the other creatures of the plane. They have immunity to Electricity and Poison, resistance to Cold and Fire, and Fast Healing 2.
KRIGALA, the Beastlands’ top layer, is split in two by the river Oceanus. The river flows through the layer in a strong torrent, flanked by verdant forests that often bridge the great river with intertwined branches above. Small side channels depart from the river, and there are numerous bayous and oxbow lakes formed whenever this extraplanar river alters its banks.
Krigala is a land of eternal afternoon. A warm sun basks the land in its continual glow. It is just warm enough in Krigala for the plant life of the area, and temperatures remain in a comfortable range unless manipulated by spells.
Time passes normally but is not tracked by the moving of the sun. instead, gentle rains drift in on soft breezes once per day. More rarely, occasional thunderstorms strike, sending many of Krigala’s beasts to cover.
Most of the creatures encountered in Krigala would be active in the day if they lived on the Material Plane. Most of the native life has a basic understanding of how the portals between the layers work, and they can avoid the portals instinctively if they choose.
The Grove of The Unicorns: Deep within the Beastlands is a grove that sits at the base of a cluster of great sequoias that form a natural cathedral for those beneath the canopy. The lowest branches of the great redwoods are hundreds of feet in the air, such that those with wings can fly through this cathedral without difficulty.
Those who reside within the borders of the Grove live in peace with the trees and animals, and they are similarly left alone by the wild creatures.
True to its name, the Grove attracts groups of unicorns, both with the celestial template and half-celestial/half-unicorns.
BRUX is the second layer of the Beastlands, and a land of eternal dusk. The sun is a red ball along the horizon, casting long ruddy shadows through the forest. Where it can be seen above the trees, a silvered moon hovers low over the opposite horizon. Time passes normally on this layer, but newcomers often get the eerie sense that the world is frozen at sunset.
Brux is slightly cooler than Krigala, and fogs and mists roil through the trees. The animal life on Brux is active in the morning and evening, sleeping during the heat of day and getting food when the sun is low in the sky.
Travelers who find themselves on Brux by accident may find their way back to Krigala by following the creeks and streams. Many of them lead eventually to Oceanus; others lead to boggy marshes and swamps.
KARASUTHRA, the lowest layer of the Beastlands, wears a cloak of continual night. A silver moon whose phases change achingly slowly hangs in the open sky, surrounded by stars that lazily drift across the sky. Only a few beacons of moonlight pierce the thick canopy of the forest here, forming silver shafts that touch the forest floor.
Karasuthra is home to the most dangerous night creatures, hunters relentless in the pursuit of their quarry. Hunters from the Material Plane sometimes journey to Karasuthra looking for the most dangerous of trophies. Some even survive to try a second time.
ALFHEIM
Normal Gravity.
Normal Time.
Infinite Size.
Divinely Morphic.
No Elemental or Energy Traits.
Mildly Chaos- and Mildly Good-Aligned.
Enhanced Magic. Arcane Spells are Maximized, Empowered, and Extended.
PETITIONERS:
Two kinds of petitioners are found here. The souls of elven worshipers chosen to serve as vassals in the great castles and glades here are called the Chosen of Arvandor. They are immune to Poison and Electricity, and have resistance to Cold and Fire. they also have DR 10/+1. The souls of gourmands, gluttons, well-meaning drunks, and those who relished the act of living become Bacche, satyrlike revelers caught in mid-transformation between man and beast. They are immune to Electricity and Polymorph, and have resistance to Acid and Poison. They have an Entice supernatural ability. Anyone within 100 feet of a mob of Bacche must make a Will save ( DC 10 + the number of Bacche within range, max DC 25) or else join the party. While partying, those who failed their save eat, drink, make merry, and engage in pranks and all kinds of tomfoolery, but do not get the benefits of nourishment from food or water. The party lasts for 101 days or until the character collapses from lack of sustenance. Bacche are non-violent, fleeing if attacked -- or more likely offering bread and wine to their attackers.
ARVANDOR, the first layer, is a place of great open spaces beneath the trees. Within these canopied clearings lay the settlements of the Chosen of Arvandor, engaged in an idealized elven life. In the day there are hunts and challenges, in the evenings feasts and tales told around the fire. The cycle of day and night matches the material plane, with a golden sun beaming above the treetops in the day and a white moon nestled among a milky river of stars at night. The nights are warm in Arvandor. Even beneath the trees, great fireflies form their own elastic constellations among the huge oaks and lindens.
