TEXT: CODEX 
  CODEX OF THE
  OF THE 
  INFINITE PLANES
  INFINITE PLANES
  Multiverse of Wonder and Adventure
  Multiverse of Wonder and Adventure
  
  CODEX 
  CODEX OF THE
  OF THE 
  INFINITE PLANES
  INFINITE PLANES
  Multiverse of Wonder and Adventure
  Multiverse of Wonder and Adventure
  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any repro-
  duction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 
  2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  Designer: Dave Coulson 
   
  Layout: Dave Coulson 
   
  Proofreaders/Playtesters: Matthew Anderson, Eric Brooks, Harris 
  Cameron, Patrick Griffin, Luke Price, Akulas Psyhos
   
  Cover Illustrator: Jack Kaiser 
   
  Interior Illustrators: Bruno Balixa, Critical-Hit!, Emmanuel Bou Roldan, 
  Frank Turfler Jr, Jack Holliday, Jeshields, Michael Scotta, Rick Hershey, 
  Jack Kaiser illustrates the Orrery of the Infinite 
  Planes in the Great Modron Cathedral on 
  Mechanus, while a group of planar sages consult 
  their copy of the Codex of the Infinite Planes.
  Credits
  ON THE COVER
  
  Contents
  Introduction ............................................................. 
  4 
   
   
  Chapter 1: Essence of the Infinite Planes ............. 
  5 
   
  Definitions ................................................. 
  5
  Chapter 2: Using the Infinite Planes ..................... 
  7
   
  Campaign Use ........................................... 
  7
   
  Traveling the Planes ................................. 
  9
   
  Great Planar Paths ................................... 
  11
   
  Glossary of Interest .................................. 
  14
  Chapter 3: Gazetteer of the Infinite Planes .......... 
  18
  INNER PLANES
   
  Plane of Air ............................................... 
  19
   
  Plane of Earth .......................................... 
  32
   
  Plane of Fire ............................................ 
  44
   
  Plane of Water ......................................... 
  55
   
  Border Elemental Planes ...................... 
  68
  TRANSITIVE PLANES
   
  Astral Plane ............................................. 
  80
   
  Ethereal Plane ........................................ 
  92
  ECHO PLANES
   
  Plane of Shadow ..................................... 
  105
   
  Plane of Faerie ........................................ 
  115
   
  Plane of Dreams ..................................... 
  127
  OUTER PLANES
   
  Infinite Layers of the Abyss ................... 
  139
   
  Infernal Battlefield of Acheron ............. 
  152
   
  Olympian Glades of Arborea ................ 
  164
   
  Peaceable Kingdoms of Arcadia .......... 
  176
   
  Wilderness of the Beastlands ............... 
  189
   
  Twin Paradises of Bytopia .................... 
  201 
   
   
  Tarterian Depths of Carceri ................. 
  214 
   
   
  Blessed Fields of Elysium .................... 
  227
   
   
  Bleak Eternity of Gehenna ................... 
  240
   
  Gray Waste of Hades ............................. 
  254
   
  Ever-Changing Chaos of Limbo ........... 
  269
   
  Clockwork Nirvana of Mechanus ........ 
  282
   
  Seven Heavens of Mount Celestia ....... 
  297
   
  Nine Hells of Baator .............................. 
  314
   
  Windswept Depths of Pandemonium .. 
  332
   
  Heroic Domains of Ysgard ..................... 
  345
  Chapter 4: The Codex and Its Keepers ................ 
  360 
   
   
  The Codex ................................................ 
  360 
   
   
  Codex Keepers ........................................ 
  363 
   
   
  Chapter 5: Planar Toolbox .................................... 
  365
   
  Random Tables ....................................... 
  365
   
  Hazards & Phenomena Master List ..... 
  367 
   
   
   
  
  Introduction
  4
  “Infinity is too large a concept for most to grasp. And, when added 
  to the complexity of a philosophical mapping of existence itself, 
  most people’s brains simply cannot process the sheer scope. It’s 
  endless. It’s vast. It’s … well, infinite. We few who have chosen 
  to dedicate our lives to the study of the infinite in terms of the 
  planes of existence may seem like we know a lot, but rest assured, 
  this is simply an act. The Codex of the Infinite Planes is a mystery, 
  even to us, and though we know a lot and have added our words 
  to that collected tome, there is so much more the book holds. 
  There are always more pages to be turned and more mysteries to 
  discover. Infinitely more, it seems.”
  Astromarchus the Sage
  Your world is about to get much bigger. Infinitely bigger, 
  specifically.
  Codex of the Infinite Planes is a Dungeons & 
  Dragons supplement expanding upon the various 
  planes of existence. The planes have been a presence in 
  Dungeons & Dragons since the earliest days of the game, 
  with multiple sourcebooks (and even an entire setting) 
  dedicated to describing the fantastic worlds that exist 
  beyond the Material Plane.
  Most of these previously released sourcebooks are 
  constrained in scope and content by serving multiple 
  purposes. Codex of the Infinite Planes is dedicated to 
  detailing exciting and usable content centered around 
  the known planes of existence for the purpose of using in 
  memorable adventures. The known planes of existence, 
  in this case, includes the four elemental Inner Planes and 
  their intersections, the two transitive planes, three echo 
  planes, and sixteen Outer Planes.
  Each plane receives a detailed description, including 
  game mechanics handling hazards and phenomena, notes 
  on traveling to and within the plane, a look at the powerful 
  people and organizations operating on the plane, a review 
  of the monstrous inhabitants, a host of interesting sites 
  and treasures, random encounter tables for each plane, 
  and adventure hooks providing examples of using the 
  plane in a scenario. The information is largely aimed at 
  Dungeon Masters looking to craft exciting adventures 
  utilizing the planes, but the information is valuable to 
  players looking to create characters tied to the greater 
  multiverse of the campaign setting.
  Other releases in the Infinite Planes series provide 
  content useful in different ways. Monsters of the Infinite 
  Planes provides creature statistics for over 200 monsters 
  inhabiting the planes along with helpful generic statistics 
  for planar NPCs. Heroes of the Infinite Planes includes 
  new subclass options for each class along with new feats, 
  spells, and magical items. Look for these releases on the 
  DMs Guild!
  Codex of the Infinite Planes
  This book provides information for the Dungeon Master 
  helpful to utilizing the known planes of existence in 
  their campaign settings. Alternately, it can be used as 
  a complete campaign setting in itself! The contents of 
  the book are roughly defined as follows. Much of the 
  information is meant to supplement the content in the 
  Dungeon Master’s Guide, specifically Chapter 2: Creating 
  a Multiverse.
  Chapter 1 Essence of the Infinite Planes outlines the 
  general principals of the planes of existence as they exist 
  within Dungeons & Dragons, along with definitions for 
  common terms used throughout the book.
  Chapter 2 Using the Infinite Planes provides tips and 
  suggestions on how to use the planes of existence in your 
  campaign, along with details on traveling through them 
  and a glossary of keywords that can be helpful to find 
  useful information in the book.
  Chapter 3 Gazetteer of the Infinite Planes forms the 
  bulk of the book and includes detailed descriptions of 26 
  planes of existence.
  Chapter 4 The Codex and Its Keepers describes the 
  Codex of the Infinite Planes itself, along with the planar 
  sages dedicated to studying its mysteries.
  Chapter 5 Toolbox provides information for crafting 
  new planes of existence. It includes a master list of all 
  hazards and phenomena from Chapter 3 along with 
  suggestions on how to build new planes of existence. 
  They’re not known as the Infinite Planes for nothing!
  Introduction
  
  Chapter I Essence of the Infinite Planes
  5
  “Those of us who have dedicated our lives to studying the 
  Codex have strived to organize the planes of existence into 
  understandable components. It’s not particularly useful from a 
  traveling standpoint I’ll admit – it won’t matter that the Abyss is 
  considered a Plane of Chaos when you’re being hunted by a pack 
  of slavering demons, for example. But as an esoteric thought 
  exercise, it helps us better understand the nature of existence 
  to try and classify the qualities of the planes. Our goal is not just 
  academic here, as we believe by finding the core of the multiverse 
  we can understand the mystery of creation itself. ”
  Lillandri the Moon Mage
  Most adventurers travel the length and breadth of their 
  land, facing an array of challenges from a variety of 
  sources, such as monsters, dastardly villains, corrupt 
  organizations, and even the perils of the landscape 
  itself. These challenges, though daunting and difficult at 
  times, are nonetheless rooted in the reality of the land 
  around them. Magic can twist and distort to add an extra 
  dimension to the challenges, but the scope of such power 
  is necessarily limited by the hands that wield it.
  These are all but a tiny fraction of the whole picture, 
  however. They occur on the Material Plane, a sort of 
  conjunction of extraplanar powers governed by invisible 
  forces beyond the vision or even understanding of most 
  people in the Material Plane. Beyond the boundaries of the 
  Material Plane, what most accept as “reality,” the wider 
  multiverse opens with an infinite array of options that 
  stretches the boundaries of what’s possible – or breaks it 
  entirely.
  Beyond the Material Plane, a multiverse of adventure 
  awaits – and the Codex of the Infinite Planes offers a 
  guide to that adventure for those willing to travel beyond 
  the shackles of “reality” and experience the truly fantastic 
  and wondrous places that exist beyond.
  What is a Plane?
  In the context of this book, a plane is broadly defined 
  as any reality separated by metaphysical borders. They 
  could be infinite or finite in size, but each plane is a 
  self-contained dimension with its own laws governing 
  existence. They usually cannot be accessed by physical 
  means, though exceptions exist. Most of the known planes 
  of existence are not inherently hostile to life, though again 
  exceptions exist.
  Definitions
  The following terms are used frequently throughout this 
  book.
  Codex of the Infinite Planes. An enormous book that 
  contains information on all of the planes of existence. The 
  original book is an artifact of supreme but uncontrollable 
  power that not only contains information about the planes 
  of existence, but can be used as a gate to them! A group 
  of planar sages have dedicated themselves to studying the 
  wonders of the Codex and have created mundane copies 
  of the original that contains their notes and theories 
  regarding the nature of the multiverse and the known 
  planes of existence.
  Demiplane. A pocket dimension of finite size created 
  from the raw protomatter of the Ethereal Plane. Certain 
  spells can create demiplanes, usually as temporary 
  locations, and some magical items access demiplanes 
  as part of their enchantment. Many demiplanes can be 
  accessed directly through a portion of the Ethereal Plane 
  known as the Deep Ethereal but others are locked except 
  through specific portals or gates. 
  Echo Plane. A reality “adjacent” to the Material Plane 
  that includes some parallel aspects of the Material Plane, 
  but usually not all. Each of these planes are an “echo” 
  of the Material Plane that most planar sages believe are 
  under the effect of a powerful exterior force. The Plane 
  of Shadow is connected to the Negative Energy Plane 
  while the Plane of Faerie is connected to the Positive 
  Energy Plane. The other known echo plane is the Plane 
  of Dreams, which contains a distorted version of the 
  Material Plane affected by the dreaming minds of sentient 
  creatures. The Ethereal Plane consists of two regions, 
  the Border and Deep, and the Border Ethereal can be 
  considered an echo plane as well.
  Energy Plane. A plane that consists wholly or partially 
  of pure energy. The two known Energy Planes are the 
  Positive and Negative Energy Planes, which contain the 
  source of radiant and necrotic energy respectively. These 
  planes are hostile to life though accessible pockets exist. 
  The Energy Planes touch the Inner Planes and Material 
  Planes, creating regions of mixed aspect that generally can 
  be visited.
  Inner Plane. A plane that contains the source of one 
  of the four basic elements of existence – air, earth, fire, or 
  water. These are referred to as the Inner Planes because 
  they form the nucleus of the multiverse itself, and on a 
  metaphysical level are believed to be the core of all known 
  reality. Each element is held within its own infinite plane, 
  but the Inner Planes also “bleed” together, creating border 
  elemental planes with non-opposing elements. Where air 
  and fire meet, the Plane of Ash exists; where air and water 
  meet, the Plane of Ice exists, and so on.
  Essence of the Infinite Planes
  
  Chapter I Essence of the Infinite Planes
  6
  Great Wheel. The most commonly understood grouping 
  of the planes understood by planar sages. Wheels, spheres, 
  and circles are a common theme found amongst the planes 
  of existence, so planar sages have connected the greater 
  multiverse to the idea of the Great Wheel. At the center of 
  the Great Wheel is the Material Plane, surrounded by the 
  Inner Planes, and then orbiting around them are the Outer 
  Planes. This is just one theory of the multiverse, however, 
  and others exist that may be just as valid.
  Layer. A subset of a plane of existence defined by 
  different physical or metaphysical traits. Many of the 
  known planes contain multiple layers, which function 
  largely as separate planes themselves but connected to the 
  broader plane by easier accessed portals and gates.
  Material Plane. The plane of existence that sits at the 
  conjunction of all the other planes. Also known as the 
  Prime Material Plane, each Material Plane is comprised of 
  elements from all the other planes, in varying degrees and 
  amounts. They are infinite in size and scope and as varied 
  as the rest of the multiverse, but they form the core of what 
  most inhabitants call “reality.”
  Multiverse. A generic term used to describe all of the 
  known planes of existence. There are multiple theories 
  of how the multiverse is connected together; the most 
  common is the Great Wheel cosmology, but others exist as 
  well.
  Outer Plane. A plane of existence defined by a broad 
  philosophical force. Most planar sages identify sixteen 
  Outer Planes as part of the Great Wheel that correspond 
  roughly to the intersections of good/ evil and law/chaos. 
  An Outer Plane in this sense contains strong philosophical 
  influence along these spectrums, which can include its 
  absence as well. Mechanus, for example, is the plane of 
  ultimate law devoid of good or evil, while the Abyss is 
  the plane of ultimate evil and chaos. Some Outer Planes, 
  especially the ones at the extreme, help those that align 
  with it philosophically but rarely are they directly hostile to 
  non-aligned travelers.
  Planar Sages. A sage that specializes in planar 
  knowledge. In the context of this book, the planar sages 
  include Astromarchus the Sage, Emirikol the Chaotic, 
  Issilda the Unbreakable, LIllandri the Moon Mage, and 
  Malakara the Warden. They provide the intros for each 
  chapter and gazetteer, and their full descriptions can be 
  found in Chapter 5.
  Transitive Plane. A plane that exists primarily as a 
  means to an end. There are two known Transitive Planes – 
  the Astral Plane and Ethereal Plane. The Astral Plane is a 
  strange realm where time functions differently and serves 
  as the connective “tissue” between all of the other planes 
  of existence. The Ethereal Plane is considered a Transitive 
  Plane as well though it only directly connects to the Inner 
  and Material Planes.
  
  Chapter II Using the Infinite Planes
  7
  “What’s the point of knowing so much about the planes? For me, 
  it’s not just theory and philosophy – I want to understand how the 
  planes feel, in my bones and my spirit. I read and write about their 
  traits, yes, but this is based on the visceral experiences I have had 
  by actually traveling to these places, talking with the inhabitants, 
  and facing the dangers. Some of my colleagues who study the 
  Codex are content to simply read about these experiences and 
  to generalize what it must be like. For me though? It has to be 
  experienced to be real, and when you’ve experienced as much 
  about the planes as I have, it helps to write it down to remember 
  it.”
  Emirikol the Chaotic
  The planes of existence can be daunting to tackle from 
  a Dungeon Master’s perspective. The sheer amount of 
  information out there, content both new and existing 
  across multiple editions of the game, makes finding a good 
  place to start difficult. This book covers a vast amount of 
  detail spread out across 26 planes of existence.
  This chapter is designed to be that starting point. The 
  information here is to help the Dungeon Master create 
  stories featuring the planes, whether they are fully realized 
  adventure sites or simply influencing the core campaign 
  setting already established. Chapter 3 provides the 
  gazetteer information for the known planes of existence 
  with helpful guides on powerful and influential NPCs 
  and organizations, notes on monsters, rules for hazards 
  and phenomena, a list of mysterious sites and treasures, 
  adventure seeds, and random encounter tables. All of that 
  information is fun to read and digest, but it doesn’t help if 
  you don’t have an idea of how you’re going to use any of it.
  Campaign Use
  Taken either individually or as a whole, the planes of 
  existence provide a rich backdrop for adventures and 
  stories of an infinite variety. There are multiple ways they 
  can be used in a campaign setting, whether the setting is 
  based on a Material Plane or not.
  Planar Campaign Frameworks
  There are as many ways to use the planes in a campaign 
  as there are planes in existence (i.e., infinite), but they can 
  be roughly categorized into four campaign frameworks 
  depending on how they are used and introduced. The 
  frameworks outlined here are Planar Influence, Temporary 
  Visit, Focused Plane, and Across the Planes.
  Planar Influence
  The planes of existence contain powerful forces, and 
  these forces can directly influence the Material Plane in 
  profound or subtle ways. Campaigns that focus on a single 
  Material Plane can still feature influences from the other 
  planes. These often take the form of confluences – places 
  or times in the setting that have a strong connection to 
  one of the other planes of existence. In these situations, 
  you can use the hazards and phenomena described under 
  the selected plane in Chapter 3 as a feature of the region, 
  perhaps in a lesser degree as necessary.
  A planar confluence from Hades could leech the color 
  out of the area, leaving only gray, while a cave under the 
  influence of Pandemonium may have light-devouring 
  darkness. The descriptions of the various hazards and 
  phenomena in Chapter 6 can be helpful in finding the right 
  influence for the story you’re looking to tell.
  Temporary Visit
  A group of characters may need to visit one of the planes of 
  existence for a specific purpose. Perhaps the villain behind 
  the campaign has a fortress in the Outer Planes that needs 
  to be destroyed, or perhaps the villain originated from one 
  of the Outer Planes and the party needs to travel there to 
  learn more about their foe or to retrieve an item helpful in 
  defeating them.
  The Glossary of Interest in this chapter includes points 
  of interest related to keywords that can be helpful in 
  finding the right location based on the nature of the need. 
  Need a prison? Carceri is known as the prison plane for 
  a reason, but other places exist, such as the fourth layer 
  of Pandemonium, Agathion. Want to know some major 
  deserts, or the key metropolises? Look to the Glossary of 
  Interest to help guide you through the infinite planes.
  Focused Plane
  For a major change of pace the entire campaign could 
  be focused on one of the planes other than the Material 
  Plane. Each plane of existence has enough mystery, 
  danger, and excitement to fuel an entire campaign without 
  having to rely upon the standard tropes. The planes with 
  major metropolises, such as the City of Glass on the Plane 
  of Water or Mithrendain the Autumn City on the Plane of 
  Faerie, could easily support this type of campaign, serving 
  as the backdrop for thrilling urban adventures with a 
  unique planar twist.
  Across the Planes
  In a multiverse of infinite planes, why limit yourself to just 
  a few? Why not encompass the entirety of the multiverse as 
  the setting? The incredibly varied content available across 
  the planes, from the Inner Planes to the Outer Planes 
  to everything in between, is enough to sustain multiple 
  campaigns of many different types. A key component 
  in a campaign of this nature is the feasibility of travel. 
  Characters would need to use portals or gates frequently, 
  but it may be useful for them to have access to a resource 
  that allows them to move around with relative ease.
  Using the Infinite Planes
  