AQUALLOR, the second layer of Alfheim, is an eternal ocean. At its lowest reaches it’s as black as night. The magic of this realm grants visitors the ability to breath underwater. What Aquallor lacks is islands, for great storms stalk the layer’s surface, swamping any boats that dare its heavy seas. Beneath the surface, Aquallor has the Water-Dominant trait, and the magic of the plane protects against the pressures of the deep. Much like the first layer of Alfheim, Aquallor is subject to quicksilver changes in the weather. Such weather takes the form of great underwater currents that drag the traveller miles off course. Sea life fills this layer, most of it either celestial or anarchic in nature. Larger beasts and aberrations can be found by explorers who swim deep enough.
MITHARDIR, the third layer, is a desert of fine, white, chalky dust that extends forever. Mithardir was once a great forest as well as home to creatures that campfire stories alternately describe as giants or titanlike deities. Why they no longer live on this layer is unknown, but Mitherdir is now an empty realm. Persistent explorers can still find the great towers and tombs of this lost race of deities or giants, their minarets breaking through the grit like fingers straining to escape a premature grave. Brave travelers seek out Mithardir in hopes of prying away the secrets of the lost giants. More often than not, the incandescent winds of this layer wind up grinding the bones of such explorers into powder. As with the rest of Alfheim, the weather in Mithardir is sudden and dramatic. Lightning storms regularly lash across the desert, driving huge duststorms ahead of them. Travelers can be buried by a sudden attack.
Evergold: one feature that makes Alfheim attractive to visitors is the Fountain of Beauty, called Evergold by the elves. It is a pool of crystal blue water surrounded by golden sand, and it reflects the light so cleanly that it hurts the eyes to gaze upon it. Those that bathe in it’s waters gain an enhancement bonus to Charisma of 1d4+1 points for a month and a day.
ASGARD
Normal Gravity
Normal Time
Infinite Size
Divinely Morphic
Minor Positive-Dominant
Mildly Chaos-Aligned
Normal Magic
PETITIONERS:
Asgardian Petitioners are mostly the valiant, thrill-seeking and heroic sort. Those who tend to be rash, aggressive, and excited to fight, are likely to wind up in Asgard. These Petitioners have Fire and Acid immunity, and are resistant to Sonic and Electric damage.
ASGARD, the top layer of Asgard, shares it’s name with the plane proper. This layer is characterized by floating earthbergs, some miles upon miles wide. These earthbergs do not drift much, staying mostly in one place, but they seem to stretch on forever in all cardinal directions. On these sky-islands are mountains, plains, fields, forests, rivers, lakes, and settlements. Humans, elves, halflings, and rarely dwarves or others are found in these settlements. The River Oceanus falls from the sky onto a series of earthbergs, creating a tiered waterfall before spilling over to the second layer, Andlang.
Plain of Splendor: this great field is located near Valliant Hall and the free city of Himinbjorg, the largest population center on the layer. The Plain of Splendor hosts daily festivals where warriors can flaunt their mettle. Here, bravery and skill in battle is valued over all else.
Gladsheim: the Radiant Home, this sunlit region is populated primarily by elves and is suffused with light and joy. The lands are wild and beautiful, untouched by civilization. Wildlife is plentiful, and natural features such as streams, woods, and sunny hills are likewise bountiful. The elven natives are friendly, but they care little for anything but games and meditative appreciation of their natural surroundings. While many elves live in harmony with nature among the trees and fields of the surface, some elves abide in glittering caves below the surface of Gladsheim. Gladsheim has seasons. Summers are long and kind, and its winters are dark and unforgiving. During the winter, the elves retreat into the caves, the entrances of which are sealed off and buried during the season of snows.
Vingolf: the Pleasant Hall or the Mead Hall, this magnificent yet jarring building is a massive hall and tower large enough to seat an entire town inside for food, drink, performance, and merriment. Wood, stone, and stranger substances create a grand but haphazard structure, as if several mansions of various cultures were mashed together. On the inside, mazes, locked doors, blind hallways, and secret treasuries surround a grand hall where music and dancing are mandatory. Usually the guests of this inmost den include Bards, Scoundrels, performers and entertainers of all stripes and colours. Wine, romance, and song rule here.