  Chapter II Using the Infinite Planes
  8
  
  Chapter II Using the Infinite Planes
  9
  A vast array of options are available in this situation. 
  One of the easiest to use is the concept of a plane traveling 
  ship or vessel. The Demonwing is a ship known in the 
  Abyss that has the capability of sailing on the planes, but 
  even a regular boat traveling down the River Styx or River 
  Oceanus would make for thrilling adventures. The roots of 
  Yggdrasil could easily provide access to the planes as well.
  Scale and Scope
  It’s not uncommon for some campaigns to move to the 
  planes once the characters achieve a high enough level, 
  generally 11th level and higher. The party has enough 
  resources at their disposal to deal with most threats, 
  environmental and monsters, but there is still room to 
  challenge them. The planes often have the benefit of 
  expanding the scope of adventures as well – other heroes 
  may deal with threats facing the Material Plane, but 
  characters that move about the planes deal with threats to 
  the multiverse itself!
  There is nothing wrong with this mentality, and there 
  certainly are extraplanar powers and threats that could 
  easily scale to such a level if you wanted to go down that 
  route. However, this is not the only way to use the planes. 
  Like anywhere else in the multiverse, not every threat on 
  the planes is a cosmic one that has the potential to tear 
  down reality itself.
  The Adventure Hooks section of each planar entry in 
  Chapter 3 provides story ideas on how to utilize elements 
  of the plane in smaller adventures. Many of these can 
  easily be expanded upon to fit with the ongoing campaign 
  or just as a one shot, and they are designed to highlight the 
  nature of the plane in a usable format. They can be used 
  as a springboard to get the party into the plane, or to bring 
  the element of the plane to the party wherever they may be.
  Role of Gods
  Historically, the planes of existence have been known 
  primarily as the realm of the gods. For the purposes of 
  this volume, that presence has been reduced, largely 
  because most of the related content is already mapped 
  out in previous products. The Deities & Demigods books 
  are good resources on utilizing the gods and their homes 
  across the planes.
  How much of a presence the gods have in your campaign 
  is up to you, but for planar campaigns this should be a 
  consideration more than most typical Material Plane 
  campaigns. Perhaps the gods have a greater reliance on 
  worship with fluctuating power based on the number of 
  mortal worshippers they have; the rules for Piety in Mythic 
  Odysseys of Theros can be helpful in crafting such a 
  campaign.
  The default assumption in this book is that the gods exist 
  but their power and stature put them largely above the 
  struggles of lesser beings. They are aloof and inscrutable, 
  though many of their planar sanctuaries hold priests and 
  other devotees who are more than interested in engaging 
  with “lesser” beings, being lesser beings themselves.
  Traveling the Planes
  Each plane exists as its own self-contained reality, with 
  separate laws governing how time, magic, and energy 
  interact. As part of the larger multiverse, though, each 
  plane is connected through a convoluted series of invisible 
  pathways that crisscross the dimensions in varied and 
  surprising ways. A campaign that starts out on the Material 
  Plane needs to have a means of accessing the rest of the 
  multiverse just as much as a planar based campaign, 
  so the information outlined here can be useful in many 
  scenarios.
  It should be noted that these definitions are simply 
  suggestions. Feel free to mix and match the rules as you 
  see fit – with infinite planes, there’s an infinite variety of 
  options available!
  Portal
  Portals are the most common way to access other planes 
  of existence. Simply put, a portal is an invisible locked 
  doorway that directly connects two stationary points on 
  different planes. To pass through a portal, a traveler needs 
  to have the correct key. Certain spells known to planar 
  sages allow for the close examination of a portal in order 
  to ascertain the nature of the key which could be anything 
  – an object, a phrase, a motion, or anything else.
  The nature of the key is usually related to the destination 
  of the portal. For example, a portal to the Plane of Air may 
  be a feather, while a portal to Acheron may be a small 
  iron cube. A portal to Nishrek, the home of the Horde of 
  Gruumsh on Acheron, may be an iron cube inscribed with 
  the Orc word for “war.” Portals typically remain open for 
  1 minute before closing, though certain conditions and 
  portals may extend or shorten this. The information found 
  in the Getting There section of each plane in Chapter 3 
  provides some examples of portal keys.
  Once opened, most portals show the destination point 
  as clearly as though a viewer were on the same plane, so 
  it can be easier to ascertain the nature of the destination 
  once the portal is opened. This isn’t a universal truth, 
  however; some portals are opaque, revealing nothing about 
  their destination, while others are simply swirls of vapor, 
  perhaps colored in the same way as a color pool (see 
  below). Most portals are the size of a typical door, requiring 
  larger creatures to squeeze, but other sizes exist as well. 
  And some stretch to fit the size of the creature passing 
  through it!
  Typically, portals that lead from one layer of a specific 
  plane to another layer are easier to open, and most 
  function as simple gates.
  Gate
  A gate is very similar to a portal with one primary 
  difference – using a gate doesn’t require a key. Some gates 
  are open constantly, creating a permanent link between 
  two planes, while others are based on time, opening or 
  closing based around seasons, the phase of a moon, or 
  other external factors.
  On a plane, access between layers is usually through 
  open gates. For example, the Abyss and its infinite number 
  
  Chapter II Using the Infinite Planes
  10
  of layers are all theoretically accessible through the Plain 
  of Infinite Portals, the first layer. Gates there appear as 
  vast yawning pits with no clear way of determining which 
  one leads to where.
  Like portals, open gates typically appear as windows 
  with full view to their destinations, though this does vary. 
  The size of a gate also varies more than a portal, and the 
  typical gate is large enough for a Huge creature to go 
  through without having to squeeze.
  Two special types of gates exist in the transitive planes 
  that make them unique. The Astral Plane consists of 
  an infinite number of color pools, which function just 
  like gates but are color-coded to their destination. For 
  example, all color pools to Mount Celestia are gold, while 
  color pools leading to Carceri are olive colored. The exact 
  destination is obscured but fixed, so finding a specific color 
  pool is as hard to find as anything else on the Astral Plane.
  The Ethereal Plane holds a special type of gate called 
  an ethereal curtain that separates its two broad regions, 
  known as the Border Ethereal and the Deep Ethereal. The 
  Border Ethereal functions similarly as an Echo Plane and 
  overlaps the Material and Inner Planes, while the Deep 
  Ethereal is a soupy mix of protomatter where demiplanes 
  are born. Ethereal curtains separate the two. A creature 
  moving from the Border Ethereal to the Deep Ethereal 
  passes through the curtain without noticing it, but from 
  the other side the curtains are colored based on their 
  destinations. They do not require keys and are always 
  available.
  Vortex
  A vortex is a special type of gate that leads to one of the 
  Inner Planes. They usually appear naturally as part of a 
  particularly powerful or supercharged weather event, such 
  as a storm, earthquake, tornado, or typhoon. They typically 
  last only a minute or so at the apex of the event, but the 
  elemental denizens on the other side have an innate sense 
  of their appearance and often swarm through them to 
  spread their influence across as many planes as possible.
  Conduit
  The Astral Plane is considered by many to be the 
  “backstage” of the entire multiverse. One of the reasons for 
  this thought are the conduits – nearly invisible tubes that 
  connect two points in the multiverse, like a gate or portal, 
  but do so through a long channel that uses the Astral Plane 
  as a “bridge.” Accessing a conduit may require a key or not 
  and they stretch to fit any size creature passing through it. 
  The journey is not as instantaneous as a gate or portal, and 
  traveling through some conduits may take minutes or even 
  hours.
  On the Astral Plane, conduits can be seen but usually 
  only faintly and at a distance. They twist in the silver void, 
  largely invisible, and mostly indestructible. Some planar 
  sages believe conduits exist to transmit the souls of the 
  dead to their final resting place, and that mortal creatures 
  can use them is an accident.
  Magical Transportation
  Powerful magical spells can be used to transport creatures 
  across the planes as well. Most of these are the purview of 
  elder archmages and learned spellcasters, but for the right 
  price a party of adventurers may be able to convince the 
  spellcaster to weave the necessary spell.
  Astral projection allows for instant access to the Astral 
  Plane, which functions as the “hub” of the multiverse in 
  many ways. Plane shift can take a party to a specific named 
  location as well, and gate is the more powerful (expensive) 
  variant. The etherealness spell takes the party directly to 
  the Ethereal Plane which can be useful in accessing the 
  Inner Planes or the Deep Ethereal with its multitude of 
  demiplanes.
  Mapping the Planes
  Maps of the planes tend to be unreliable at best. Some 
  aspect of the infinite nature of the multiverse twists space 
  in constant and unusual ways. Certain smaller regions 
  can have reliable maps, especially on planes with a strong 
  lawful influence, but largely most planar sages don’t 
  bother with them. An entire organization called the Planar 
  Cartographic Society exists to dispute this fact, though 
  their claims of authenticity ring a bit false in more places 
  than not.
  
  Chapter II Using the Infinite Planes
  11
  Great Planar Paths
  Gates and portals are great ways to navigate the planes, 
  but finding and accessing them can be tricky or unreliable 
  at times. There are three “great planar paths” that run like 
  an undercurrent through the multiverse, making travel in 
  specific regions much easier. They are the River Oceanus, 
  which links several of the Upper Planes; the River Styx, 
  linking most of the Lower Planes; and Yggdrasil the World 
  Tree, a vast planar tree on Ysgard with roots and branches 
  that extend across the planes.
  A fourth planar path, known as the Infinite Staircase, 
  exists as well, but its properties are not well documented 
  by the planar sages that study the Codex of the Infinite 
  Planes.
  River Oceanus
  A sparkling river of deep blue water, the River Oceanus 
  runs a revitalizing, gentle course through several of the 
  Upper Planes. It’s meandering course both starts and ends 
  on the vast sparkling ocean of Thalasia, the fourth layer 
  of Elysium. From there, it winds up the layers of Elysium, 
  crossing into Krigala on the Beastlands and winding 
  through Arvandor and Aquallor on Arborea.
  The path of the River Oceanus is not as straightforward 
  as one might expect. There’s no direct current directing 
  its flow from one plane to another – it curves, twists, and 
  doubles back on itself an infinite number of times. Passing 
  between the planes and layers generally requires sailing 
  down the river for 1d6 x 12 hours and making a DC 10 
  Wisdom check; users with proficiency in navigator’s tools 
  can add their proficiency modifier to the roll. A success 
  puts the sailing vessel in the desired plane, while a failure 
  results in no change of plane.
  No river routes exist that jump layers, and transport 
  from one plane to another requires sailing from the top 
  layer of the plane. For example, a boat sailing on the River 
  Oceanus on Thalasia can only move to Belierin, and from 
  there to Eronia, and then to Amoria; once on Amoria it can 
  sail to Krigala on the Beastlands or Arvandor on Arborea.
  Random Encounters
  Most of the encounters along the River Oceanus are with 
  friendly travelers or river-dwelling beasts who wish to be 
  left alone. Sometimes, however, a stranger thing happens. 
  You can use the below table to add some randomness to a 
  trip down the River Oceanus. It is recommended not to roll 
  on this table more than once per traveling day.
  1d100
  RiveR Oceanus encOunteR
  01-05
  A pod of playful dolphins
  06-10
  Group of lizardfolk hunters on the banks
  11-15
  A sea elf princess and retinue traveling to a 
  remote location
  16-20
  A curious octopus near the surface
  21-25
  The song of a school of nearby delphons
  26-30
  A merchant barge sailing towards a river 
  town
  31-35
  A small boat with mysterious mercenaries
  36-40
  The territory of a giant crocodile
  41-45
  A vibrant cloud of sunflies from Elysium
  46-50
  A pair of lupinal guardianals on patrol
  51-55
  A hungry plesiosaurus from the Beastlands
  56-60
  The pleasure barge of a storm giant
  61-65
  A swarm of quippers scavenging the bones 
  from a large fish
  66-70
  A triton knight on a small vessel
  71-75
  An intelligent hulking crab curious about 
  the world around them
  76-80
  Giant toads croaking from the riverbank
  81-85
  A rotten gar swimming in an expanding 
  pool of filth
  86-90
  The beastwraith of a dead dolphin haunting 
  the area
  91-95
  A pack of hunting gar from Arborea
  96-99
  A scylla serpent on the hunt from Aquallor
  00
  An adult gold dragon submerged amongst 
  reeds
  
  Chapter II Using the Infinite Planes
  12
  River Styx
  The River Styx is a dark, malevolent watercourse that 
  winds through the Lower Planes. Its waters are oily 
  and wine red, churning with dark bubbles and filled 
  with unidentifiable refuse and flotsam. The waters are 
  dangerous, capable of robbing creatures of their memories 
  temporarily or permanently, though fiends and the native 
  Styxian monsters are immune to this effect. In the planes 
  it flows through the River Styx creates a flash point of 
  activity, especially in places like Carceri which make travel 
  out difficult for those sentenced to the plane.
  A creature that touches or drinks from the River Styx 
  must succeed on a DC 15 Intelligence saving throw. On 
  a failure, they suffer the effects of the feeblemind spell. 
  Fiends and native creatures to the River Styx are immune 
  to this effect. Creatures that become fully submerged have 
  disadvantage on this saving throw, and there are rumors 
  that certain areas of the River Styx permanently steal 
  memories.
  The River Styx flows through the top layers of Acheron, 
  the Nine Hells, Gehenna, Hades, Carceri, the Abyss, and 
  Pandemonium. It’s not a straight line, however, and it 
  winds up and down through the planes in a confusing, 
  meandering path. Traveling along the River Styx is more 
  difficult than the River Oceanus. To travel from one plane 
  to another along its bloodred waters, a navigator must 
  succeed on a DC 15 Wisdom check after 1d6 x 12 hours. 
  On a success, the vessel successfully passes into the 
  destination plane of choice, but it must be the top layer. 
  On a failure, the vessel makes no progress, and likely 
  something bad happens (it is suggested to roll on the 
  random encounter table below or for the corresponding 
  plane).
  A special type of yugoloth called a merrenoloth are 
  renown for sailing the River Styx. These cruel and greedy 
  fiends are willing to take on passengers for the right price, 
  and they do not need to make checks to pass between the 
  planes along the River Styx (though the time requirement 
  remains the same).
  Random Encounters
  The River Styx has a well-earned reputation for foul 
  creatures of all kinds. The fiends that swim in its blood-
  red waters are immune to the effects of the river and 
  actively seek to cause mayhem and mischief to any traveler. 
  You can use the below table to randomly determine an 
  encounter while characters sail on the River Styx. Like the 
  River Oceanus, it is not recommended to roll on this table 
  more than once per travel day.
  1d100
  RiveR styx encOunteR
  01-05
  A group of hungry vrocks looking for an 
  easy meal
  06-10
  A fiendish giant shark on the prowl
  11-15
  Sahuagin raiders on their way home
  16-20
  A hydroloth waiting in the water
  21-25
  A pool of fetid corruption with a wastrilith 
  at its center
  26-30
  A boat piloted by a merrenoloth with no 
  passengers
  31-35
  The remnants of a wrecked ship
  36-40
  A swarm of vargouilles picking at a fresh 
  kill
  41-45
  Acolyte servants of a demon lord in a boat 
  on a mission
  46-50
  A pack of hell hounds patrolling the 
  riverbank
  51-55
  A boat piloted by a merrenoloth with 
  suspicious passengers
  56-60
  A seemingly abandoned ferry floating down 
  the river
  61-65
  A deviously curious imp watching invisibly
  66-70
  A flat-bottomed barge filled with larvae 
  piloted by a night hag
  71-75
  Vast abyssal chicken flock flaps angrily in a 
  shallow pool
  76-80
  The decadent pleasure vessel of a rakshasa 
  lord
  81-85
  Swarms of fiendish quippers churn the 
  waters
  86-90
  Several bloodbloats drifting in the water
  91-95
  A Stygian ice serpent up from Stygia
  96-99
  A screamwraith rising from a nearby 
  wreckage
  00
  A fiendish adult red dragon looking to 
  cause mayhem
  
  Chapter II Using the Infinite Planes
  13
  Yggdrasil the World Tree
  The plane of Ysgard is a realm of heroic proportions, 
  where everything takes on a bigger and grander scale. 
  The best example of this is Yggdrasil the World Tree, 
  an enormous tree that sits on one of the plane’s floating 
  earthbergs. It’s branches extend out into the very fabric 
  of Ysgard, allowing quick transportation between the 
  earthbergs. Similarly, it’s roots stretch out to encompass 
  the lower Ysgardian realms of Muspelheim and Nidavellir 
  – and beyond. Yggdrasil’s roots actually penetrate the 
  weave of the multiverse, creating a maze-like system of 
  root tunnels that allow for access to many planes.
  Yggdrasil’s roots path link up to existing trees in 
  mysterious ways. The older the tree, the better the chance 
  of it holding a secret entrance into Yggdrasil’s roots. The 
  best known planes with World Tree connections include 
  Arborea, the Plane of Faerie, the Beastlands, Bytopia, 
  Hades, and the Material Plane, but any place with an 
  ancient forest could have a connection to Yggdrasil.
  Accessing Yggdrasil’s roots requires a key, similar to a 
  portal, though the key is always related to some aspect of 
  the entrance tree. The entrance usually sits in a hollow 
  part of the tree or possibly below ground in the roots, and 
  it smells distinctly like sticky sap. Inside, the root appears 
  as a tunnel made of gnarled, twisted wood, immune to 
  any damage, that leads into darkness. Travelers seeking 
  an exit along the root path to another destination must 
  succeed on a DC 15 Wisdom (Survival) group check after 
  traveling for 1d4 days. There’s no sense of time in the 
  maze, and branching tunnels constantly break off leading 
  to other places. On a successful check, the party arrives at 
  their destination, but a failure puts them at a different exit 
  entirely.
  Random Encounters
  The roots of Yggdrasil are weird and wild, and numerous 
  beasts and plants roam through the hollow tunnels. Most 
  are simply looking for food, but more than a few are 
  sinister creatures that would cause problems for a group 
  of travelers. You can roll on the below table to randomly 
  determine an encounter while the characters travel 
  through the roots of the World Tree. It is not recommended 
  to roll more than once per root travel instance unless the 
  characters were actively lost or seeking a hidden location 
  within Yggdrasil itself.
  1d100
  yggdRasil encOunteR
  01-05
  A patch of assassin vines clinging to the 
  ceiling
  06-10
  A gas spore floating menacingly through the 
  tunnel
  11-15
  An adjacent cave holding a corpse flower
  16-20
  The luring sweet smell of a nearby mantrap
  21-25
  A swarm of needle blights
  26-30
  A wounded dryad looking to return home
  31-35
  Wandering berserkers from Ysgard
  36-40
  Meenlocks causing fear and mayhem from 
  the Plane of Faerie
  41-45
  A storm mole digging at a root wall
  46-50
  A shambling mound following its instincts 
  to food
  51-55
  A garden of shriekers tended by a mad 
  druid
  56-60
  Tribe of vegepygmies on the hunt
  61-65
  The skeleton of a traveler watched over by a 
  wood woad
  66-70
  A crave horror stumbling through the dark
  71-75
  Seeds of a demonic tree that lead to a 
  Zrintor walker
  76-80
  Colony of myconids trying to live in peace
  81-85
  A ranger leading a mysterious group to 
  Ysgard
  86-90
  A procession of fey creatures commanded 
  by an autumn eladrin
  91-95
  A swarm of bleak rats that broke in from 
  Hades
  96-99
  A yellow musk creeper clinging to the wall
  00
  An adult green dragon out for a walk
  
  Chapter II Using the Infinite Planes
  14
  Glossary of Interest
  The planes of existence are vast, and there are countless 
  fantastic and interesting places hidden all over the 
  multiverse. Each plane described in Chapter 3 includes a 
  description of at least a dozen sites and treasures that can 
  be found on there! The sheer volume of content can be 
  overwhelming especially if you have an idea of what you’re 
  looking for but are uncertain where to start.
  This section lists a glossary of keywords associated with 
  Dungeons & Dragons along with a brief information on 
  how it might fit into the planes as described in this book. 
  This is by no means an exhaustive list, and part of the fun 
  of a planar campaign is upturning these kind of general 
  expectations. Use the information here as a springboard 
  for your imagination, or as a reference guide to help build 
  interesting adventures and stories for your game.
  Aberrations. The source for many aberrations can be 
  traced to the Far Realm, and there are several key planes 
  that have been the focus for incursions from that alien 
  plane. The Plane of Dreams, specifically the Moonscape, 
  sees a lot of activity from aberrations, and the Windswept 
  Depths of Pandemonium contains ruins that suggest Far 
  Realm influence. The Astral Plane was the home of a 
  vast mind flayer empire at one point, and many of their 
  experiments still roam the Silver Void. The Glass God is a 
  alien entity trying to penetrate the vast logic of Mechanus.
  Arcane. Arcane magic is a powerful force in the 
  multiverse, and its influence spreads across many planes. 
  On Arcadia, magical law is governed and enforced by 
  Nomos Prime, and its practitioners – nomomancers – seek 
  out the truth of arcane magic wherever it may lie. The 
  elves of the Arrathalass Conclave on Arborea practice 
  ancient traditions of supremely powerful high magic.
  Arctic. The Plane of Ice, also known as the Frostfell, is a 
  vast realm of desolate cold that sits between the elemental 
  Planes of Water and Air. The fifth layer of the Nine Hells, 
  Stygia, is a frozen wasteland amidst a black sea where the 
  River Styx flows unimpeded.
  Beasts. Each plane is inhabited by a wide variety 
  of creatures, many of which fall under the category of 
  beasts. They often develop unique traits suited to their 
  environment, but the creatures of the Beastlands are 
  unique among all the planes. They are intelligent, and 
  many of them have developed into powerful servants of the 
  Animal Lords that rule the vast wilderness.
  Celestials. The powerful embodiment of the Upper 
  Planes are the celestials, who come in a wide variety of 
  forms. A few subtypes have emerged in the multiverse as 
  true embodiments of their individual planes. On Mount 
  Celestia, the archons are powerful warriors of truth and 
  justice; the guardinals of Elysium are hunters and wardens 
  of evil wherever it may hide; and the jotuns of Ysgard are 
  giant-like beings with a wide variety of dispositions who 
  change forms based on their strong emotions.
  Chaos. Chaos is a powerful primeval force in the 
  multiverse. The planes that closely align with it include 
  Arborea, Ysgard, Limbo, Pandemonium, and the Abyss. 
  They are wild unpredictable places.
  Cities. There are numerous cities in the multiverse 
  that rise to planar metropolis status. The City of Brass on 
  the Plane of Fire is run by greedy, cruel efreet, but they 
  welcome trade from all over the planes. Conversely, the 
  City of Glass on the Plane of Water is one of the most 
  cosmopolitan locations in all the planes. Mithrendain the 
  Autumn City on the Plane of Faerie is a neutral location 
  where elves and fey of all kind come to mingle and discuss 
  politics. The Plane of Dreams’ Dylath-Leen is a strange city 
  of dreams and nightmares with a sprawling, bewildering 
  architecture that defies all sense of style and form. 
  Ravnica, City of Guilds, is perhaps the largest city in the 
  multiverse and serves as the hub for ten powerful guilds 
  with machinations that stretch out across the planes.
  Constructs. A construct can be found anywhere in 
  the multiverse, serving whatever purpose it was built 
  for, but special attention should be paid to Mechanus. In 
  that realm of vast gears and cogs, constructs are native 
  inhabitants, and many simply coalesce out of the unending 
  machinery of the plane. Mechanus is the home to 
  inevitables and modrons, two construct species that have 
  become fully sentient on their own.
  Darkness. Light and darkness can be found all over 
  the multiverse. In Pandemonium, the darkness takes on a 
  more sinister feel, and it actually eats light brought into its 
  windswept tunnels.
  Desert. The layer of Mithardir on Arborea is a vast 
  desert of unusual white sand, while the third layer of 
  Carceri, Minethys, is filled with crimson sand and buried 
  mysteries. The Cinder Wastes that comprise the bulk of 
  the Plane of Fire is an endless ash-covered desert.
  Dragons. Due to their long life and knack for magic, 
  dragons are among the most powerful creatures in all 
  the multiverse. There are ten greater “planar” dragons 
  identified by the sages who study the Codex; these include 
  Ignashendre on the Abyss, Voldrethass the Sleepless on 
  the Plane of Dreams, and Fimbulvinter on the Plane of Ice.
  Dungeons. There are countless sprawling complexes 
  that count as dungeons in the multiverse, including the 
  Salt Dungeons of the Great Khan on the Plane of Earth 
  and the Blood Maze of the Charred Horn beneath a rocky 
  slope of Gehenna. The Labyrinth of Baroness Razza 
  in Limbo holds a great number of surprises within its 
  twisting halls, and for those seeking fey secrets the ruins of 
  Cendriane, City of Fallen Stars, sits in the Onyx Woods of 
  the Feywild.
  Dwarves. The realm of Erackinor on Mount Celestia 
  is the greatest center of dwarven civilization in all the 
  planes and serves as the home for most of their deities. 
  Mount Clangeddin on Arcadia is another notable dwarven 
  stronghold, and the Library of Dumathoin in the Plane of 
  Earth holds much of their secret knowledge.
  Elementals. The Inner Planes are the home of the 
  elementals in the multiverse, from the mephits to the 
  incredibly powerful elemental lords that rule over the 
  regions. Each Inner Plane hosts a specific type of genie 
  as well – efreet on the Plane of Fire, dao on the Plane of 
  Earth, marid on the Plane of Water, and djinn on the Plane 
  of Air. They consider themselves the undisputed masters of 
  the elemental planes.
  Elves. Many legends tell different versions of the origin 
  of elves, but the realm of Nasselaithess on Arborea hosts 
  the majority of their gods so most believe they originated 
  there. Elves have a strong presence on the Plane of Faerie 
  where the eladrin developed, while the elves of Ysgard tap 
  into their wilder nature.
  
  Chapter II Using the Infinite Planes
  15
  Evil. The malicious power of evil is well represented 
  in the Outer Planes in the array known as the Lower 
  Planes – Abyss, Acheron, Carceri, Gehenna, Hades, and 
  Pandemonium.
  Fey. Frey creatures have a strong otherworldly feel that 
  puts them at home in many planes. Their strongest bastion 
  is the Plane of Faerie, also known as the Feywild, but they 
  are also well represented in the Twin Paradises of Bytopia. 
  The Queen of Air and Darkness, a malevolent fey ruler cast 
  out of the Feywild, resides in the caves of Pandemonium.
  Fiends. Fiends are the native inhabitants of the Lower 
  Planes, and they represent evil, wickedness, and cruelty 
  in all their forms. There are three key subraces of fiends 
  that have designs on the larger multiverse: the devils of the 
  Nine Hells, the demons of the Abyss, and the yugoloths of 
  Gehenna (though the yugoloths have a strong presence on 
  Hades as well). Fiendish creatures swim through the River 
  Styx and prowl through all of the Lower Planes.
  Forest. Many vast forests can be found in the multiverse. 
  Some of the most noteworthy include Arvandor, the top 
  layer of Arborea, which is perhaps the largest forest in 
  all the planes; all of the layers of the Beastlands, each a 
  primeval jungle stuck forever in day, twilight, or night; the 
  Viper Forest of Zrintor on the Abyss, which serves as the 
  home of Graz’zt; and the crimson jungle of Cathrys on 
  Carceri with its acidic air that eats away at material things.
  Giants. Giants have a strong elemental connection so 
  many of their fortresses and colonies can be found in the 
  Inner Planes, such as fire giant strongholds on the Plane 
  of Fire and frost giant camps on the Plane of Ice. They can 
  also be found on Ysgard, working with or even worshipping 
  the jotun celestials of that plane, and trolls can be found in 
  abundance in the chilly pine forests of Hades’ second layer, 
  Niflheim.
  Gnomes. Gnomes are a surprisingly industrious people 
  who have managed to insert themselves into many places 
  across the planes. Their strongest presence is on Bytopia, 
  where their sprawling families have formed clanns 
  that operate massive industry that spreads across the 
  multiverse.
  Goblinoids. Goblins, hobgoblins, and bugbears can 
  be found in any climate on any plane at any time, usually 
  surviving as raiders or soldiers of greater powers. Their 
  roots stretch back to the iron cubes of Acheron, where 
  mighty goblinoid armies march and wage war in an eternal 
  conflict at the behest of their bloodthirsty gods.
  Good. As a philosophical idea, the force of good is 
  embodies in the range of Outer Planes known as the 
  Upper Planes –Arborea, Arcadia, Bytopia, Elysium, 
  Mount Celestia, and Ysgard. These planes are the home 
  to celestials of all kinds and the inhabitants generally care 
  about the wellbeing of other creatures.
  Grassland. Gentle grasslands of all kinds can be found 
  across the planes. The Greenway is a snaking “river” of 
  grassland that cuts through the forest of Krigala, the first 
  layer of the Beastlands, and hosts vast tribes of centaurs. 
  On Arborea, the Golden Plains of Kanidis are an isolated 
  realm given wholly over to the leonin who fiercely guard 
  their territory.
  Halflings. The typical halfling is a lover of comfort 
  and home, and they’ve managed to carve these places 
  out of the multiverse just as easily as the Material Plane. 
  Yondalla, chief goddess of the halflings, lives in the Green 
  Fields on Mount Celestia along with countless families in 
  comfortable burrows. They can also be found as travelers 
  and merchants, aiding the Great Guildclanns of Bytopia in 
  ventures across the multiverse.
  
  Chapter II Using the Infinite Planes
  16
  Hill. The gentle hills of Elysium sweep across the 
  landscape, while the Mud Hills on the Plane of Earth close 
  to the Plane of Ooze is a muck-filled realm of slippery 
  slopes. Many earthbergs floating in the skies of Ysgard 
  hold rocky hills as well, though the most famous of all are 
  the Golden Hills of Dothion on Bytopia where the gnome 
  gods dwell.
  Justice. As an idea, the punishment of criminal activity is 
  strong across many of the planes of law. The Court Castles 
  of the Lex on Arcadia are a vast, sprawling complex of 
  fortresses and strongholds, all built to uphold the laws of 
  Arcadia, known to be some of the most strict and esoteric. 
  On Mechanus, the Word of Law is an entity that uses liquid 
  metal agents to bring justice to lawbreakers across the 
  plane, while inevitables are concerned with the higher laws 
  of the multiverse – cheating death too many times is bound 
  to bring one of them around to your door!
  Law. The force of law, constantly in an unseen struggle 
  with chaos, is dominant in a swath of Outer Planes. 
  These planes include Acheron, Arcadia, the Nine Hells, 
  Mechanus, and Mount Celestia, and each adheres to the 
  rigid power of order in different ways.
  Libraries. Many open and hidden repositories of lore 
  can be found scattered across the multiverse. The Library 
  of Dumathoin sits somewhere in the Stony Expanse of the 
  Plane of Earth, holding untold mysteries of the dwarven 
  god of secrets, while the Golden Library of the Great 
  Wyrm on Mount Celestia is open to all seeking knowledge 
  – that can stand to deal with Semrassa the Ancient, the 
  ancient gold dragon who keeps the library safe. The Tower 
  Arcane in Gehenna holds a record of every contract signed 
  by any yugoloth, and the arcanaloths that live there keep 
  their secrets safe for prying eyes.
  Madness. The very nature of the multiverse is enough to 
  drive anyone mad if they think too much about its infinite 
  scope, but there are special strains of madness that can 
  be found as well. The howling winds of Pandemonium are 
  enough to drive any traveler into the arms of wholesale 
  madness, and the few cities there are filled with paranoid 
  inhabitants each suffering from their own form of insanity. 
  The copper dragon Menndryntaerth is a unique case – his 
  mind has been fractured into three distinct personalities, 
  and he wanders the Astral Plane as a lost soul.
  Mercenaries. Where there’s war, there’s a need for 
  soldiers of fortune, and there’s no better place than 
  Acheron to find and recruit such a force. The Nameless 
  Legion is one of the most renown mainly because 
  they recruit monsters of all types to join their ranks. 
  Clann Fennid on Bytopia is a unique type of mercenary 
  group that independently patrols much of the realm for 
  troublemakers, and have been known to travel across the 
  planes in their quest for justice.
  Merchants. Trade and commerce are powerful forces, 
  and there are many planar merchant companies that work 
  to bring goods from one plane to another. The City of Glass 
  on the Plane of Water is one of the greatest mercantile 
  hubs in the multiverse and it sees merchant traffic selling 
  everything from weapons and armor to jewels and 
  magic. The Great Guildclanns of Bytopia are merchant 
  superpowers, dominating trade within their specific 
  purview, with knowledge and resources that make them 
  nearly indispensable in some planes.
  Monstrosities. The monsters that don’t quite fit nicely 
  into other categories can be found in abundance across the 
  planes. Nearly every plane features a native monstrosity, 
  including the astral dreadnoughts of the Astral Plane, 
  the dangerous xill of the Ethereal Plane, and the wild 
  flavabeek of Limbo.
  Mountain. Mount Celestia is the tallest mountain in the 
  multiverse, though it is so vast as to stretch the definition 
  of mountain considerably. Mount Olympus on Arborea is 
  a mysterious place where powerful gods once ruled, but 
  it is now cloaked in mist and difficult to climb. The Void 
  Peaks of the Plane of Earth are fit for no traveler but can 
  be used to access the Negative Energy Plane if no other 
  route could be found. Elysium’s second layer, Eronia, is a 
  mountainous paradise with countless channels of the River 
  Oceanus running through rapids and great canyons.
  Oozes. Primeval sludges and jellies can be found in 
  dark places throughout the planes. Prismatic clouds float 
  through the Plane of Air studied by the wizards of the 
  Prismatic Order, while oil jellies squeeze through the 
  machinery of Mechanus and naturally lubricate the plane’s 
  gears to keep things running smoothly. On the Plane of 
  Ooze between the elemental Planes of Water and Earth, 
  hidden tombs of ancient Slime Lords await discovery by 
  explorers and adventurers.
  Plants. Weird and wondrous vegetation grows under 
  the unusual conditions found in the planes of existence. 
  The Beastlands sees the most extreme versions, with 
  dangerous flora fill the jungles of the lair, while Cathrys, 
  the second layer of Carceri, uses plants as a means to keep 
  prisoners on the plane.
  Prisons. Carceri is the most famous prison in all the 
  multiverse, and with good reason. Powerful beings from 
  both the Upper and Lower Planes have used the seven 
  layers of Carceri to keep monsters and criminals locked 
  away from the rest of the planes. A lesser known though 
  no less effective prison is Agathion, the fourth layer of 
  Pandemonium, where creatures are kept in sealed vaults 
  completed separated from each other and the rest of the 
  plane.
  Prophecies. Prophecies are key currencies with many 
  diviners and seers. The Ivory Oracles on Arborea are 
  said to hold secret knowledge of the past and future, 
  and for those willing to brave the slopes of Mungoth on 
  Gehenna, the hag Laughing Jane in her Hut of Eyes can 
  grant any traveler a glimpse of what’s to come for the right 
  price. Hhallashaa the Great Jellyfish, in a vast trench on 
  Elysium’s ocean of Thalasia, keeps an otherworldly eye on 
  the goings on across the multiverse as well.
  Psionics. Creatures and beings that harness the 
  power of their minds are active in many places across 
  the planes. The Astral Plane, which once served as the 
  seat of a vast mind flayer empire, still boasts the largest 
  number of psychically active creatures, though few are as 
  renown as the githyanki. Their counterparts, the githzerai, 
  have managed to stabilize their own realms in the Ever-
  Changing Chaos of Limbo.
  
  Chapter II Using the Infinite Planes
  17
  Storehouses. Demiplanes are regularly used to 
  store items of all kinds, and the Etherfarer Society in 
  the Ethereal Plane are among the most learned sages 
  regarding demiplanes in all the multiverse. On the Astral 
  Plane, the Midnight Prison is a special storehouse 
  dedicated to keeping cursed artifacts and magical items 
  from wreaking havoc.
  Swamp. A number of noteworthy swamps can be 
  found in the planes. The Plane of Ooze is also known as 
  the Swamp of Oblivion, and with good reason, and orbs 
  of Othrys, the first layer of Carceri, are filled with bleak 
  swamps beneath a crimson sky. Minauros, the third layer 
  of the Nine Hells, is a fetid marsh ruled over by Mammon, 
  the devil prince of greed.
  Undead. Undead are creatures inherently fueled by a 
  connection to the Negative Energy Plane. The Plane of 
  Shadow is a realm with close ties to that Energy Plane, 
  and undead of all kind flourish across the length and 
  breadth of the Shadowfell. Powerful undead creatures can 
  be found elsewhere as well, such as Mellifleur the Lich-
  Lord on Gehenna, and ghosts are frequently encountered 
  in the Ethereal Plane. Bleakmore is known as the Castle of 
  Ghosts with good reason.
  Underground. Endless realms forever locked away 
  from natural light can be found all across the multiverse. 
  The largest is the Plane of Earth with its twisting series 
  of tunnels inhabited by elementals and goliaths, but other 
  notable underground realms exist as well. Pandemonium’s 
  dark tunnels are filled with howling madness while 
  Nidavellir, the third layer of Ysgard, is an isolated 
  underground place of strangely undulating stone.
  Underwater. The Plane of Water is the largest body of 
  water in the multiverse, and many believe it is the source 
  of all water in the planes. Other aquatic realms include 
  Aquallor, the second layer of Arborea, and Thalasia, the 
  fourth layer of Elysium and source of the River Oceanus. 
  The River Styx flows through the Lower Planes and pools 
  largely on Stygia, the iceberg-riddled fourth layer of the 
  Nine Hells filled with a sea of insidious black water.
  Volcano. Great volcanoes fill the Fountains of Creation 
  on the Plane of Fire and extend into the Plane of Magma. 
  Few volcanoes compare to the plane of Gehenna, which 
  is also known as the Fourfold Furnaces – each of its 
  four layers is an enormous volcano floating in a void of 
  darkness, whether active (Khalas) or dead (Krangath).
  War. The greatest conflict in the multiverse is the Blood 
  War, a never-ending feud between the demons of the Abyss 
  and the devils of the Nine Hells. The devils see themselves 
  as the only force keeping the slavering demonic horde 
  from overwhelming all of the multiverse, while the demons 
  engage for the sheer joy of slaughter.
  