ANDLANG, the second layer of Asgard, is a fiery realm. The lower-reaching floating earthbergs are bathed in the flames that rise from the ash-covered volcanic ground below. The layer is home mainly to fire giants, but also to some creatures with a strong association to fire. Petitioners of any race are unharmed by the flames, as per their fire immunity. Most of this layer has the Fire-Dominant trait. The River Oceanus falls from the first layer but evaporates into steam before ever hitting the surface of Andlang.
Brimir: a great hall ruled by the Fire Giant King Ymir. this castle hosts lavish parties, great contests of skill, and tests of wit and cunning, for the entertainment of its king. Fire Giants from every clan come here to pay tribute to Ymir. alliances are made here, sometimes with the marriage of one of his daughters.
The Serpent Spine: a mountain range encircling a continent-sized earthberg, the Serpent Spine is home to hundreds of clans of Fire Giants. Watchtowers and citadels defend the mountain passes against rival clans and unwanted visitors. Devout giantess maidens are said to inhabit a towering needle-thin citadel called The Spire, serving as Priests of a mysterious deity.
The Burning Fjords: a series of volcanic fjords formed with lava flows instead of glacier melts and seawater. The “fjords” flow out into a massive lava lake on the ground of the layer.
GIMLE, the third layer of Asgard, is located under the ground of the second layer. It is an underground realm crisscrossed by warm tunnels, heated by hot springs and geysers. The wild regions are crowded with underground forests of strange woods that need no sun to grow, only heat. Vast caverns run through veins of clear quartz, and deep holds are studded with shining mica and pyrite. Precious and semiprecious minerals are strewn across the floor of some lengths of tunnel and even entire caverns. Dwarven and gnomish kingdoms divide up most of Gimle, with some territory populated by dark elves. This layer is a place of fiery furnaces, ringing anvils, and constant striving for perfection in the arts of smithing, runecrafting, and magic. The halls resound with the chanting voices of dwarves and the lilting songs of gnomes. Though the two races are rivals often given to war, they unite when confronted by their underground enemies, the dark elves.
Svartalfheim: the dark elves have their realm in Gimle. Though the gnomes and dwarves think the worst of the dark elves, the allegiances of these particular dark elves are not as evil as many travellers might think. Like others of this layer, they merely wish to be left alone and they don’t take kindly to unannounced visitors or trespassers.
in need of commissions
General | Posted 6 years agoI am down to my last razor, and almost out of conditioner. but all my money went to rent. I'm flat broke, with $0.15 to my name. I need to earn a quick buck, namely around $15 to $20, so I can be my grooming supplies. this is an important expenditure because I was taken off the schedule at work a couple weeks ago and now I need to find a new job. they've most likely already replaced me, so I don't expect to be back to work at Solvang anymore. but if I can't maintain my appearance for interviews I won't be able to get a job somewhere else.
commission prices are in a featured journal you can see on my profile. I do $1 pencil sketches as well, including backgrounds. and I can take special orders by request.
commission prices are in a featured journal you can see on my profile. I do $1 pencil sketches as well, including backgrounds. and I can take special orders by request.
help out a struggling starving artist
General | Posted 6 years agoCommission me so I can get dinner
General | Posted 6 years agoA friend has invited me to dinner at a Japanese restaurant, but I need to scrounge up $10 or $20. If anyone would like to help, I do $1 pencil sketches (backgrounds and characters) and I write poetry, song lyrics, and short stories for commission.
special price commissions and deals from some great artists
General | Posted 6 years agoI lost my job recently and rent is due on the 1st.
is doing cheap commissions to try to get the money we need.
http://www.furaffinity.net/journal/9323651/
also, a friend of ours, the notorious
is offering free chibis (valued at $65) for every $60 you spend on
's art.
https://www.furaffinity.net/journal/9323769/
myself, I'll be offering half off on all my usual prices, as well as offering $1 pencil sketch commissions.
is doing cheap commissions to try to get the money we need.http://www.furaffinity.net/journal/9323651/
also, a friend of ours, the notorious
is offering free chibis (valued at $65) for every $60 you spend on
's art.https://www.furaffinity.net/journal/9323769/
myself, I'll be offering half off on all my usual prices, as well as offering $1 pencil sketch commissions.
Andor Updates: Ocean Currents
General | Posted 6 years agook, so the work on ocean currents for my setting is getting to be more complicated and difficult than I thought. I will probably spend a few days to a week or more just trying to figure it out, based on my schedule. but I have alot of fiddling around with it to do to get it right. once I have that sorted out, though, I can begin to place the climate zones and figure out what the world looks like. I am trying to make this all fit a certain general guideline, so if it's not working out the way I want it, I may go all the way back to the drawing board and start over again. tweaking things here and there until I get it to work out the way I want it to. but that said, I may just have to accept that some features I originally wanted are not scientifically feasible. which is all well and good, that's why I'm doing this in the first place! if some concessions have to be made, I"m ok with that. but I still want to make it fit the basic design I had in mind.
Andor Updates
General | Posted 6 years agoI may have to, yet again, completely remake my map of Andor from scratch. the last couple attempts were good practice, though! please tell me what you think of the maps so far.
after I get the correct Elevation Map made, I'm going to work on figuring out the wind patterns, ocean currents, and tides. then I will create a Climate Map of Andor. after that, I will begin to make a Geographical Map complete with kingdoms and regions, terrain features, and sites of interest. finally, I will begin to write stories in the setting and create lore.
after I get the correct Elevation Map made, I'm going to work on figuring out the wind patterns, ocean currents, and tides. then I will create a Climate Map of Andor. after that, I will begin to make a Geographical Map complete with kingdoms and regions, terrain features, and sites of interest. finally, I will begin to write stories in the setting and create lore.
devastated and depressed
General | Posted 6 years agoso I'm not gonna go into any details, but something happened in my life tonight that has me feeling absolutely destroyed. so if I don't put out alot of work, don't follow up with y'all, don't follow through with promised work, or if any of my pieces come out really moody or dark, that's why. just thought I'd give everyone a heads up. I appologize in advance if I get snippy at anyone, too.
writer's block and apologies
General | Posted 6 years agoI have promised two separate people stories as birthday gifts, but I have been facing extreme writer's block. I know I am way late as it is for both of them. I extend my deepest apologies for making y'all wait so long. I am going to force myself to get some writing done today, and hopefully I'll have those stories out before tomorrow.
talented offsite artist
General | Posted 6 years agothis fantasy gaming artist deserves more love. come check out her artwork!
https://www.patreon.com/Catilus
https://www.facebook.com/CatilusArt/
Instagram and Twitter: CatilusArt
https://www.patreon.com/Catilus
https://www.facebook.com/CatilusArt/
Instagram and Twitter: CatilusArt
october commissions by a great artist
General | Posted 6 years agoanybody wanna go halfsies with me on one? it can be SFW or NSFW, halloween themed, probably involving costumes or pumpkins in some capacity, and including my Dark Elf Vampire character, Valthier. the link to the journal with the commission info is here.
http://www.furaffinity.net/journal/9280568/
http://www.furaffinity.net/journal/9280568/
looking to earn $20
General | Posted 6 years ago$10 for rent, another $10 for a sweeeet adopt deal. 3 characters for $10!! lemme know what I can do to earn your cash. my paypal email is thespektre00[at]gmail.com
new elf character~
General | Posted 6 years agoName: Pepper
Gender: Female
Species: Wood Elf
Orientation: Demi-Pansexual Panromantic
Conditions: Cerebral Palsy
Skin Colour: pale with rosy cheeks
Hair Colour: bald. wears long dark-brown wig.
Eye Colour: hazel.
Height: 5'1"
Weight: 112 lbs.
Favourite Colour: Brown.
Favourite Food: Cake.
Favourite Animal: Snails.
Personality: quiet, gentle, and dreamy.
Neutral Good Female Wood Elf Commoner 1.
Str 11, Dex 10, Con 9, Int 15, Wis 9, Cha 14.
Vitality: 3
Wound Points: 9
Conditions: Cerebral Palsy (-6 Dex, -4 to Cha-based skills).