  Chapter III Gazetteer of the Infinite Planes
  18
  “The bulk of the Codex of the Infinite Planes is a deep review of 
  the planes of existence, or at least as deep a review as one can 
  expect considering the sheer enormity of the task. They’re not 
  referred to as the ‘infinite planes’ for nothing, and most quite 
  literally encompass a space that is incalculable in scale and scope. 
  We scholars who have dedicated our lives to the study of the 
  Codex have dedicated our lives to furthering the knowledge of 
  the multiverse and sharing it with others, but even our vision is 
  limited by mere mortal vision. Use this information as a guide 
  but understand also that the planes have an endless appetite for 
  surprise and mystery.”
  Malakara the Warden
  Each of the planes of existence in the Great Wheel gets 
  an overview and thorough review. This includes the four 
  Inner Planes along with their intersections in the Border 
  Elemental Planes; the Astral Plane and Ethereal Plane; 
  the echo planes, consisting of the Plane of Shadow, the 
  Plane of Faerie, and the Plane of Dreams; and the sixteen 
  Outer Planes. The Outer Planes are listed alphabetically.
  Reading the Gazetteer
  Each plane presented in this chapter follows a similar 
  formatting. A description of each subsection is provided 
  below.
  Overview
  The opening of each entry provides an overview of the 
  plane, highlighting key functions or purposes.
  Highlights & Impressions
  This section provides some features of the plane that a 
  character may note upon arriving and traveling around the 
  plane.
  Lay of the Land
  Most planes are comprised of layers, and this section 
  provides a detailed look at each layer along with 
  information on the plane’s cycle of time, such as whether 
  or not there is a sun, and notes on threats to survival.
  Getting There
  Each plane is connected to the rest through various gates 
  and portals, and general notes on what those gates may 
  look like can be found in this section.
  Traveling Around
  Once the characters are on the plane, this section provides 
  an overview of travel considerations, including any 
  difficulties in moving between layers.
  Powerful & Mighty
  The planes play host to a wide variety of powerful 
  creatures and organizations. The most noteworthy on the 
  plane can be found in this section.
  Creatures & Denizens
  Monsters and creatures of all sorts populate the planes. 
  New monsters are detailed in the Monsters of the Infinite 
  Plane book, but this section highlights monsters by type 
  that can be commonly encountered on the plane. It also 
  includes suggestions for humanoid races native to the 
  plane for insights into available character options.
  Hazards & Phenomena
  The game mechanics around each plane’s features can 
  be found here, such as wilderness hazards and constant 
  effects.
  Sites & Treasures
  This section provides a dozen or more interesting sites 
  and treasures to be found on the plane. Each can be used 
  as the basis for an adventure or as a way to highlight the 
  wonders of the plane.
  Adventure Hooks
  Adventure abounds across the infinite planes, and this 
  section provides five adventure seeds the DM can use to 
  utilize the plane in question, either directly or indirectly in 
  their campaigns.
  Random Encounter Tables
  A unique random encounter table is provided for each 
  plane, and many have multiple tables covering the 
  regions or layers of that particular plane. Use these as 
  springboards for adventures or elements to note during 
  travel on the plane.
  Gazetteer of the Infinite Planes
  
  Plane of Air
  19
  “Of all the Inner Planes, the Plane of Air is easily the most 
  pleasant. Endless azure skies punctuated by multicolored clouds 
  above and below with absolutely no end in sight – it truly is a 
  sight to behold. Islands of earth and ice float through the air and 
  provide enough stable ground for travelers to put their feet down 
  every once and a while, but the real joy comes in soaring across 
  the boundless blue. And if you can avoid the nosy djinn or the life-
  threatening storms of colossal size, all the better.”
  Astromarchus the Sage
  The Plane of Air is the most hospitable of all the Inner 
  Planes, and because of that sees the most traveler traffic 
  from across the multiverse. All manner of creatures visit, 
  sometimes without even realizing it – perhaps as a result 
  of the increased traffic, more natural portals and vortexes 
  exist to the Plane of Air than almost any other plane. 
  Flying creatures of all variety seek out the endless azure 
  skies of this realm, but that doesn’t mean it’s without its 
  dangers.
  Navigating the plane requires the power of flight, but 
  contrary to most rumors falling is not really a problem. 
  Where is there to fall to? If a creature or object in flight 
  loses its ability to fly while in the air, it simply hovers or is 
  picked up by one of the strong wind gusts that permeate 
  the never-ending sky. Larger objects, such as the various 
  earth motes that dot the azure landscape or even a sailing 
  ship, generate their own gravity, but escaping those bounds 
  can be deceptively easy. Being stranded and caught in one 
  of the dangerous storms that pepper the plane in regular 
  intervals is the real danger.
  Because of its relative safeness, the Plane of Air is 
  home to a large variety of creatures. Many Material Plane 
  natives with the ability to fly can be found around, but 
  the true masters of the realm are the djinn. They keep 
  magnificent castles built upon solid clouds, and most can 
  be depended upon to do the right thing when pressed – but 
  not all. Navigating the Labyrinth Winds without a guide 
  can be frustrating for travelers, but only by doing so can 
  such wondrous sites be visited, such as the cloud city of 
  Calypso, the Citadel of Ice and Steel that serves as the 
  home to the Great Caliph of the Djinn, the realm of Aaqa 
  and its aarakocra guardians, the massive Storm of Chaos, 
  or the mysterious Borealis Radiance.
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of the Plane of Air as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on the Plane of Air.
  Never-Ending Sky. The most obvious and pertinent 
  feature of the Plane of Air is its lack of ground and 
  sun. The brilliant azure sky is everywhere at all times, 
  and unimpeded a visitor could see for miles and miles. 
  Multicolored clouds drift through the space, creating a 
  brilliant prismatic panoramic view in some views, but the 
  absence of a ground or ceiling is disorientating for non-
  natives.
  Constant Wind. Wind constantly blows in all directions 
  across the Plane of Air, creating updrafts and downdrafts 
  within the blink of an eye. It is omnipresent, and 
  sometimes its howling can make conversations difficult. 
  Skyship sailors have learned to “feel” different breezes 
  differently, so that a particularly experienced sailor can tell 
  when the wind is going to shift directions before it does. Or 
  so they claim, at least.
  Everything Flies. In order to survive on the Plane of 
  Air, a creature has to possess the ability to fly. The native 
  species of the plane include numerous birds of all kinds, 
  along with insects and winged beasts, but flying through 
  the region are other unusual creatures. Schools of winged 
  fish maneuver through the Labyrinth Winds, and some 
  cloudstone islands hold tribes of winged apes.
  Lay of the Land
  The Plane of Air is an endless boundless sky, but it does 
  have broadly defined regions defined largely by their 
  proximity to neighboring Inner Planes.
  Labyrinth Winds
  The vast majority of the Plane of Air is comprised of a 
  complex maze of wind gusts and air streams known as 
  the Labyrinth Winds. This creates invisible paths that 
  push and pull travelers and natives alike along certain 
  courses, and the canny flyer knows to use the currents 
  as a propellant rather than trying to move against them. 
  Finding the right channel and then following its gale is a 
  difficult skill for non-native creatures to master, but with 
  a combination of magic, training, and luck, the Labyrinth 
  Winds can be navigated.
  The Labyrinth Winds holds various independent realms, 
  such as Aaqa, the Confederation of Calypso, and various 
  djinn citadels and strongholds. Many of these realms are 
  hidden away from view by magic and the natural properties 
  of the plane, requiring specific actions or magic to reach. 
  Great clouds of all color, from blue to purple to red and 
  orange, dot the never-ending landscape of boundless blue, 
  and behind some of them lurk treasures and dangers of all 
  sorts.
  Plane of Air
  
  Plane of Air
  20
  Mistral Reach
  Where the Plane of Air nears the Plane of Water, the azure 
  sky grows colder and the earth motes are joined by large 
  ice chunks. This region is known as the Mistral Reach and 
  is infrequently traveled – the snowstorms and blizzards 
  that occur with only a moment’s notice are dangerous 
  for flying creatures and vessels to handle. Beyond the 
  Mistral Reach a traveler can eventually arrive at the border 
  between the planes of Air and Water known as the Place 
  of Ice.
  Sirocco Straits
  At the opposite end of the endless plane, the Plane of Fire 
  heats up the air and creates an area known as the Sirocco 
  Straits. Hot gusts whip sand and grit around, polishing the 
  earth motes that dot the region, but it is a favorite staging 
  ground for gargoyles and the Elemental Lords of Earth to 
  mount attacks on their sworn flying enemies. The Grand 
  Sultan of the Efreet is known to have a remote palace in 
  the Sirocco Straits. The Plane of Ash, with its continual 
  lightning storms and ash-choked sky, rests beyond the 
  Sirocco Straits, and native creatures avoid getting to close 
  to it.
  Cycle of Time
  The Plane of Air has no cycles of day and night, which 
  can be unnerving for travelers that are used to the regular 
  setting and rising of a sun. Some natural aspect of the 
  plane keeps the skies deep blue at all times and all 
  around as well – up, down, left, right, in all directions an 
  endless azure sky. Clouds billow up and blow around at 
  random, and some can reach hundreds of miles in size. 
  These clouds can drift into an earth mote or harden into 
  cloudstone to darken the view of the azure sky for a period, 
  but they’re not an accurate form of time measurement.
  The djinn and most realms such as the Confederation 
  of Calypso are less interested in the telling of time, living 
  in the moment and taking things as they come, so the 
  need has not come up for them to accurately tell if it’s 
  been 12 hours since they last slept or only 11. If they are 
  sleepy, they sleep. If they are hungry, they eat. The major 
  exception to this is Aaqa, home to the vaati, a powerful 
  race of elementals dedicated to law and order. They have 
  developed complex wind-up devices to track the passage of 
  time and they meticulously synchronize these devices with 
  a large clock in the center of their realm.
  Surviving
  While the Plane of Fire can burn, and the Plane of Water 
  can drown, and the Plane of Earth can suffocate, the Plane 
  of Air simply allows creatures to breathe and live without 
  too much interference. There are still the dangers of the 
  elemental storms, angry natives, and powerful winds, so 
  it’s not quite all safe, but the basic properties of the plane 
  are not directly harmful to travelers.
  Getting There
  More portals exist to the Plane of Air than any of the other 
  Inner Planes, and this is likely due to the abundance of air 
  and sky in the Material Plane and nearly every other plane 
  in the multiverse. Natural portals on the Material Plane 
  are known to spontaneously appear near the tops of tall 
  mountain, but sudden and intense storms can also contain 
  a vortex to the Plane of Air. Some vortices are permanent 
  and travel around the Material Plane in the center of 
  normal-seeming clouds.
  The djinn maintain a number of portals to the Material 
  Plane and other regions that they use to experience the 
  wonders of the multiverse first hand. In the Citadel of 
  Ice and Steel, the Great Caliph is said to have an entire 
  citadel level dedicated to portals to his favorite realms. The 
  caliph’s personal bodyguards keep these portals a secret 
  and guard them with their life, so travelers are warned 
  about their use.
  The cloud city of Calypso boasts a guild of wizards that 
  specialize in creating and controlling portals, a skill that 
  they use to keep intruders from invading the city whenever 
  they want. As the cloud captains have a tendency to raid 
  and pillage from all they can, including the djinn, the Guild 
  of Portals is kept very busy maintaining the city’s defenses 
  by preventing unwanted portals from opening.
  Traveling Around
  For creatures with a flying speed, movement in the Plane 
  of Air is as simple as taking off and flying in a direction, 
  navigating the winds in a similar manner as the Material 
  Plane. Creatures without a flying speed are usually stuck 
  on an earth mote or cloudstone island, but it should be 
  noted that gravity does not behave normally on the Plane 
  of Air. Outside the gravitational bounds of a large object 
  (generally about 50 feet), an object or creature simply 
  hovers to be picked up by the winds that push and pull 
  everything.
  The sailing ships of the Calypsian cloud captains are 
  large enough to hold gravity, and most earth motes and 
  cloudstone islands are as well. The winds of the plane 
  push these objects around as well, but since there’s 
  no permanent reference point on the Plane of Air few 
  creatures notice or care when this happens. For the cloud 
  captains, sometimes it takes longer to reach an earth mote 
  than it did before, and sometimes you never find the same 
  one again. Such are the mysteries of the Plane of Air.
  Clouds are a regular feature of the plane and they come 
  in all shapes and colors. Many produce storms, some 
  incredibly violent, and there are some storms that have 
  been raging for decades – others last only a few minutes 
  before they exhaust themselves of their energy. Passing 
  through or hiding in a cloud can be an effective strategy, 
  but it can also be the home of any number of native 
  creatures, such as hostile air elementals, great swarms of 
  cloudworms or skymites, or even a sky ship from Calypso 
  looking to ambush an unsuspecting target.
  
  Plane of Air
  21
  Powerful & Mighty
  As wild and free as it presents itself, the Plane of Air does 
  have its fair share of powerful entities and organizations 
  that seek to impose its own sense of order upon the 
  realms. Some are more deliberate in this endeavor than 
  others, but all could use the services of a party of skilled 
  adventurers from time to time.
  Confederation of Calypso
  There are only a few permanent settlements in the Plane 
  of Air, and the cloud city of Calypso prides itself on being 
  the most mysterious, at least to the outside. It is a city that 
  sits in a permanent blue cloud built upon cloudstone that 
  serves as the central base of power for the Confederation 
  of Calypso. The Confederation is a loose alliance of pirate 
  captains, each with their own sky ship, that call the city 
  of Calypso their neutral home. Whatever blood feuds and 
  ancient enmities exist outside, inside the bounds of the city 
  there is a peace truce.
  At least, that’s the idea. The Confederation does meet 
  irregularly, usually only when the city is threatened by 
  some force, and then its only the sky ship captains that 
  happen to be close to Calypso at the moment that are 
  invited. Each captain registered with the Guild of Ships in 
  Calypso is entitled to a seat on the confederation council, 
  which allows them to vote and pass laws as necessary. 
  As the council is made up of murdering, thieving pirates 
  who ply the air currents of the plane seeking treasure and 
  plunder, little actual governing is done and the council has 
  thus far only enacted one law. Known as the First Law, it is 
  what keeps Calypso as neutral ground for all confederation 
  members.
  The cloud captains of the Confederation of Calypso 
  range far and wide from their home, and encountering 
  one in the wilds of the Plane of Air usually has no lasting 
  consequences beyond dealing with the single pirate sky 
  ship. Theoretically, the council could take some large-scale 
  action against a force that attacked one of their members, 
  but thus far no such concerted effort has even been 
  brought forth as a proposal. The pirates seem content 
  to raid on their own and return to Calypso, happy in the 
  knowledge that the First Law protects their ship from 
  deliberate harm.
  Several members of the Confederation of Calypso have 
  hired themselves out as mercenaries to other powers in 
  the plane, such as Yan-C-Bin or the Prismatic Order. The 
  Wind Dukes of Aaqa want nothing to do with the pirates, 
  however, and Memnor the cloud giant god pays them no 
  heed, though at least one cloud captain is a cloud giant 
  scoundrel of dark reputation. Other captains include 
  an aarakocra sorcerer, an air genasi bravado, a gnome 
  priestess, a grim tiefling thug, and a charming half-elf bard 
  with a legion of loyal pirate followers.
  Elemental Lords of Air
  The Elemental Lords of Air are the princes and princesses 
  of the elementals, owing allegiance to none but themselves 
  and working towards their own ends. The most famous is 
  Yan-C-Bin, the Prince of Evil Air Elementals, who dwells 
  in his massive Cyclone Palace in a remote section of 
  the Labyrinth Winds. Yan-C-Bin is a wise and malicious 
  creature with patience to spare and a simple desire to 
  destroy the Material Plane in a whirlwind of total chaos. 
  While he is worshipped by cultists across the multiverse, 
  Yan-C-Bin pays them no heed – he has no allies beyond the 
  air elementals he commands and that suits him just fine.
  Yan-C-Bin’s seat of power is his Cyclone Palace, but he 
  has built up quite a collection of destroyed Material Plane 
  chunks in a region called the Hurricane Boneyard. There 
  his “good” works across the multiverse are catalogued, 
  haphazardly and without apparent order, and he keeps a 
  force of elite air elemental guardians around the site to 
  keep travelers from stealing from him.
  At the other end of the spectrum, Chan is the Princess 
  of Good Air Elementals, but she takes a more hands-off 
  approach to the multiverse. Within her glass-walled Palace 
  of Unseen Contemplation, Chan observes and monitors a 
  great many things. She is engaged with a secret war with 
  Yan-C-Bin, and the two make subtle moves against each 
  other that are nearly invisible to comprehend for non-
  elementals. Chan is on good terms with the Great Caliph 
  of the Djinn and the two meet for tea on a regular basis to 
  discuss the state of affairs in the Plane of Air and beyond.
  Great Caliph of the Djinn
  The wild and free-willed djinn recognize few leaders and 
  no formal hierarchy, but the power and influence of the 
  Great Caliph is without question. Great Caliph Husam 
  al-Balil ben Nafhat al-Yugayyim, Master of the Clouds, Son 
  of the Breezes, Secret Keeper of the Four Winds, Prince of 
  Birds, Storm of the Heavens, Defender of the Righteous, 
  Emperor of Gales, Commander of Monsoons, and Master 
  of the Air, keeps court in the fabulously appointed Citadel 
  of Ice and Steel, the largest djinn stronghold and one of the 
  greatest seats in the Plane of Air. From his icy palace, the 
  Great Caliph receives visitors and news from across the 
  realm, which he sees as under his protection. Like most 
  djinn, the Great Caliph takes a pragmatic view towards 
  possessions – if something can be used, it should be used, 
  and the ownership is determined by the best suited person.
  Though arrogant like the rest of his kind, the Great 
  Caliph can be kind, especially when something threatens 
  the freedom of an individual or group. He hates the efreet 
  and dao for their slave-taking policies, and believes that all 
  creatures great and small should have the opportunity to 
  perform great deeds and have them recognized. The Great 
  Caliph and the rest of the djinn do hold a great number 
  of servants, but these beings are treated well and paid for 
  their time. A servant of the Great Caliph in the Citadel of 
  Ice and Steel is a great privilege fought over by many.
  
  Plane of Air
  22
  The Great Caliph rarely keeps to a schedule, and even 
  with important emissaries awaiting introduction in his 
  court he has been known to take leave on a whim to deal 
  with some manner or event. He enjoys tea and keeps a 
  heated fountain that pulls pure liquid from the Plane of 
  Water in his private chambers, and he has treated kindly 
  with the Great Padishah of the Marid from time to time.
  Memnor, God of Evil Cloud 
  Giants
  Unlike most other giant races, cloud giants have a 
  philosophical split that pulls them in two separate 
  directions, good and evil. This split is represented in 
  their deities by the blood feud between Memnor and 
  Stronmaus, two of the siblings of Annam, greatest of giant 
  gods. While Stronmaus keeps his fabulous palace in the 
  Beastlands and counts storm and cloud giants as among 
  his worshippers, Memnor sees himself as the true heir 
  to their father’s legacy. He is cruel, charming, and wicked 
  to the core, and only counts the evil cloud giants as his 
  worshippers and followers.
  Memnor’s realm in the Plane of Air is the Scarlet Sky, 
  a collection of red- and white-hued clouds peppered 
  with fierce rainless lightning storms that continually arc 
  between them. Here he has built grand palaces for himself 
  and his most loyal followers, but due to some curse the 
  lightning strikes continually destroy the buildings. Never 
  deterred, Memnor simply rebuilds with renewed effort and 
  views the entire affair as a symbol for his struggle to see 
  his chosen cloud giants ascend in the Ordning to become 
  the greatest giants across the multiverse.
  Prismatic Order
  Wizards have always been drawn to the Plane of Air, 
  whether to remove themselves from the multiverse’s 
  troubles or to study the unique elemental effects found 
  only in this realm, but these are usually loners that setup 
  isolated towers and castles away from the eyes of others. 
  For the Prismatic Order, however, hiding is something 
  they cannot do – they use the seven colors of the prism to 
  harness magical energy for their own purposes.
  The wizards, sorcerers, and librarians of the Prismatic 
  Order are dedicated to magical research of all kinds, but 
  membership is only awarded to a handful of apprentices 
  in any annual cycle so their numbers are not great. 
  Nonetheless, they wield considerable influence on the 
  Plane of Air, and the Great Caliph of the Djinn is known 
  to consult with them on magical matters from time to 
  time. The Prismatic Order tries to keep itself neutral in 
  terms of the maneuverings of the planar powers, and they 
  keep to their eight citadels and castles spread across the 
  Labyrinth Winds. Each citadel is dedicated to a color of 
  the prismatic spectrum, in ascending order of importance 
  and power – red, orange, yellow, green, blue, indigo, and 
  violet. Each citadel is governed by a master mage (Red 
  Master Mage, Orange Master Mage, etc.), and the order’s 
  central headquarters is the fabulous Prismatic Fortress. 
  There, the Prismatic Master keeps their work, which is 
  usually focused on greater applications of the magical 
  color spectrum.
  Though it is referred to as a single organization, the 
  individual master mages of the Prismatic Order vary wildly 
  in their goals and views. The current Yellow Master Mage 
  is a dragonborn wizard dedicated to experimenting on 
  djinni blood, which has put him in poor graces with the 
  Great Caliph and his kin. The Indigo Master Mage is a 
  female drow wizard focused on ways to blanket the Plane 
  of Air in eternal darkness, and the Red Master Mage is 
  a human wizard seeking to map all of the portals of the 
  multiverse for archival purposes.
  As long as each master mage is working to advance 
  magical prowess in the Plane of Air and beyond, the 
  Prismatic Master allows all such work to continue. The 
  current Prismatic Master is an enigmatic human of 
  considerable old age, considered by many in his own ranks 
  to be feebleminded and frail but capable still of fending off 
  various coups in the Prismatic Fortress.
  Wind Dukes of Aaqa
  While most of the Plane of Air is a wild, chaotic mess of 
  wind currents, air streams, and storms of indeterminate 
  length and power, such unfettered chaos has no place 
  in the rigid realm of Aaqa. Home to the Wind Dukes, 
  an ancient race of elementals known as vaati, Aaqa is a 
  bastion of order and law in the Plane of Air that offers 
  tranquility and serenity at the price of personal freedom. A 
  fair trade off for the Wind Dukes, who have dedicated their 
  existence to standing against the forces of pure, unfettered 
  chaos.
  Within the bounds of Aaqa in the Labyrinth Winds, 
  a simple cool breeze flows at all times, and the earth 
  motes hold beautifully simple structures of organized 
  architecture rarely seen outside the plane of Mechanus. 
  Gardens are neatly groomed and meticulously tended to 
  by lesser vaati, who are organized in a rigid caste system 
  based on age and duty. The central earth mote is known 
  as the Valley of Aaqa, and it is there that the Wind Dukes 
  themselves discuss the laws of the multiverse and their 
  eternal conflict against chaos.
  The Wind Dukes are a noble and powerful race, but 
  they are dwindling in number. They once numbered in the 
  thousands long ago, but their war against the forces of the 
  Queen of Chaos and her champion, Miska the Wolf-Spider, 
  drained Aaqa of its inhabitants. The vaati number much 
  less now, but they believe their efforts have not been in 
  vain. With the creation and use of a powerful artifact, they 
  have managed to keep the Queen of Chaos at bay – though 
  in doing so, the relic was sundered and scattered, creating 
  what is now known as the Rod of Seven Parts.
  The vaati count the aarakocra as their staunchest allies, 
  and the winged birdfolk are the rank-and-file warriors and 
  soldiers of Aaqa that keep the various forces of chaos from 
  invading the idyllic realm. Across the Plane of Air, the 
  aarakocra maintain Aeries of Vigilance, each attuned to 
  another so that threats can be assessed quickly and dealt 
  with appropriately by the Wind Dukes.
  
  Plane of Air
  23
  Creatures & Denizens
  The Plane of Air is home to all manner of creatures, 
  including many from the Material Plane. From air 
  elementals to arrowhawks, vaati to wind walkers, the 
  denizens of the Plane of Air can be dangerous, helpful, 
  or simply mysterious – or all three, depending on the 
  circumstances!
  Elementals
  The original inhabitants and native creatures of the Plane 
  of Air are the air elementals. They are formed of the primal 
  material found naturally in the plane itself, and most 
  planar scholars believe them to be a natural manifestation 
  of the plane’s power. Air elementals are common 
  encounters, and many display animalistic tendencies that 
  make them dangerous if provoked. A rare few exhibit 
  intelligence and cunning, and some have been documented 
  with the ability to speak in their own wispy, airy language.
  Birds are common encounters across the Plane of 
  Air, including eagles, owls, hawks, and ravens, but as 
  part of their evolution they have been transformed into 
  elementals. Many of these creatures have blue or white 
  colorations, allowing them to blend in with the endless 
  azure skies of the plane. The birds usually dine upon the 
  swarms of insects that buzz about the cloudstones, mainly 
  stormworms, so most sailors and natives view the birds as 
  helpful more than harmful. It isn’t uncommon for djinn to 
  have menageries in their homes filled with all manner of 
  exotic birds from across the plane.
  Arrowhawks are also native elemental creature with an 
  aggressive attitude and dangerous lightning strikes, but 
  they are little more than large monstrous birds. Nyth are 
  intelligent, cruel glowing balls of light that feed on energy; 
  they seem drawn to places close to the Positive Energy 
  Plane. Sylphs are gentle female spirits of the Plane of Air, 
  often mistaken for faeries, with an adventurous spirit and a 
  naïve attitude that gets them into trouble in most places.
  Elder tempests are incredibly powerful beings formed 
  from the raw core of the Plane of Air. They are living 
  windstorms always on the move, and the Elemental 
  Lords of Air and the djinni both fear the wrath of these 
  tempestuous elementals.
  Djinn. The elemental genies of the Plane of Air are the 
  noble djinn. They consider themselves the true masters 
  of the plane, exhibiting a level of arrogance that defines 
  their relationship with “lesser” creatures. Djinni citadels 
  and castles are found throughout the layers, often setup to 
  be as conspicuous and obvious as possible, with dazzling 
  diamond exteriors that reflect the endless blue. These 
  grand structures are filled with servants, though they are 
  not slaves – djinni masters pay their staff well, though in 
  unconventional ways. Favors, trinkets, and personal items 
  are common forms of payment.
  Vaati. There’s a wild, unpredictable nature to the Plane 
  of Air that infuses the attitudes of the residents. The exact 
  opposite is true of the vaati, also known as the Wind 
  Dukes, who have developed a rigid outlook based around 
  absolute law and order. At one point they commanded 
  numerous fortresses across the Labyrinth Winds, but time 
  has worn down their legions and reduced their strongholds 
  to just Aaqa, their ancestral home.
  Humanoids
  Entire communities of humanoids from across the 
  multiverse can be found among the cloudstone islands 
  of the Plane of Air. Most are pirates and sailors that have 
  learned to navigate the invisible currents of the Labyrinth 
  Winds in order to travel around, as little natural food can 
  be grown on the cloudstone islands.
  Aarakocra. Aarakocra are an avian race of bird-like 
  humanoids. They trace their origin to the Plane of Air, 
  where many clans still serve the Wind Dukes of Aaqa 
  as loyal soldiers. As the legendary vaati have had their 
  influence reduced over the centuries, mainly from attrition 
  in the eternal war against chaos, the aarakocra have 
  spread out across the planes. Some of them have gone 
  out in search of sources tainted with Elemental Evil, a 
  primordial power of ultimate chaos that has opposed Aaqa 
  since the beginning of time. Those aarakocra remaining 
  on the Plane of Air are usually advance scouts and soldiers 
  for the Wind Dukes.
  Genasi. Genasi are descendants of genies, and the air 
  genasi trace their lineage back to the noble djinn of the 
  Plane of Air. They are welcome offspring of their genie 
  parents, and many air genasi form enclaves within the 
  larger djinni citadels that can become just as influential 
  and powerful as any court noble. Many take to adventuring 
  outside their palatial homes, however, and air genasi are 
  common crew members aboard the pirating vessels that 
  sail out of Calypso.
  
  Plane of Air
  24
  Monstrosities
  Great winged monsters such as the mighty roc, proud 
  griffons, and voracious hippogriffs are frequently found in 
  the Plane of Air. They make nests or lairs in cloudstone 
  islands, jealously guarding them from intruders, and 
  enjoy the freedom of life in the endless azure skies. 
  More dangerous are the cruel perytons that plague the 
  frequently traveled travel routes in the Labyrinth Winds, 
  picking off pirates and sailors from the decks of their ships.
  Perhaps the rarest creature to swim through the skies is 
  the aptly named skyswimmer. These monstrous leviathans 
  feed on rocs and griffons, along with anything else they 
  can get a hold of, and are known to take on well-armed 
  galleons in fights to the death. The sky pirates of Calypso 
  watch out for signs of skyswimmers, who are so large as to 
  cast shadows from miles away.
  Horuth. Horuth are believed to be an offshoot of the 
  aarakocra race. They are large, owl-like beings that have 
  resided on the Plane of Air for as long as the vaati. They 
  prize knowledge above all other things and rarely take 
  action lest they interfere with the flow of history; their 
  wondrous libraries are well-hidden but filled with lore from 
  across the multiverse.
  Hazards & Phenomena
  While falling isn’t as big of a threat as many think, the 
  Plane of Air still holds its share of dangers and threats. 
  And sometimes, in a plane where vision can extend for 
  miles, these dangers can appear suddenly and without 
  warning.
  Unusual Clouds
  Most travelers don’t think of clouds as dangerous, and 
  most of them are not, but a cloud on the Plane of Air is 
  defined as a collection of gases separate from the rest of 
  the plane. Most of the time, these gases are simply water 
  vapors, harmless and easily breathed, but other times they 
  can be distracting or lethal. Clouds are ubiquitous on the 
  Plane of Air and they can be added to any other encounter 
  as background or distraction.
  Three random tables help define the mighty clouds of 
  the plane. The first is the cloud’s size, ranging from under 
  100 feet in diameter to several miles long. Each cloud is 
  roughly ovoid, though the size chart references diameter 
  – use it as a general guide. The second table determines 
  the cloud’s color, which can be fluffy white to steely gray to 
  dull red. The third table determines what kind of cloud it is 
  – water vapor cloud, posing no threat, or other type, which 
  can pose some threat to creatures and travelers passing 
  through it.
  clOud size
  1d20
  clOud size
  1-5
  Small (50-foot diameter)
  6-12
  Medium (500-foot diameter)
  13-18
  Large (1-mile diameter)
  19-20
  Colossal (5-mile or larger diameter)
  clOud cOlOR
  1d20
  clOud cOlOR
  1-10
  White
  11-12
  Gray
  13-14
  Yellow
  15-16
  Red
  17-18
  Green
  19-20
  Black
  clOud type
  1d20
  clOud type
  1-16
  Water vapor cloud. No threat or danger
  17
  Dream mist. The first round a creature starts 
  their turn in the cloud they must make a DC 
  14 Wisdom saving throw or fall asleep for 
  1d6 hours.
  18
  Poisonous cloud. Creatures that start 
  their turn in the cloud must make a DC 14 
  Constitution saving throw, suffering 18 (4d8) 
  poison damage on a failure, or half as much 
  on a successful save.
  19
  Noxious cloud. Creatures that start their turn 
  in the cloud must make a DC 14 Constitution 
  saving throw. On a failure they gain one level 
  of exhaustion.
  20
  Cloudmite cloud. Creatures that start 
  their turn in the cloud must make a DC 14 
  Dexterity saving throw, suffering 21 (6d6) 
  piercing damage on a failure, or half as 
  much on a successful save, as the ravenous 
  cloudmites strip flesh from bones.
  Cloudstones and Earth Motes
  Sometimes, clouds that float through the Plane of Air 
  become supercharged with enough elemental energy 
  that they actually stiffen and become hard surfaces. They 
  continue to float and be pushed around by the winds of 
  the plane, but they cease becoming storm-riddled clouds 
  and instead become solid masses. They still look like 
  clouds but they support buildings and infrastructure as if 
  they were regular earth. Many creatures build homes and 
  settlements on these objects, the largest of which is the 
  cloud city of Calypso.
  
  Plane of Air
  25
  Similarly, earth motes are simply chunks of earth and 
  dirt that have collected together over time, generally as 
  a result from multiple elemental storms. They can also 
  appear from planar portals and vortexes, especially in the 
  Mistral Reach and Sirocco Straits regions, where earth 
  motes become more common. They are solid ground upon 
  which creatures can rest and build homes as if it were 
  Material Plane earth. 
  Labyrinth Winds
  The bulk of the Plane of Air is made up of a series of air 
  channels known as the Labyrinth Winds. Navigating these 
  invisible pathways is chaotic and confusing, and there is 
  no straight path to any single destination. Some djinni 
  and certain shops in Calypso have maps detailing various 
  sections of the Labyrinth Winds, but these can change with 
  little notice.
  Navigating the Labyrinth Winds requires two things – a 
  starting point and a destination, and on the Plane of Air a 
  destination can include a length of time (1 day, 1 week, 1 
  month, etc.). The wind gusts and breeze ways are strong 
  enough to pull objects and creatures along the way without 
  the need for special equipment, though the ability to fly 
  or harness the winds effectively (such as a sky ship) can 
  greatly decrease travel times.
  Perception is key in the Labyrinth Winds, and traveling 
  it requires keen senses and a sharp lookout. At least one 
  creature in a group must be devoted to navigating, who 
  must make one or more Wisdom (Perception) checks 
  throughout their journey in reach their destination. Like all 
  of the elemental planes, the Plane of Air is vast, and travel 
  time in the Labyrinth Winds is divided into legs. Each leg 
  lasts a variable length of time as determined by the below 
  table, after which the person on lookout must make a 
  Wisdom (Perception) check against a variable DC based 
  on the strength of the air currents.
  labyRinth Wind leg duRatiOn
  1d12
  leg duRatiOn
  1
  2 hours
  2-4
  6 hours
  5-8
  12 hours
  9-11
  1 day
  12
  2 days
  labyRinth Wind cuRRent stRength
  1d20
  aiR cuRRent stRength
  1-7
  Breeze – DC 12
  8-13
  Gale – DC 15
  14-17
  Storm – DC 18
  18-19
  Cyclone – DC 21
  20
  Tornado – DC 21 at disadvantage
  Total travel time is measured as a number of successful 
  legs. For example, a sky ship leaving Calypso bound for 
  the Citadel of Ice and Steel might need to complete 5 legs 
  to reach their destination. The DM sets the number of 
  successful legs needed and keeps that information secret 
  unless the party has some advanced knowledge of the 
  route.
  The individual making the Wisdom (Perception) check 
  at the end of each leg must be awake and conscious for the 
  entire length of the leg. Passing off duties to someone who 
  has not been monitoring the travel causes the check to be 
  made with disadvantage, though doubling up on the duty 
  and taking shifts can negate the penalty.
  Elemental Storm
  It is not uncommon for even normal clouds to unleash 
  an elemental storm on the Plane of Air with barely 
  a moment’s notice. These storms are churned up by 
  powerful forces contained within the Elemental Chaos, 
  and they manifest with bolts and rains of energy just as 
  often as water. Elemental storms always manifest from 
  clouds; randomly determine the type using the cloud tables 
  earlier. Use the table below to determine the nature of the 
  elemental storm as well as the storm’s duration.
  elemental stORm
  1d20
  elemental stORm
  1-8
  Light rain storm. Visibility within the storm is 
  reduced to half distance.
  9-12
  Heavy rain storm. The area within the storm 
  is considered lightly obscured.
  13-14
  Lightning storm. A bolt of lightning strikes a 
  random target each round, who must make 
  a DC 13 Dexterity saving throw, suffering 28 
  (8d6) lightning damage on a failure, or half as 
  much on a successful save.
  15-16
  Fire storm. Fiery globs rain down from the 
  cloud. Every creature that starts their turn 
  in the storm must make a DC 13 Dexterity 
  saving throw, suffering 14 (4d6) fire damage 
  on a failure, or half as much on a successful 
  save.
  17-18
  Ice storm. Razor-sharp icicles fill the area. 
  Every creature that starts their turn in the 
  storm must make a DC 13 Dexterity saving 
  throw, suffering 9 (2d8) slashing damage and 
  9 (2d8) cold damage on a failure, or half as 
  much on a successful save.
  19
  Grit storm. Particles from the Plane of Earth 
  are flung in the radius of the storm. The 
  area within the storm is considered heavily 
  obscured.
  20
  Double threat. Roll twice on this table, re-
  rolling duplicate results and this result.
  