Skills: Handle Animal +5 (ranks: 4), Profession [Animal Trainer] +3 (ranks: 4), Spot +5 (ranks: 4), Listen +5 (ranks: 4).
Feats & Abilities: +2 Dex, -2 Con, Low-Light Vision, +2 saves vs Enchantments, Immune to Sleep, Trance, +2 Spot, +2 Search, +2 Listen, +2 Knowledge [History], Elvish Weapon Proficiencies, Favoured Class Witch, Skill Focus (Handle Animal).
Gender: Female
Species: Wood Elf
Orientation: Demi-Pansexual Panromantic
Conditions: Cerebral Palsy
Skin Colour: pale with rosy cheeks
Hair Colour: bald. wears long dark-brown wig.
Eye Colour: hazel.
Height: 5'1"
Weight: 112 lbs.
Favourite Colour: Brown.
Favourite Food: Cake.
Favourite Animal: Snails.
Personality: quiet, gentle, and dreamy.
Neutral Good Female Wood Elf Commoner 1.
Str 11, Dex 10, Con 9, Int 15, Wis 9, Cha 14.
Vitality: 3
Wound Points: 9
Conditions: Cerebral Palsy (-6 Dex, -4 to Cha-based skills).
Skills: Handle Animal +5 (ranks: 4), Profession [Animal Trainer] +3 (ranks: 4), Spot +5 (ranks: 4), Listen +5 (ranks: 4).
Feats & Abilities: +2 Dex, -2 Con, Low-Light Vision, +2 saves vs Enchantments, Immune to Sleep, Trance, +2 Spot, +2 Search, +2 Listen, +2 Knowledge [History], Elvish Weapon Proficiencies, Favoured Class Witch, Skill Focus (Handle Animal).
Pride month ask meme
General | Posted 6 years agoLgbt+ ask game
1.) What do you identify as and what are your pronouns?
I am agender, intersex, novisexual and noviromantic. My pronouns are they/them.
2.)How did you discover your sexuality, tell your story?
I was reading Demon Diary, and found myself ogling Eclipse. XD
3.)Have you experienced being misgendered? What happened and how did you overcome it?
I’m always being misgendered. There’s no overcoming it for me because I can’t pass.
4.)Who was the first person you told, how did they react?
My sister and our friend Julia. They seemed to think it was a “so what?” Thing.
5.)Describe what it was like coming out, what did you feel?
Anxiety, fear, uncertainty... I wasn’t ready to come out to my dad yet.
6.)If you’re out, how did your parents/guardians/friends react?
My mom tries to support me, but gets it wrong sometimes. Dad seems to pretend not to know.
7.)What is one question you hate people asking about your sexuality?
It’s complicated.
8.)Describe the style of clothing that you most often wear.
Skirts and leggings with girl t-shirts.
9.)Who are your favourite lgbt+ ships?
George Takei and his husband Brad.
10.)What does makeup mean to you? Do you wear any?
I wear it sometimes. I’m not very good at it yet.
11.)Do you experience dysphoria? If so, how does that affect you?
I experience it a lot. I don’t know how to be comfortable in my body because I feel like I should be able to shapeshift at will.
12.)What is the stupidest thing you’ve heard said about the lgbt+ community?
That we’re pedophiles.
13.)What’s your favourite thing about the lgbt+ community?
Drag.
14.)What’s your least favourite thing about the lgbt+ community?
Exclusionists.
15.)Have you ever been to your cities pride event? Why or why not? I’ve been to the one in my hometown of Gainesville Florida many times, and mostly been in the parade. I haven’t been to the one in Eugene yet because it hasn’t happened yet since I moved here.
16.)Who is your favourite lgbt+ Icon/Advocate/Celebrity? George Takei.
17.) Have you been in a relationship and how did you meet? My current relationship is with someone I met on FA/Picarto. He’s a sweetheart and we weren’t even very close at first.
18.)What is your favourite lgbt+ book?
Violet & Claire by Francesca Lia Block.
19.)Have you ever faced discrimination? What happened?
I’ve literally been attacked physically and threatened to be killed.
20.)Your Favorite lgbt+ movie or show?
Legend of Kora.
21.)Who are some of your favourite lgbt+ bloggers?