  Plane of Air
  26
  elemental stORm duRatiOn
  1d20
  elemental stORm duRatiOn
  1-4
  2d6 rounds
  5-10
  2d6 minutes
  11-14
  2d6 hours
  15-17
  2d6 days
  18-19
  2d6 years
  20
  2d6 decades
  Void Maelstrom
  Of all the environmental effects on the Plane of Air, void 
  maelstroms are the most dangerous and least understood. 
  Most planar scholars agree that a void maelstrom is the 
  result of a spontaneous vortex to the Negative Energy 
  Plane, drawing energy and light into it and creating a 
  swirling maelstrom that sucks in debris, earth motes, and 
  creatures. Why do void maelstroms only occur on the 
  Plane of Air? There are some that theorize that since air 
  is so ubiquitous across the multiverse, it touches more of 
  the cosmic forces that hold everything together. Others say 
  it has to do with meddling by ancient powers, such as the 
  ones that built the original Sky Temples.
  Whatever their cause, void maelstroms are dangerous 
  and rare. When encountered, they appear as monstrous 
  tornadoes, with a planar vortex to the Negative Energy 
  Plane at its peak, drawing everything in. Void maelstroms 
  are usually the same size, encompassing a rough cone 
  about 1 mile long and 1 mile in diameter at its mouth, 
  narrowing down to about 100 feet in diameter at the 
  vortex. Creatures and objects caught in the maelstrom are 
  sucked towards its center at an astonishing rate of 1/5 of a 
  mile per round.
  Creatures can try to escape a void maelstrom by making 
  three successful DC 20 Strength checks before reaching 
  the maelstrom’s vortex. The check is made at disadvantage 
  if the creature is more than halfway as the force gets 
  stronger the closer targets are to the end. Unless acted 
  up by some powerful force, sky ships have no chance of 
  escaping the void maelstrom, and are usually demolished 
  in the few rounds leading up to the vortex.
  Creatures and objects that do not escape are sucked into 
  the Negative Energy Plane. This realm is the antithesis of 
  life and existence, and all creatures and objects suffer 55 
  (10d10) necrotic damage at the beginning of each round 
  they stay in the Negative Energy Plane. Undead creatures 
  are unaffected.
  Mercifully, void maelstroms are volatile and ultimately 
  collapse upon themselves in 1d6 minutes.
  Sites & Treasures
  Battered by constant winds and shuffled about by the 
  unseen forces, the Plane of Air still holds a great number 
  of mysteries and treasures that draw travelers from across 
  the multiverse. Its general accessibility followed by the 
  abundance of sights and wonders combines to make it the 
  most traveled elemental plane in the multiverse.
  Aaqa
  Home of the Wind Dukes, Aaqa is an idyllic realm of law 
  and order in every aspect. It is hidden from travelers of 
  the Labyrinth Winds by elaborate illusions and elemental 
  magic, so that only the vaati and their allies can locate it. 
  While the vaati are the rulers of Aaqa, they number very 
  few, and they rely heavily on aarakocra to take up most 
  duties. The aarakocra are the eyes and ears of the Wind 
  Dukes across the Plane of Air and the multiverse, and they 
  communicate simple messages back and forth through the 
  use of attuned Aeries of Stewardship.
  Aaqa is shielded from the chaotic gales of the Labyrinth 
  Winds by ancient vaati magic, and within its borders 
  a peaceful serenity gathers around the gentle breezes 
  that kiss the skin. Several earth motes are anchored to 
  the realm, each containing idyllic gardens and marble 
  columned buildings of radiant white stone. The earth 
  motes are connected to one another by well-crafted stone 
  bridges carved with the images of vaati legends.
  The main earth mote is known as the Vale of Aaqa and 
  houses the majority of vaati, working and going about 
  their orderly lives according to ancient sacred laws. The 
  seven castes of the vaati each have their role to play in the 
  maintenance and defense of Aaqa, and the focal point of 
  each caste is found in the Seven Houses located on the 
  main earth mote. The Great Congressional Hall is the 
  largest building in Aaqa, and its doors are sealed by vaati 
  decree, only to be opened when the realms are threatened 
  by the forces of utter chaos.
  It has been centuries since the Great Congressional 
  Hall was opened, but some Wind Dukes believe chaos 
  is gathering strength across the multiverse and the time 
  for action is approaching. Others preach patience, and 
  the schism growing in the ranks of the vaati creates an 
  opportunity for chaos to flourish.
  Aerie of Ancient Feathers
  While the aarakocra primarily serve the Wind Dukes of 
  Aaqa, they do have their own beliefs and legends. Chief 
  among these stories is the legend of their creator deity, 
  Syranita, who once flew the azure skies of the Plane of 
  Air in majestic freedom. She created the aarakocra out of 
  a rare cloud she discovered, and the result were a race of 
  noble bird folk with a strong belief in good and justice. Like 
  her people, Syranita never settled down, and the beat of 
  her wings took her from the elemental planes and beyond.
  
  Plane of Air
  27
  Through some calamity, Syranita’s power and influence 
  declined rapidly. Different tribes of aarakocra have 
  different versions of this downfall. The aarakocra of 
  Aaqa blame Syranita’s fall on the forces of chaos, while 
  others say she fought a mighty battle against a powerful 
  Elemental Lord of Earth, destroying her foe but losing 
  much of herself in the process. Whatever the truth, 
  Syranita returned weakened to the Plane of Air, and she 
  knew that her time was running low. She flew higher and 
  farther than any creature had gone before, and there she 
  discovered a cloudstone island far removed from much of 
  the realm.
  With her most loyal followers at her side, Syranita laid 
  down upon the cloudstone island and never woke up again. 
  Her body become a holy aerie, sacred to the aarakocra and 
  tended to by her loyal followers and their descendants. 
  The Aerie of Ancient Feathers was born from the passing 
  of Syranita, creator of the aarakocra, and sometimes an 
  actual feather descends from the distant site to visit good 
  fortune upon one of her people. Some aarakocra don’t 
  believe the Aerie of Ancient Feathers is real, and that it 
  is only a myth, while others claim to have set clawed foot 
  upon its sacred ground.
  Borealis Radiance
  Deep in the Labyrinth Winds, an unusual brilliant light sits 
  suspended in the air, unaffected by the gales and storms, 
  acting as a sort of stationary sun for miles and miles 
  around it. The light is known as the Borealis Radiance, 
  and planar scholars say it is a permanent vortex between 
  the Plane of Air and the Positive Energy Plane. The 
  radiant light shifts colors at times, always blindingly bright 
  but changing from yellow to white to pale green on no set 
  schedule.
  Earth motes hang suspended around the Borealis 
  Radiance, and the light from the vortex’s heart gives rise to 
  unusual vegetation and formation found nowhere else on 
  the Plane of Air. Enormous stalks of vegetation of brilliant 
  hues, fields of serpent-like grass, rocks that spontaneously 
  shift from solid to liquid, and massive trees sprouting 
  huge bunches of strange fruit are just some of the unusual 
  occurrences reported around the Borealis Radiance. 
  Living creatures that approach too close to the vortex risk 
  being burned by the positive energy, but most of the earth 
  motes are far enough away to only mildly irritate visitors.
  And the region is not uninhabited. Strange creatures 
  called nyth dance around the earth motes in the light of 
  the planar vortex. These normally solitary hunters have 
  developed some unknown truce in the Borealis Radiance, 
  perhaps because they are formed as a result of the planar 
  confluence. Most planar scholars point to the Borealis 
  Radiance as their birthplace, and certainly the nyth act 
  as guardians of the entire area. Visitors are warned to be 
  wary of the creatures, which act with naked aggression 
  towards any trespassers.
  
  Plane of Air
  28
  Calypso, City of Clouds
  If the Plane of Air had a capital city, Calypso would be 
  a strong contender for the title. This sprawling city sits 
  on a series of massive cloudstone islands in a magically 
  supported cloud that obscures it from casual view in the 
  Labyrinth Winds. Ramshackle buildings, opulent towers, 
  grand villas and terraces, and dozens of shops and stores 
  lay haphazardly scattered about the uneven cloudstone 
  streets of Calypso, and all manner of creatures live, eat, 
  and die in the City of Clouds, which has become a lawless 
  haven for thieves, pirates, and unscrupulous merchants.
  The city is nominally governed by the Confederation of 
  Calypso, a group of the most influential sky ship captains 
  that call the city home, but they have passed only one 
  law, known as the First Law, the makes Calypso neutral 
  territory for the purposes of pirate rivalries. The law is 
  maintained by no regular militia, and fights regularly break 
  out, but they are between individuals with problems with 
  one another, not ship crews fighting ship crews.
  Several influential guilds and organizations in Calypso 
  keep things running as smoothly as possible. The Guild 
  of Mages are the first line of magical defense for the 
  city, and they maintain the portals that lead into and out 
  of Calypso with a tight rein. The city’s Guild of Thieves 
  runs gambling institutions, protection rackets, and other 
  activities considered unsavory in more respected places. 
  The most powerful guild on Calypso, however, is the 
  Guild of Shipwrights. These are the craftsman that make 
  and repair the sky ships that support the activities of 
  the Confederation, and this guild wields its power with 
  tyrannical authority. Most residents understand that 
  though the Confederation of Calypso supposedly runs 
  things, it’s the Guild of Shipwrights that operates the in’s 
  and outs of the city on a regular basis.
  Citadel of Ice and Steel
  The djinn have the strongest presence in the Plane of Air, 
  with a great number of freeholds and citadels scattered 
  about. These genies believe in personal freedoms, so they 
  don’t owe much loyalty beyond themselves and the people 
  around them, but they do recognize the power of the Great 
  Caliph of the Djinn, who dwells in the magnificent Citadel 
  of Ice and Steel. This metropolis is constructed on a 
  massive chunk of ice and earth, sculpted by the legendary 
  crafters of the djinn harnessing the natural winds of the 
  plane around them to form a massive oval shape. No less 
  than 15,000 djinn dwell in the opulent citadel, which is 
  one colossal building built over the entire sheet of ice and 
  stone.
  Walls are carved of magically reinforced ice set with 
  steel beams and doors, and dozens of towers and minarets 
  stand tall across the citadel. The center of the city is 
  known as the Palace of Fortune and holds the court of 
  the Great Caliph himself. The top of the palace reaches 
  higher than any other point in the Citadel of Ice and Steel, 
  a crowning symbol of the Great Caliph’s eternal standing 
  as steward of all the djinni. The Great Caliph’s court is 
  attended by dozens of noble djinni, some of whom live in 
  the citadel but many of which are visiting from across the 
  plane. Dragons, emissaries of elemental lords, celestials, 
  and other powerful creatures have also been known to pay 
  the Great Caliph a visit.
  The Citadel of Ice and Steel is guarded by a well-trained 
  cadre of loyal genie soldiers known as the Thunderbolt 
  Legion. Service in this well-respected order is a high 
  honor, and the Great Caliph has made honorary members 
  of mortals that have come to the aid of the djinn in the 
  past. To date, the Thunderbolt Legion has been called 
  upon only once to defend the Citadel of Ice and Steel from 
  a hostile force – a surprise attack by efreeti warriors and 
  dao assassins nearly brought the citadel to ruin. But the 
  heroes of the Thunderbolt Legion stood their ground, and 
  many veterans of the legion still serve that remember the 
  Battle of Boiling Stone.
  Non-hostile visitors to the Citadel of Ice and Steel are 
  brought to the Hall of Welcome, a custom for all djinn 
  freeholds, but here the opulence is beyond measure. The 
  finest food and the most delicate of wines are served 
  to guests while they await their summons to the Great 
  Caliph’s court, and there have been some visitors that have 
  simply decided to live in the Hall of Welcome rather than 
  move on. The djinni welcome such guests as long as they 
  don’t inflict their beliefs on other travelers or residents of 
  the citadel, a grave crime in the eyes of the Great Caliph. 
  Personal freedoms are to be protected and treasured.
  Cloud of the Nightwings
  Black clouds on the Plane of Air are rare but not unheard 
  of, but there’s at least one unusual specimen that appears 
  so black it looks like a hole in the azure sky. Travelers 
  and natives refer to it as the Cloud of the Nightwings, and 
  many believe it holds either a planar vortex to the Plane of 
  Shadow or the Negative Energy Plane. Bone-numbing cold 
  radiates from the massive cloud, and strange ray-shaped 
  monsters dart in and out of its great expanse.
  The cloud captains of Calypso know to avoid the Cloud 
  of the Nightwings when possible, but some rogue scholars 
  with a flair for adventure have taken up its study in a 
  shadowed guildhall in the City of Clouds. They propose 
  that there are more than one such cloud floating through 
  the Plane of Air, and that it holds not a planar vortex in its 
  center but a portal to a previously unrecorded demiplane. 
  Thus far, the scholars have sponsored three expeditions 
  into one of the black clouds, but none have returned. Few 
  captains seem willing to take them up on their lucrative 
  offer for further study, however.
  Cyclone Palace of Yan-C-Bin
  The Prince of Evil Elemental Air, Yan-C-Bin is a greedy 
  and destructive lord who sees little value in the aid or 
  assistance of others. His home, the Cyclone Palace, is 
  a reflection of this – a swirling cyclonic torrent of winds 
  several miles wide and tall, at the center of which sits a 
  cocoon of silence that Yan-C-Bin sits in to contemplate his 
  actions and next moves. The movement of the Cyclone 
  Palace draws in all sorts of things, including creatures 
  and earth motes, but by exerting his powerful will the 
  elemental lord can force out any intruders to his gust-filled 
  realm.
  
  Plane of Air
  29
  The exception to Yan-C-Bin’s self-induced isolation 
  are air elementals, who do not communicate with the 
  sullen lord and instead simply obey his every wish and 
  command. Yan-C-Bin cultivates a sense of wickedness 
  in his air elemental servants by pitting them against one 
  another, rewarding creativity and punishing failure. A 
  small cadre of powerful air elementals serve Yan-C-Bin as 
  sounding boards, assassins, thugs, soldiers, or whatever 
  else he needs, and he often sends them to wreak havoc in a 
  targeted region of the Material Plane and return with some 
  desired treasure.
  There are rumors of certain smaller objects caught in 
  the Cyclone Palace that Yan-C-Bin has either not noticed 
  or simply not cared enough about to deal with. It’s also 
  possible that the elemental lord has created these rumors 
  himself in order to lure gullible travelers to his realm so 
  that he can smash them to pieces with the force of his 
  slashing winds. It certainly would not be past the famously 
  petty Prince of Evil Elemental Air to lay such a trap for the 
  foolhardy.
  Hurricane Boneyard
  Yan-C-Bin’s Cyclone Palace is a whirling maelstrom 
  of chaos and winds, but the elemental lord still enjoys 
  collecting trophies from his eternal war on the rest of the 
  multiverse. These trophies include rubble from destroyed 
  kingly palaces, the smashed remnants of towers that 
  once belonged to powerful wizards, debris from temples 
  dedicated to gods of all types, and many others, and they 
  are all deposited in a secret cloudstone island known as 
  the Hurricane Boneyard. To the most people, however, 
  the cloudstone island is simply filled with mountains of 
  detritus with no rhyme or reason.
  Yan-C-Bin is not most people, however, and he knows 
  every piece of rubble and ruin he deposited in the 
  Hurricane Boneyard. Here he keeps memories of past 
  victories, and he has assigned a unit of his elite air 
  elemental guardians to protect it from invaders that would 
  steal his precious debris. Few generally care about the 
  Hurricane Boneyard, but occasionally Yan-C-Bin scoops 
  up lost treasures along with the broken masonry of his 
  conquests. Several outstanding bounties still exist in 
  Calypso for rumored lost treasure dropped somewhere in 
  the boneyard, but none have taken up a ship ro risk Yan-C-
  Bin’s wrath to find them.
  Prismatic Fortress
  The impressive home of the Prismatic Order, the Prismatic 
  Fortress is an imposing castle built of stone and glass upon 
  a multi-colored cloudstone island. The fortress has seven 
  towers, each colored and dedicated to one of the colors 
  of the order, with a massive central citadel serving as the 
  home of the Prismatic Master. The individual towers hold 
  representatives of the seven master mages, who dwell in 
  their own castles and citadels elsewhere on the Plane of 
  Air, and they work to secretly spy on each other’s activities.
  Visitors to the Prismatic Fortress are rare, but the 
  current Prismatic Master is more accommodating than his 
  predecessors. Guests are allowed to land in the Central 
  Courtyard before the master’s citadel where they are 
  greeted by the golem guardians and apprentice wizards 
  that serve the order in the fortress. Obtaining an audience 
  with the Prismatic Master is difficult as he is usually deep 
  in his studies, but the appearance of travelers spreads 
  quickly to the other master mages around the plane, so 
  intrigue and rumors catch like wildfire.
  Against attackers, the wizards summon elemental 
  guardians to defend the Prismatic Fortress, and automated 
  defense systems trigger spell effects that mimic the most 
  powerful of prismatic spells in a wizard’s arsenal. Glass 
  golems are common on the ground troops in the case of a 
  hostile invading force, which to date has not happened.
  Sky Temple Ruins
  The Plane of Air holds many mysteries, and one of the 
  most frequently discussed in the taverns and bars of 
  Calypso and even the courts of the Citadel of Ice and Steel 
  are strange ruins scattered about the plane. Located on 
  unusual purple colored cloudstone islands, these colossal 
  ruins contain iconography and images wholly unknown to 
  the scholars of the current age. Long ago, some traveler 
  called them ruins of an ancient Sky Temple, and the name 
  stuck, but there is little evidence to suggest all of the ruins 
  were once part of a holy site.
  The ruins themselves are massive blocks of stone that 
  look like granite but weigh one hundred times as much. 
  The cloudstone islands that they are built upon should 
  not even be able to support their combined weight, 
  but somehow they do, though whether it’s a natural 
  phenomena of the Plane of Air or something inherent to 
  the unusually colored cloudstones is a mystery unto itself. 
  The mysterious horuth usually keep their library lairs 
  hidden near Sky Temple ruins, but the connection between 
  the two is simply another piece to the whole baffling 
  puzzle.
  Some planar scholars believe the ruins to be the result 
  of ancient giants who once ruled over the elemental 
  planes, but little evidence in the other Inner Planes exists 
  to support this wild theory. Others say it was a massive 
  empire of horuth that collapsed due to some eldritch 
  calamity, but without confirmation or information from 
  existing horuth it remains unconfirmed. Sky ship pirates 
  from Calypso generally avoid the ruins, considering them 
  bad luck, and travelers that have visited the Sky Temple 
  sites and returned tell strange stories of disembodied 
  voices, ghostly apparitions, and unnerving feelings of 
  “wrongness.” Few cloud captains are willing to venture to 
  the unusual sites.
  
  Plane of Air
  30
  Star Cloud Islands
  Near the Mistral Reach, travelers have noticed groups of 
  strange black clouds that seem studded with mulitcolored 
  lights, as if reflecting a night sky that never appears on 
  the Plane of Air. For those willing to brave the cold and 
  the winds of the region, these Star Cloud Islands hold a 
  great number of unique properties not found elsewhere in 
  the plane. They are solid, functioning as cloudstone for all 
  intents and purposes, but when exposed to direct light the 
  cloudstone softens and can be broken apart. It instantly 
  reverts to its solid state when the light is removed, and 
  some djinni near the islands have commissioned statues 
  and ornaments to be constructed of the unusual material.
  Nevari Sorraxon, the female tiefling Violet Master 
  Mage of the Prismatic Order, is currently obsessed with 
  cataloguing and understanding the properties of the Star 
  Cloud Islands. She keeps several teams of apprentices and 
  surveyors around them at all times, and Nevari has moved 
  her personal fortress closer to the region to facilitate faster 
  access. Of the Prismatic Order master mages, Nevari 
  has been considered one of the most ambitious, with her 
  tiefling sights set on the position of Prismatic Master, but 
  the obsession with the Star Cloud Islands has consumed 
  her in the past year. What does she hope to find there? 
  And why do some apprentices go mad experimenting with 
  cloudstuff from the islands?
  Storm of Chaos
  The Storm of Chaos is a primordial and powerful 
  phenomenon traveling across the Plane of Air at random 
  speeds and intervals. It is a massive elemental storm, 
  several miles across, and consumes all of the clouds and 
  air in its radius when it appears. Fire, lightning, earth, 
  ice, acid, poison, all and more have been reported to be 
  whipped about by the violent winds produced by the Storm 
  of Chaos. The eye of the traveling storm is a colossal object 
  that few have ever witnessed.
  The truth is that the Storm of Chaos is fed by a living 
  creature, driven mad by chaotic forces beyond its control, 
  and this living creature was once one of the most powerful 
  Wind Dukes of Aaqa. Before being wracked by chaos, the 
  Wind Duke was instrumental in the creation of the Rod of 
  Law and the battle against the Queen of Chaos. Something 
  happened afterwards, something that the vaati do not talk 
  about, and this Wind Duke fled Aaqa and was consumed 
  by the very chaos it fought so hard to keep at bay. Then the 
  chaotic forces of the Plane of Air combined with vortices 
  from other planar realms and exploded out in a storm of 
  titanic proportions.
  If the Wind Duke is still conscious in the eye of the 
  Storm of Chaos, it gives no indication, and none have 
  reached the eye with their wits and skills about them to 
  make any contact attempt. The Wind Dukes consider this a 
  mark of personal shame and do not talk about it, but some 
  aarakocra that guard Aaqa still mourn the loss of such a 
  great general for the forces of law and good.
  Adventure Hooks
  As one of the most frequently traveled Inner Planes, the 
  Plane of Air can offer near limitless opportunities for 
  adventure and danger for adventurers able to reach its 
  lofty heights.
  Sylph in Need. A cry from a nearby woman draws the 
  characters to the aid of a sylph who angered a group of 
  orcs by being uncooperative. After dealing with the orcs, 
  the sylph thanks the party and asks for their assistance in 
  tracking down her sister, who came to the Material Plane 
  seeking an elven noble whom she had become infatuated 
  with. It turns out the noble had less than honorable 
  intentions and captured the sylph, keeping her locked 
  in his manor dungeon. The characters must break the 
  captured sylph out of the dungeon and return her to the 
  Plane of Air while avoiding the elven noble’s guards, traps, 
  and pets.
  Turn of the Stormworm. A strange storm rains unusual 
  worms down on the countryside, and from the same storm 
  screech arrowhawks intent on eating the worms or other 
  creatures for a meal. The storm does not dissipate, and 
  more unusual things continue to appear out of the cloud. 
  The characters must find a way to close the portal to 
  the Plane of Air sitting in the center of the storm, a feat 
  requiring research and no small amount of bravery and 
  luck!
  A Sincere Thank You? While in a large city, the 
  characters rescue a simply dressed half-elf from a gang of 
  thugs who turn out to be cultists dedicated to elemental 
  fire. The half-elf thanks them profusely and takes them 
  to his master, a djinni visiting the city, who wishes to take 
  them to his personal citadel on the Plane of Air to thank 
  them in style. The characters are whisked away to the 
  djinni’s Hall of Welcome and treated to all manner of fine 
  delicacies and wine, but during the feasting the citadel 
  comes under attack by a force of fire-themed monsters. 
  The djinni asks for their aid once again, and the characters 
  find themselves in the middle of a feud between the djinni 
  and a rival efreeti.
  My Ship, My Rules. The characters defeat a drunk 
  pirate captain in a game of chance, and as part of their 
  winnings they take ownership of a sky ship. Unfortunately, 
  the pirate captain’s ship is in possession of a band of 
  cultists dedicated to Yan-C-Bin on the Plane of Air, and the 
  characters must find them and clear them out if they wish 
  to take possession of their new vessel. With a sky ship at 
  their command, the party can take to the Plane of Air and 
  find all sorts of adventure!
  By Invitation Only. The Great Caliph of the Djinn 
  is holding a sumptuous feast and masquerade ball 
  to commemorate his reign, and the characters find 
  themselves in possession of an invitation. The Citadel of 
  Ice and Steel is decorated to the hilt in preparation for the 
  festivities, but dangerous forces move among the djinn 
  to overthrow the Great Caliph. The powerful djinni lord 
  suspected this and enlists the characters to help root out 
  the traitor, who turns out to be a noble djinni from the 
  Sirocco Straits working with nefarious powers in the City 
  of Brass on the Plane of Fire.
  
  Plane of Air
  31
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling around the Plane of Air. Four separate tables are 
  provided – one for a djinni citadel (which can include the 
  Citadel of Ice and Steel), one for the Labyrinth Winds, one 
  for the Sirocco Straits, and one for the Mistral Reach.
  Djinn Citadel
  1d100
  djinn citadel encOunteR
  01-05
  Elf servants fetching wine
  06-10
  A visiting marid genie and entourage
  11-15
  Sylph musicians playing delicate instruments
  16-20
  A pack of griffons being saddled
  21-25
  A cloud giant ambassador
  26-30
  Secret cultists of Yan-C-Bin
  31-35
  An apprentice wizard serving a master 
  mage of the Prismatic Order
  36-40
  A lesser djinni lost in the halls
  41-45
  A gang of dust mephits cleaning
  46-50
  An androsphinx waiting for an audience 
  with the djinni
  51-55
  Merchants from the Material Plane selling 
  rare goods
  56-60
  A cloud captain and crew from Calypso 
  looking for shelter
  61-65
  Aarakocra bounty hunters looking for a 
  fugitive
  66-70
  A djinni visiting from another citadel
  71-75
  Air elemental servants
  76-80
  A dwarf wizard entertaining a group with 
  riddles
  81-85
  An elemental storm
  86-90
  A storm giant looking for entertainment
  91-95
  A famous artist painting a masterpiece
  96-00
  A noble djinni investigating a mystery
  Sirocco Straits
  1d100
  siROccO stRaits encOunteR
  01-10
  1d6 hostile air elementals
  11-20
  1d6 hostile fire elementals
  21-30
  2d8 gargoyles
  31-40
  1d4 efreet
  41-50
  1d6 air element native displacer beasts
  51-60
  Earth mote
  61-65
  1d4 invisible stalkers
  66-99
  Elemental storm (always fire)
  00
  Void maelstrom
  Labyrinth Winds
  1d100
  labyRinth Winds encOunteR
  01-05
  1d4 hostile air elementals
  06-10
  A prismatic cloud
  11-15
  1d4 cloud giants
  16-20
  2d6 arrowhawks
  21-25
  1d4 sylph
  26-30
  A sky ship from Calypso
  31-35
  1d8 perytons
  36-40
  An adult silver dragon
  41-45
  An adult green dragon
  46-50
  1d4 air element native ropers
  51-55
  2d6 griffons
  56-60
  Cloudstone island
  61-65
  1d4 djinn
  66-70
  An invisible stalker
  71-75
  1d4 air element native octopi
  76-80
  1d4 swarm of stormworms
  81-85
  Earth mote
  86-99
  Elemental storm
  00
  Void maelstrom
  Mistral Reach
  1d100
  mistRal Reach encOunteR
  01-10
  1d6 hostile air elementals
  11-20
  1d6 hostile ice elementals
  21-30
  1d4 air element native remorhaz
  31-40
  1 air element native purple worm
  41-50
  1d4 prismatic clouds
  51-60
  1d6 frost giants mounted on rocs
  61-65
  Earth mote
  66-99
  Elemental storm (always ice)
  00
  Void maelstrom
  
  Plane of Earth
  32
  Plane of Earth
  “The Underdark? A child’s toybox compared to the twisting 
  labyrinths, caves, passages, and wonders of the Plane of Earth. In 
  the Underdark, there’s an innate sense of the world above that 
  colors the experiences of travelers and inhabitants, but this does 
  not exist on the Plane of Earth. It is suffocation and brutality 
  defined and stands as one of the least hospitable of the Inner 
  Planes. Still, the realm is ripe with treasures and secrets buried 
  beneath the rock and stone.”
  Astromarchus the Sage
  Earth is a fundamental component of the multiverse 
  and perhaps the most visible to most inhabitants of the 
  Material Planes. Continents, islands, mountains, hills – 
  these are all concrete examples of this ubiquitous element 
  across the realms, and it shows up in all of the other Inner 
  Planes as well in one form or another. And the root for all 
  that rock and dirt is the Plane of Earth.
  Much of this plane is solid mass making it difficult for 
  non-native creatures to move around or even breathe. 
  However, limitless tunnels, passages, and caves wind their 
  way through the stony realm, the result of both incursions 
  from other Inner Planes and determined digging efforts by 
  the native creatures. The dao, genies of the earth, are the 
  cruelest of slave drivers and constantly seek out veins of 
  rich minerals and ore to adorn their fabulous abodes.
  Getting lost in the Plane of Earth is perhaps the 
  greatest threat to travelers beyond a collapsing tunnel 
  or marauding beast as there is no clear indication of any 
  cardinal direction. Tunnels wind up and down, cross 
  between each other, and cut into massive caves with no 
  discernable pattern or thought. For travelers willing to risk 
  the journey, however, great treasures and wonders can be 
  found, whether it’s the prize opal Koh Nur in the center 
  of the dao’s Sevenfold Mazework or searching the chaotic 
  Tunnels of Madness for the Heart of All Mountains or 
  trying to escape the infamous Salt Dungeons of the Great 
  Khan.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of the Plane of Earth as characters explore and 
  travel through it. These are suggestions of elements 
  that can be used in descriptions of the landscape and 
  denizens with the goal of actualizing the “outside” nature 
  of the multiverse beyond the Material Plane. Use them to 
  incorporate into encounters and adventures on the Plane 
  of Earth.
  Cave After Cave. The Plane of Earth is a titanic 
  sprawling complex of tunnels and caves created both from 
  natural effects and deliberate hands. The caves are filled 
  with stalactites and stalagmites, though water is a rare 
  sight – what then creates these natural formations? No 
  one knows the answers for sure, and most simply believe 
  they rise and fall from the will of the plane itself. Any cave 
  feature in the Material Plane can be found on the Plane of 
  Earth even if it has no logical explanation.
  Strange Sounds. Sound travels strangely in the endless 
  underground of the Plane of Earth. Echoes bounce around 
  expansive natural caves, distorting wildly before traveling 
  down tunnels miles away from their original source. Drips, 
  drops, cracks, groans, crashes, collapses, and more all can 
  be heard at times, some close by while others far away.
  Stagnant Air. The incredible weight of limitless rock and 
  stone stifles the very air. Earth and air are diametrically 
  opposed elements, and perhaps because of this the 
  breathable air in the Plane of Air is stale and stagnant 
  at most times. It’s usually not hostile enough to cause 
  problems but it’s definitely something travelers notice 
  immediately upon arrival. Even in the largest caves, such 
  as the Great Dismal Delve, the air carries a foul taste 
  noticeable to outsiders.
  Lay of the Land
  The Plane of Earth is best described as the largest chain 
  of mountains in the multiverse both in height and breadth. 
  For those brave or foolish enough to try and reach the top, 
  they find only the Void Peaks – the mountain tops pierce a 
  veil of airless black that is inhospitable to living creatures. 
  Most planar scholars agree that the Void Peaks are a 
  breach from the Plane of Earth into the Negative Plane, 
  the multiverse source of death and decay that enfolds all of 
  the realms.
  Stony Expanse
  Below the Void Peaks and encompassing the vast majority 
  of the Plane of Earth is the Stony Expanse. Great veins of 
  minerals and rich ore cut through the rocky layers of the 
  Stony Expanse and over the countless centuries tunnels 
  and caves have been carved out by time or force. The dao 
  consider this their eternal realm, though their numbers are 
  realistically too few to effectively control the entire region, 
  but this overriding philosophy is what drives them to 
  command scores of slaves from the native sandlings, pech, 
  and other creatures.
  The dao hold numerous outposts throughout the Stony 
  Expanse and each one is built around a mazework. A 
  dao mazework is their first line of defense – a confusing 
  series of passages meant to confuse and trap intruders. 
  One of the largest open quarries in all the Plane of Earth 
  is the Great Dismal Delve, a massive cave carved out by 
  the slaves of the dao, and at its heart sits the fabulous 
  Sevenfold Mazework, also known as the City of Jewels. 
  Therein dwells the Great Khan in the Hidden Fulcrum, his 
  personal palace and one of the most complex maze in the 
  Inner Planes (and rivaled across the multiverse only by the 
  mazes of Baphomet, demon lord of beasts and minotaurs, 
  in the Abyss).
  
  Plane of Earth
  33
  Mud Hills
  Beyond the Stony Expanse, where the Plane of Earth 
  approaches the other Inner Planes, the region becomes 
  more diverse. The Mud Hills are a vast region of bubbling, 
  churning dirt and muck close to the Plane of Water – 
  between the two sits the distinct Swamp of Oblivion (also 
  known as the Plane of Ooze). The Mud Hills are open to 
  the sky and the tunnels that cross beneath are treacherous 
  and prone to constant shifting at a moment’s notice, so 
  most travelers avoid this region entirely. It is known that 
  the dao have several outposts in the Mud Hills to search 
  for rare mineral deposits that are known to show up only 
  in that area.
  Furnaces
  The heat intensifies on the other side of the Plane of Earth 
  in a region known as the Furnaces, close to the Plane of 
  Fire. Lava seeps up and creates dangerous terrain, but the 
  dao have harnessed the raw potential of the Furnaces to 
  power their forges. Beyond the Great Dismal Delve, the 
  largest concentration of dao and slaves can be found here.
  Cycle of Time
  There is no natural way to tell time across the Plane 
  of Earth. Even the Void Peaks have no sun to mark the 
  days, though the Mud Hills are lit by a dim pale light that 
  darkens slightly every twelve hours. This lack of time and 
  the general closeness of the tunnels in the Stony Expanse 
  leads many travelers to madness and despair.
  However, the dao have developed a way of telling time. 
  Each outpost and most buildings are furnished with a 
  clock gem, an enchanted jewel of nearly any size that 
  changes color gradually from red to blue and back again to 
  mark the passage of time. Unfortunately for travelers used 
  to the cycle of time in most Material Planes, the dao clock 
  gems are based on a 13-hour cycle (13 hours of red time 
  followed by 13 hours of blue time) creating a 26-hour day.
  The source of power for all attuned clock gems is Koh 
  Nur, opal of the Great Khan in the center of the Sevenfold 
  Mazework in the City of Jewels. An attuned clock gem 
  continues to be synchronized even when taken outside the 
  Plane of Earth, though they need to be re-attuned to the 
  opal every one hundred years.
  Surviving
  The tunnels and passages that cut through the Plane of 
  Earth are breathable, so one of the greatest threats to 
  travelers are cave-ins and earthquakes that can suddenly 
  send tons of rocks crashing down. Digging out of such a 
  burial can be dangerous depending on the type of earth 
  involved (see the Hazards & Phenomena section for 
  details).
  Fresh water is scarce and edible food for non-natives can 
  be hard to come by, so travelers are encouraged to have a 
  source of sustenance before venturing out into the Stony 
  Expanse. A common feature of dao outposts are gardens to 
  grow food for their various slaves, but these are jealously 
  guarded behind their mazeworks.
  In the Void Peaks, there is no air so anyone that 
  penetrates the surface of the Plane of Earth here begins 
  suffocating immediately unless they hold their breath (or 
  do not need to breathe). The closer a traveler gets to the 
  Void Peaks, the less air is available so ascending to this 
  region is not advisable.
  Getting There
  The dao do their best to control or shut down unwanted 
  portals to the Plane of Earth, so the number of known 
  gates to the plane is relatively small. The City of Glass on 
  the Plane of Water contains a known gate, along with the 
  City of Brass on the Plane of Fire. The dao occasionally 
  have dealings with the fiends of the Lower Planes so it is 
  known that the City of Jewels contains gates to the Abyss 
  and the Nine Hells.
  In the Material Plane, natural gates and portals have 
  been known to appear in the deepest mines dug by 
  dwarves. Many dwarven strongholds consider themselves 
  the first line of defense against incursions from the Plane 
  of Earth, whether it be by natural monsters or planned 
  invasions by the dao. For their own interests, the dao 
  consider dwarf slaves the best the Material Plane can 
  provide (followed by gnomes) and actively raid dwarven 
  outposts and strongholds to replenish their slave pens.
  Some deeper dungeons in the Material Plane have 
  been known to contain gates to the Plane of Earth as 
  well, whether stumbled upon accidentally or deliberately 
  opened by wizards and priests eager to use earth 
  elemental creatures as guardians and workers. Below the 
  city of Waterdeep on Faerun, the sprawling megadungeon 
  Undermountain is known to hold a few permanent portals.
  Traveling Around
  Once a traveler reaches a cave or tunnel in the Plane of 
  Earth, moving around becomes as easy as following a 
  passage – and as frustrating when that tunnel leads to 
  nowhere! Most native creatures, such as the xorn and 
  earth elementals, can move through the earth of the plane 
  as easy as a fish moves through water, leaving no tunnel 
  in their wake. Powerful magic can allow an adventuring 
  group to do the same, but for most the zigzagging 
  passages that cut through the Stony Expanse are the most 
  accessible means of transportation.
  Many of the tunnels do connect to other regions, owed 
  in large part to the never-ending machinations of the dao. 
  They constantly hunt for greater sources of ore and gems 
  and use teams of slaves to accomplish this, but moving so 
  many creatures across the Plane of Earth can be difficult. 
  The dao use magic and slaves to create tunnels and 
  passages that can be used to access the richer veins of 
  minerals.
  Digging around the Plane of Earth can become a 
  necessity for travelers, especially if they’ve been trapped 
  in a cave-in or earthquake. You can use the below table 
  to determine randomly what kind of earth is being dug 
  through, which determines the progress and difficulty of 
  the digging.
  
  Plane of Earth
  34
  
  Plane of Earth
  35
  plane Of eaRth digging Rate
  1d10
  type Of eaRth
  dc
  pROgRess peR 10 
  minutes
  1-3
  Soil
  12
  10 feet
  4-6
  Very soft rock
  14
  5 feet
  7-8
  Soft rock
  16
  4 feet
  9
  Hard rock
  18
  2 feet
  10
  Very hard rock
  20
  1 foot
  Digging is a Strength-based ability check. Using and being 
  proficient with mining tools adds a user’s proficiency 
  modifier to digging checks. Other characters can assist 
  with the Help action under the appropriate circumstances.
  Powerful & Mighty
  Though the dao would have travelers believe they are the 
  greatest power in the Plane of Earth, the truth is more 
  complex than that. It is true that they control the most 
  concentrated territory of any sentient denizen of the 
  realm, but the plots and machinations of other influential 
  creatures continue to occur throughout the plane.
  These powerful creatures can be used as villains or 
  patrons for a party of adventurers that seek to explore 
  the domains of the Plane of Earth. Most are treacherous, 
  however, with evil intent, so adventurers are encouraged to 
  tread carefully in their halls and homes.
  Elemental Lords of Earth
  The greatest and most powerful earth elementals on 
  the plane are the Elemental Lords of Earth. Sometimes 
  referred to as archomentals or primordials, these immense 
  beings are comprised of the very stone and earth that 
  makes up the plane. There are at least three elemental 
  lords known – Ogremoch, Entemoch, and Sunnis. The 
  plane is vast, however, and others may still exist, dormant 
  or waiting.
  Ogremoch is the best known of the earth elemental 
  lords and he is known as the Prince of Evil Earth 
  Elementals. He dwells in a stone spire deep in the Stony 
  Expanse that is surrounded by airless void, and from 
  there he contemplates his next move. His cultists are 
  known to spread destruction across the Material Planes 
  in accordance with his will, which can be confusing to 
  most. But Ogremoch is nothing if not patient, and while 
  he seems slow to act it is only because he is considering 
  how best to utilize his forces to accomplish his goals of 
  crushing all living creatures beneath stones. He has a 
  special hatred for flying creatures, and uses squads of 
  gargoyles to harass aarokocra in the Plane of Air on a 
  regular basis.
  Ogremoch’s twin, Entemoch, is less known but no less 
  powerful. Unlike his brother, Entemoch is a Prince of 
  Good Earth Elementals, and works to thwart Ogremoch’s 
  schemes as much as possible. He travels throughout 
  the Stony Expanse, moving from passage to passage to 
  stamp out his brother’s followers, though to date he has 
  not moved much beyond that simple strategy. Ogremoch’s 
  schemes are larger than his twin realizes. Gnomes are well 
  regarded by Entemoch.
  Sunnis is a Princess of Good Earth Elementals and 
  she dwells in a palace called the Sandfell. She keeps a 
  lower profile than Ogremoch but opposes the dao at every 
  opportunity – the two have an intense rivalry on the Plane 
  of Earth. Sunnis believes that the native creatures of the 
  plane such as the pech and sandlings deserve freedom and 
  she works with her followers to break the slave chains of 
  the dao in their outposts across the plane.
  Gargoyle Princes
  Gargoyles are a common encounter in the Plane of Earth 
  along with margoyles, their wingless cousins. These 
  stony creatures are normally born as a byproduct of the 
  Elemental Lords of Earth, who leave behind shards as 
  they move through the plane that grow into gargoyles. 
  Ogremoch is fond of using gargoyles in his never-ending 
  war with the forces of the Plane of Air.
  But not all gargoyles are born this way. Some are 
  descendants of a line of fiercely intelligent creatures 
  known as ancient gargoyles who were born from the plane 
  itself. The most powerful of these native denizens are the 
  Gargoyle Princes, each ruling a princedom in the Plane 
  of Earth carved to their specification. The exact number 
  of Gargoyle Princes is unknown, though at least four are 
  known to exist. Each is thoroughly evil and represents the 
  most ambitious aspects of the ancient gargoyle race.
  The most prominent of the Gargoyle Princes is Prince 
  Krongrud. Physically, Prince Krongrud is powerfully 
  strong and views strength as his best asset – his plots are 
  usually direct and involve total destruction. He rules from 
  the subterranean Castle Kronguard and keeps company 
  with his Legion of Stony Doom, an army of well-trained 
  gargoyle warriors. Prince Krongrud pushes the boundaries 
  of his princedom continually and does not get along with 
  the dao or the Elemental Lords of Earth.
  The other well-known Gargoyle Prince is Princess 
  Zadhey. She is cunning and manipulative, and though her 
  princedom is relatively small, from her Basalt Citadel she 
  leads an elite force of ancient gargoyle assassins. Princess 
  Zadhey is on good terms with the dao who sometimes 
  contract her assassins out for attacks on rivals, both 
  internal and external.
  Great Khan of the Dao
  In the center of the Great Dismal Delve sits the Sevenfold 
  Mazework, the largest dao settlement in the multiverse, 
  and in the center of that (beyond the first five maze layers) 
  rests the palace of the Great Khan known as the Hidden 
  Fulcrum. When a dao ascends to the role of Great Khan 
  he or she forsakes their name in favor of the title, so it is 
  difficult for an outsider to know when the power in the dao 
  khanate shifts.
  