Ash Hardell and their wife, Grace.
22.)Which lgbt+ slur do you want to reclaim?
Queer.
23.)Have you ever gone to a gay bar, or a drag show, how was it?
Both. I love drag shows, less as much gay bars.
24.)How do you self-identify your gender, and what does that mean to you?
I don’t have a gender.
25.)Are you interested in having children? Why or why not?
Yes, I want to adopt. I’ve always wanted to be a parent.
26.)What identity advice would you give your younger self?
Everyone’s identity is valid. And trans is a big umbrella with lots of different ways to experience it.
27.)What do you think of gender roles in relationships?
I like the idea that everyone gets to decide their roles for themselves.
28.)Anything else you want to share about your experience with gender?
Gender is weird and confusing.
29.)What is something you wish people know about being lgbt+?
We’re not a unified singular thing. There’s so much variation and so many different views within the queer community. We’re no one thing.
30.)Why are proud to be lgbt+?
I’m proud because there’s nothing wrong with being myself.
1.) What do you identify as and what are your pronouns?
I am agender, intersex, novisexual and noviromantic. My pronouns are they/them.
2.)How did you discover your sexuality, tell your story?
I was reading Demon Diary, and found myself ogling Eclipse. XD
3.)Have you experienced being misgendered? What happened and how did you overcome it?
I’m always being misgendered. There’s no overcoming it for me because I can’t pass.
4.)Who was the first person you told, how did they react?
My sister and our friend Julia. They seemed to think it was a “so what?” Thing.
5.)Describe what it was like coming out, what did you feel?
Anxiety, fear, uncertainty... I wasn’t ready to come out to my dad yet.
6.)If you’re out, how did your parents/guardians/friends react?
My mom tries to support me, but gets it wrong sometimes. Dad seems to pretend not to know.
7.)What is one question you hate people asking about your sexuality?
It’s complicated.
8.)Describe the style of clothing that you most often wear.
Skirts and leggings with girl t-shirts.
9.)Who are your favourite lgbt+ ships?
George Takei and his husband Brad.
10.)What does makeup mean to you? Do you wear any?
I wear it sometimes. I’m not very good at it yet.
11.)Do you experience dysphoria? If so, how does that affect you?
I experience it a lot. I don’t know how to be comfortable in my body because I feel like I should be able to shapeshift at will.
12.)What is the stupidest thing you’ve heard said about the lgbt+ community?
That we’re pedophiles.
13.)What’s your favourite thing about the lgbt+ community?
Drag.
14.)What’s your least favourite thing about the lgbt+ community?
Exclusionists.
15.)Have you ever been to your cities pride event? Why or why not? I’ve been to the one in my hometown of Gainesville Florida many times, and mostly been in the parade. I haven’t been to the one in Eugene yet because it hasn’t happened yet since I moved here.
16.)Who is your favourite lgbt+ Icon/Advocate/Celebrity? George Takei.
17.) Have you been in a relationship and how did you meet? My current relationship is with someone I met on FA/Picarto. He’s a sweetheart and we weren’t even very close at first.
18.)What is your favourite lgbt+ book?
Violet & Claire by Francesca Lia Block.
19.)Have you ever faced discrimination? What happened?
I’ve literally been attacked physically and threatened to be killed.
20.)Your Favorite lgbt+ movie or show?
Legend of Kora.
21.)Who are some of your favourite lgbt+ bloggers?
Ash Hardell and their wife, Grace.
22.)Which lgbt+ slur do you want to reclaim?
Queer.
23.)Have you ever gone to a gay bar, or a drag show, how was it?
Both. I love drag shows, less as much gay bars.
24.)How do you self-identify your gender, and what does that mean to you?
I don’t have a gender.
25.)Are you interested in having children? Why or why not?
Yes, I want to adopt. I’ve always wanted to be a parent.
26.)What identity advice would you give your younger self?
Everyone’s identity is valid. And trans is a big umbrella with lots of different ways to experience it.
27.)What do you think of gender roles in relationships?
I like the idea that everyone gets to decide their roles for themselves.
28.)Anything else you want to share about your experience with gender?
Gender is weird and confusing.
29.)What is something you wish people know about being lgbt+?
We’re not a unified singular thing. There’s so much variation and so many different views within the queer community. We’re no one thing.
30.)Why are proud to be lgbt+?
I’m proud because there’s nothing wrong with being myself.
Happy Pride!
General | Posted 6 years agoIt’s pride month and I’m here to celebrate our queer history. Remember that the first Pride Parade was a riot against a police raid. Marsha P. Johnson and Silvia Rivera are our Pride Mothers. All queer folks deserve to be welcome.
Queer minors.
Queer people of faith.
Disabled queers.
Queer people of colour.
Closeted queers.
People questioning their gender or orientation.
Intersex people.
Asexuals and aromantics.
Bisexual, pansexual, polysexual, omnisexual, demisexual, the list goes on.
I see you. I love you. Happy Pride! ❤️🧡💛💚💙💜
Queer minors.
Queer people of faith.
Disabled queers.
Queer people of colour.
Closeted queers.
People questioning their gender or orientation.
Intersex people.
Asexuals and aromantics.
Bisexual, pansexual, polysexual, omnisexual, demisexual, the list goes on.
I see you. I love you. Happy Pride! ❤️🧡💛💚💙💜
I’m back, sort of!
General | Posted 6 years agoSorry for being gone for so long, everyone. Thing is, I’m homeless and have been since February. I’m staying at a homeless shelter now, and my laptop has been stolen along with most of my things. I’ve replaced some items, but still have no computer and no physical address to get a library card with. I’m typing this journal on my phone.
I know this is a lot to ask, but if anyone can commission me or donate to my PayPal, it would mean the world to me. I’m currently waiting to hear back if the restaurant I had an interview with wants to hire me on. My food stamps have run out until June. I’m desperate.
I know this is a lot to ask, but if anyone can commission me or donate to my PayPal, it would mean the world to me. I’m currently waiting to hear back if the restaurant I had an interview with wants to hire me on. My food stamps have run out until June. I’m desperate.
Life To Live
General | Posted 6 years agoI currently can’t upload this normally, so I’m using my journal. Here is a new song I wrote.
~~~
Some days I feel like crying
And some days I’m top of the world
The pendulum swings so widely
I guess I’m blessed or I’m just bold
And it’s high time that I
Let go of fear
Of saying what’s on my mind
I gotta life to live
And people to love
I don’t wanna get left behind
Some days the rain keeps falling
Some days the sun still shines
The hands on the clock are stalling, Baby
But time keeps on ticking by
And it’s high time that I
Let go of fear
Of saying what’s on my mind
I got a life to live
And people who love me
Don’t wanna leave them behind
I don’t wanna get left behind
(Instrumental solo)
I’ve got a life worth living
And prayers worth praying
People worth seeing
And things worth saying
I’ve got years worth shedding
And smiles worth spreading
And I’m not gonna
Keep on forgetting
It’s high time that I
Let go of fear
Of saying what’s on my mind
I got a life to live
And people to love
Don’t wanna get left behind
I won’t get left behind
~~~
Some days I feel like crying
And some days I’m top of the world
The pendulum swings so widely
I guess I’m blessed or I’m just bold
And it’s high time that I
Let go of fear
Of saying what’s on my mind
I gotta life to live
And people to love
I don’t wanna get left behind
Some days the rain keeps falling
Some days the sun still shines
The hands on the clock are stalling, Baby
But time keeps on ticking by
And it’s high time that I
Let go of fear
Of saying what’s on my mind
I got a life to live
And people who love me
Don’t wanna leave them behind
I don’t wanna get left behind
(Instrumental solo)
I’ve got a life worth living
And prayers worth praying
People worth seeing
And things worth saying
I’ve got years worth shedding
And smiles worth spreading
And I’m not gonna
Keep on forgetting
It’s high time that I
Let go of fear
Of saying what’s on my mind
I got a life to live
And people to love
Don’t wanna get left behind
I won’t get left behind
I am homeless again
General | Posted 7 years agoI just got illegally kicked out and there's nothing I can do about it. I gotta head back and pack my stuff, I'm leaving today. I'll be staying in a van in the next town over, no bus pass, no way to get to my therapy and medical appointments. so... yayyy.....
COMMISSION PRICES!
General | Posted 7 years agoB&W SKETCHES -- $1
B&W SKETCHES (WITH BACKGROUND) -- $5
FLAT-COLOUR SKETCHES -- $5
FLAT-COLOUR SKETCHES (WITH BACKGROUND) -- $7
SONG LYRICS -- $10 per song.
MUSICAL COMPOSITION -- $15 per track. +$5 per track if there are lyrics. (Currently unavailable)
POEM -- $10 per poem.
STORY (SFW) -- $7 per page.
STORY (NSFW) -- $10 per page.
STORY (GRUESOME) -- $12 per page. this is for stories with content that I find personally disturbing. if you aren't sure if I would find it disturbing or not, note me and we can work it out.
I WILL NOT WRITE/DRAW:
* underage NSFW.
* scat/watersports.
* digestion/disposal.
* anything pro-nazi, pro-fascist, or pro-nationalist.
B&W SKETCHES (WITH BACKGROUND) -- $5
FLAT-COLOUR SKETCHES -- $5
FLAT-COLOUR SKETCHES (WITH BACKGROUND) -- $7
SONG LYRICS -- $10 per song.
MUSICAL COMPOSITION -- $15 per track. +$5 per track if there are lyrics. (Currently unavailable)
POEM -- $10 per poem.
STORY (SFW) -- $7 per page.
STORY (NSFW) -- $10 per page.
STORY (GRUESOME) -- $12 per page. this is for stories with content that I find personally disturbing. if you aren't sure if I would find it disturbing or not, note me and we can work it out.
I WILL NOT WRITE/DRAW:
* underage NSFW.
* scat/watersports.
* digestion/disposal.
* anything pro-nazi, pro-fascist, or pro-nationalist.
Happy New Year, efurryone!
General | Posted 7 years agoit's 2019, and that means I have an obligation to post about the changing of the year. normally people write about their resolutions for the new year, but I have a rule about not limiting my resolutions to a single day. I don't really do new years resolutions, I just make resolutions whenever they feel appropriate. so it's hard for me to know what to write here.
instead I will just wish everyone a good year, and wave goodbye to the old year. we're gonna make this a good one. here's to positive relationships, good luck, making lots of money on your commissions and getting all your bills paid on time. here's to warm hugs and light laughter, good food and drink, soft kisses, and cuddly pets (whether you are a dog person, a cat person, or some other animal of choice you keep in your home).
for all that said, I do actually have some resolutions that just so happen to line up with the New Year this time around! I'm resolving to keep the past in the past and not dwell on old mistakes, whether they be in love, projects, finances, or friendships. anything I did wrong is not something I have to pine over or repeat.
I also resolve to put more effort into my financial prospects, and seek out work, including putting alot of energy and focus into writing my book and practicing my drawing and writing.
and this is also the year I plan to make my new life in Oregon, with a boyfriend I love as my eventual nesting partner, in this beautiful city of Eugene.
again, Happy 2019, everyone! I hope it's a good year for all of you~
instead I will just wish everyone a good year, and wave goodbye to the old year. we're gonna make this a good one. here's to positive relationships, good luck, making lots of money on your commissions and getting all your bills paid on time. here's to warm hugs and light laughter, good food and drink, soft kisses, and cuddly pets (whether you are a dog person, a cat person, or some other animal of choice you keep in your home).
for all that said, I do actually have some resolutions that just so happen to line up with the New Year this time around! I'm resolving to keep the past in the past and not dwell on old mistakes, whether they be in love, projects, finances, or friendships. anything I did wrong is not something I have to pine over or repeat.
I also resolve to put more effort into my financial prospects, and seek out work, including putting alot of energy and focus into writing my book and practicing my drawing and writing.
and this is also the year I plan to make my new life in Oregon, with a boyfriend I love as my eventual nesting partner, in this beautiful city of Eugene.
again, Happy 2019, everyone! I hope it's a good year for all of you~
a YCH I wanna see done, so go bid on it~
General | Posted 7 years ago
is doing a YCH auction and it's really REALLY good. >w> I can't bid on it because I'm broke. but I can live vicariously through someone else. so y'all, go bid on it!http://www.furaffinity.net/view/29875719/
that's the link up above. clicky-click!
FA+