  Plane of Earth
  36
  The current Great Khan is a massively loathsome, 
  greedy, and paranoid dao who rarely leaves the inner 
  sanctum of the Hidden Fulcrum. He surrounds himself 
  with stone and iron golems along with other constructs 
  as these are the only personal protection he trusts, and 
  he communicates his wishes through a select cadre of 
  seneschals that operate outside his personal chamber. 
  But even the seneschals rarely gaze upon the Great Khan 
  in person – the Great Khan makes his wishes known 
  through specially enchanted mirror gems that allow for 
  communication between tuned gemstones.
  The Great Khan has an insatiable appetite for 
  everything, from slaves to jewelry to art and treasure, 
  and his greed has pushed his surveyors to find more and 
  more veins of precious ore and mineral across the plane. 
  He treats well with the Grand Sultan of the Efreet and 
  the two have a mutual business partnership – the efreet 
  come to the City of Jewels to purchase slaves, and the dao 
  use efreeti techniques and masters in the working of the 
  ore they mine. The Grand Sultan comes personally to the 
  Great Dismal Delve to watch and bet on greater basilisk 
  races organized by the dao.
  Keepers Under the Mountain
  Dumathoin, dwarven god of secrets, does not dwell on the 
  Plane of Earth, but his followers maintain a stronghold 
  dedicated to his teachings and worship there. The Library 
  of Dumathoin is maintained by a devout order of dwarven 
  monks and clerics called the Keepers Under the Mountain, 
  and they trade in secrets of all kind. The halls of their 
  hidden fortress are said to contain one of the largest 
  collection of scrolls in the multiverse, and the Keepers 
  maintain the sanctity of this holy site against all intruders 
  with zealous ferocity.
  To that end, the Keepers maintain a secret presence 
  throughout the Plane of Earth and try to keep up on events 
  throughout the Inner Planes. Several dwarf slaves in the 
  service of the Great Khan are secretly members of the 
  Keepers Under the Mountain, and they communicate 
  knowledge through the very stone of the plane itself. 
  Several deep cover Keepers are assigned to the Gargoyle 
  Princes while others travel as independent merchants 
  between the Sevenfold Mazework, the City of Brass on the 
  Plane of Fire, the City of Glass on the Plane of Water, and 
  even in the Citadel of Ice and Steel on the Plane of Air.
  Leadership in the Keepers is determined by the number 
  of known master secrets, which are the great mysteries 
  of the multiverse according to Dumathoin. The teachings 
  of the Keepers Under the Mountain say there are thirteen 
  master secrets, and only Dumathoin knows all of them. 
  The highest ranking Keeper, the Seventh Master Librarian, 
  is said to know seven of the master secrets.
  Recently, however, a splinter faction has grown within 
  the ranks of the Keepers. Some of the librarians and 
  monks believe the secrets of Dumathoin are not meant to 
  be hoarded but instead should be shared with all sentient 
  creatures. These radicals call themselves the Liberties 
  Under the Mountains and work to subvert the work of the 
  library and its keepers. So far, a dozen members have been 
  expelled from the Keepers, and rumors persist that at least 
  one of them held the rank of Second Master Librarian.
  Deepstone King of the Pech
  The pech were not always hunted down by the dao and 
  used as slaves. At one point, they held their own land 
  and served a wise and great leader of their own kind in 
  a fantastic realm of peace and tranquility. This mythical 
  place is called Deepstone and it has passed completely 
  into legend, along with the role of Deepstone King.
  But to the pech slaves of the dao, the myth of Deepstone 
  and its legendary king is a wellspring of secret hope. Pech 
  workers toiling in the mines and tunnels of their genie 
  masters believe that the Deepstone King is destined to 
  return, and when he does he will free all of the pech from 
  their bonds of servitude and lead the elemental people to 
  their legendary homeland. Some say that this king will rise 
  up from the ranks of the enslaved pech, while others say he 
  will come from outside the Plane of Earth to save them all 
  in a massive revolt.
  For their part, the dao do their best to quash any stories 
  they hear about the Deepstone King, and this tactic has 
  worked for many hundreds of years. But the pech have 
  long memories, and they pass the story of their legendary 
  leader from one generation to the next in the hope that 
  one day, their stories become true and they are led to their 
  ancient homeland.
  Creatures & Denizens
  The Plane of Earth is a dangerous realm with monstrous 
  denizens capable of sneaking up on travelers through the 
  very rock. Cunning dao, ruthless sandlings, and voracious 
  eaters such as the greater basilisks and tunnel worms are 
  all creatures capable of ending a traveler’s journey through 
  the Plane of Earth.
  Elementals
  The most common inhabitant of the Plane of Earth, like 
  all of the Inner Planes, are elementals, specifically earth 
  elementals. They range in size from small rolling boulder-
  like creatures to enormous behemoths comprised of rock 
  and stone. They travel effortlessly through the depths of 
  the plane without the need for breathing in a conventional 
  sense, and while they do move through the earth they leave 
  no path. Tracking earth elementals is incredibly difficult 
  because of this.
  Xorn are native creatures as well, though they are often 
  found around veins of crystal or gemstones which they eat 
  for sustenance. They can be as difficult to track as well 
  and they are highly protective of their food sources, and 
  the other denizens have learned to watch for xorn signs 
  in the tunnels. Other creatures include khagra, known as 
  stone fish, which pass through the Plane of Earth in great 
  schools and can be overwhelming in their large numbers, 
  along with semi-sentient earth weirds that serve Ogremoch 
  and the other Elemental Lords of Earth. Flail snails are 
  naturally occurring elemental denizens with highly coveted 
  prismatic shells, though the creatures can be dangerous to 
  deal within in the confined spaces of the plane.
  
  Plane of Earth
  37
  Zaratans are the most feared elemental creatures in 
  the Plane of Earth. These enormous beings owe fealty to 
  nothing, and even the Elemental Lords treat them with 
  respect. They slumber for years or decades at a time, 
  cocooned within impenetrable fortresses of solid stone, 
  and when they wake they devour entire regions of the 
  Stony Expanse.
  Dao. Genies are the oldest and most noteworthy sentient 
  inhabitants of the Inner Planes, and the dao are the genies 
  of the Plane of Earth. They are generally cruel, selfish, and 
  incredibly greedy, and they love gemstones of all kind. They 
  use gems to decorate their homes, wear as jewelry, and 
  also enjoy as delicacies. They live in small communities 
  across the plane known as mazeworks, usually consisting 
  of a single family of dao and their numerous servants and 
  slaves, with deliberately confusing networks of tunnels 
  and passages. The greatest settlement of the dao is the 
  Sevenfold Mazework, also known as the City of Jewels, 
  where the Great Khan of the Dao dwells along with his 
  royal retinues. Dao trade regularly with efreeti from the 
  Plane of Fire and the two have numerous joint outposts in 
  the Plane of Magma, though the dao try to turn every deal 
  in their favor in all circumstances.
  Gargoyles. Ancient gargoyles are a secretive, powerful 
  race of elemental beings that trace their origins to the 
  original formation of the Plane of Earth. Or so they 
  claim at least, and they also claim that all gargoyles and 
  margoyles (wingless variants) found across the multiverse 
  are descended from their own lineage. Gargoyles exist 
  in a strange space – they are creatures of earth and air, 
  elements normally in diametric opposition. They have 
  been used to wage a never-ending war against the djinni 
  of the Plane of Air, and the ancient gargoyles are often 
  the architects behind these endeavors. Ancient gargoyles 
  and dao are rivals in all sense, but the dao and their slave 
  forces vastly outnumber the ancient gargoyles.
  Humanoids
  The dao are notorious slave-takers, and their mazeworks 
  are usually populated with humanoids of all types pulled 
  from across the multiverse, by force or in the nefarious 
  slave trade. Dwarves and humans are preferred targets, 
  but every humanoid offers something for the dao to 
  exploit for their own personal ends. Numerous hidden 
  communities exist in the tunnels of the Plane of Earth 
  filled with descendants of dao slaves that purchased or 
  stole their freedom long ago.
  Genasi. Earth genasi are the descendants of dao, but 
  since they are not dao themselves the arrogant genies 
  ignore their offspring and treat them as outsiders. If a 
  first-generation earth genasi chooses to remain in the 
  mazework with their genie-kin they can expect poor 
  treatment at the bottom of the social ladder. Some 
  work fervently to impress their dao leaders, but just as 
  many strike out on their own, becoming wanderers and 
  adventurers. There are no known earth genasi settlements 
  in the Plane of Earth, though the Sevenfold Mazework 
  boasts a large community that have formed a mercenary 
  force renown for their skill in battle.
  Gnomes. The svirfneblin, or deep gnomes, have built 
  numerous cities in the Plane of Earth, and their natural 
  abilities make them preferred targets for dao slave takers. 
  For this reason, most deep gnome colonies are located 
  in hidden alcoves behind layers of rock, both real and 
  illusionary, and they befriend earth elementals for mutual 
  protection. The greatest svirfneblin city on the plane is 
  Makranaanek where all gnomes are free to live their lives 
  in peace and solitude.
  Goliaths. Goliaths are a tall, proud race most associated 
  with mountains peaks and valleys, but a subrace called 
  deep goliaths have become well-adapted to the lightless 
  tunnels of the Stony Expanse. They live in small tribes, 
  never settling in one place but able to traverse great 
  distances over their personal territories.  Deep goliaths 
  are hairless, with pale or albino skin, but just as strong 
  and athletic as their above-ground kin. They’ve developed 
  a number of unique practices, most notably the art of 
  stonesinging, which allows them to use vibrations in the 
  rock to communicate over vast distances in the Plane of 
  Earth.
  Monstrosities
  Numerous monstrous creatures stalk the tunnels of the 
  Plane of Earth. Basilisks are common, though thankfully 
  the more serpentine greater basilisks are a rare if deadly 
  encounter that even the dao try to avoid. Purple worms are 
  responsible for a great number of the passages that snake 
  through the Stony Expanse, and large colonies of kruthik 
  can be found in the Furnaces close to the Plane of Magma. 
  Dangerous umber hulks burrow through the Plane of 
  Earth as well, helping to expand the network of tunnels 
  used by other creatures, and patient ropers wait in the 
  darkness for their next meal.
  Hazards & Phenomena
  The Plane of Earth holds numerous threats to travelers 
  beyond its lack of breathable air for most of the realm! 
  From collapsing tunnels to falling rocks and flows of 
  magma and ooze, the plane holds no small amount of 
  danger for the unprepared.
  Earthquake
  Despite its reputation, the Plane of Earth is constantly 
  in motion. Normally this motion is slow and grinding, 
  but occasionally it is sudden and dangerous. When an 
  earthquake occurs, it strikes in a 100-foot-radius centered 
  on a random nearby point to the party. For 1d10 rounds, 
  the area is struck by the effects of the earthquake spell, 
  which has the following additional effect. The below effect 
  occurs with any casting of the earthquake spell as well.
  Every round, rocks and debris rain down from the ceiling 
  unless the area has been specially fortified against such 
  events (most pech and dao settlements are protected by 
  earth magic against the effects of the planar earthquakes). 
  At the end of every creature’s turn in the radius of the 
  earthquake they must make a DC 14 Dexterity saving 
  throw, suffering 14 (4d6) bludgeoning damage on a failure, 
  or half as much on a successful save.
  
  Plane of Earth
  38
  There is a 10% chance per round of the earthquake 
  that a collapse occurs across the entire area of effect. See 
  below for the results of a collapse.
  Cavern Collapse
  The Plane of Earth is treacherous to the unwary and it 
  can bury travelers in a moment’s notice. A collapse occurs 
  when something causes the ceiling of the tunnel or cave 
  to crumble, sending rocks and debris crashing down in a 
  heap of rubble. Most collapses occur in a 30-foot-radius, 
  though collapses caused by an earthquake fill a much 
  larger area.
  When a collapse occurs, roll on the below table to 
  determine the type of earth that fills the area. Creatures 
  in the collapsed area must make a DC 15 Dexterity saving 
  throw, suffering the listed bludgeoning damage on a failure 
  along with being completely buried. A successful save 
  results in only half damage along with being restrained by 
  the rubble.
  caveRn cOllapse
  1d10
  type Of eaRth
  damage
  1-3
  Soil
  14 (4d6)
  4-6
  Very soft rock
  21 (6d6)
  7-8
  Soft rock
  28 (8d6)
  9
  Hard rock
  35 (10d6)
  10
  Very hard rock
  52 (15d6)
  Creatures buried must dig their way out using the digging 
  guidelines in the Traveling Around section, and they are 
  buried beneath 1d10 feet of earth. Suffocation begins 
  immediately unless the character can hold their breath or 
  otherwise function without breathing. A character that is 
  only restrained by the rubble can remove themselves with 
  an action to make a Strength (Athletics) check against the 
  digging DC of the earth type restraining them.
  When a collapse occurs, roll for a random encounter 
  to see what else might come through as a result of the 
  opening. After a collapse the area is considered difficult 
  terrain for movement purposes.
  Ooze Flow
  Some large swaths of the Plane of Earth have mixed with 
  moisture from the Plane of Water to create dangerous 
  ooze flows. These are common in the area below the Mud 
  Flats, but any portion of the plane can contain a planar 
  vortex to the watery realm.
  Ooze flows contain dangerous levels of acid and spread 
  out to fill a 100-foot-radius area, or whatever equivalent 
  open area exists. Every round a creature is in an ooze 
  flow they must make a DC 14 Constitution saving throw, 
  suffering 13 (3d8) acid damage on failure, or half as much 
  on a successful save. Ooze flows are normally only 2 feet 
  deep. The affected area is considered difficult terrain 
  and the ooze flow remains until released by a collapse or 
  earthquake.
  Magma River
  Similar to an ooze flow, a magma river is an incredibly hot 
  flow of earthen material mixed with elements from the 
  Plane of Fire. The Furnaces are filled with magma rivers, 
  which cut great swaths through the caverns in that region 
  of the plane, but they are not unheard of across the Stony 
  Expanse.
  A magma river is normally 20-feet wide by 200-feet long 
  and pours into any open space, where it pools for a time 
  before collapsing the earth below it and flowing out of the 
  area. Any creature that starts its turn in a magma river 
  must make a DC 14 Constitution saving throw, suffering 
  22 (4d10) fire damage on a failure, or half as much on a 
  successful save. A magma river is normally 5 feet deep, but 
  this can be raised depending on the area in which it flows 
  into.
  Pulse Crystals
  Pulse crystals are normally found in clusters of 3d6, and 
  each crystal is 7 to 10 feet tall. They occur naturally where 
  vortexes exist between the Plane of Earth and the Positive 
  Energy Plane – most planar scholars believe them to be 
  extensions of one of the quasi-elemental planes that are 
  theorized to exist close to the energy planes. Whatever 
  their origin, they are welcome respite for travelers, 
  especially those not used to underground living.
  Each pulse crystal glows with dim light in a 20-foot-
  radius of a random color, shifting every hour or so between 
  green, red, blue, and yellow. Some planar predators know 
  to seek out and hang around clusters of pulse crystals, as 
  many creatures are drawn instinctively towards the lights.
  Rock Rot
  Some sections of the Plane of Earth are infested with 
  microscopic pests known as mineralmites. They are not 
  harmful to living creatures not made out of stone as they 
  feast on the rich internal consistency of rock and stone. 
  As they do so they pass through it, leaving the area chalky 
  and unstable. Dwarves and gnomes are familiar with the 
  resulting rock rot as the mineralmites are not uncommon 
  outside the Plane of Earth as well.
  A floor infested with rock rot can be spotted by a dwarf 
  or native earth creature with a passive Perception of 13 or 
  higher, or by any other creature with a passive Perception 
  of 16 or higher. The rock rot infested area is brittle, and 
  crossing them requires a DC 14 Dexterity (Acrobatics) 
  check. Characters unaware of the presence of rock rot 
  suffer disadvantage on the roll. Failing the result sends the 
  character plummeting through the hole down a distance of 
  1d10 x 5 feet. An area infested with rock rot extends out to 
  a radius of 50 feet.
  
  Plane of Earth
  39
  Sites & Treasures
  Despite the many dangers posed by the Plane of Earth, 
  travelers still seek out its wonders and treasures. Some 
  are like the dao, greedy and always hunting for the next big 
  vein of rich ore or minerals, while others search for buried 
  treasure, hidden secrets, or the very bones of the past.
  Bones of the Earth
  When an earth weird feeds on a living creature, its 
  digestive process and stony makeup strips the victims of 
  all flesh. The elemental creature then proceeds to devour 
  the only part of the meal it cares about – the calcium in the 
  victim’s bones. Once complete, the earth weird discards 
  the remnants, which have taken on a stone-like substance. 
  These stone bones are called fossils, and deep in the 
  Stony Expanse the earth weirds have gathered together 
  a massive collection of these discarded victims in a place 
  called the Bones of the Earth.
  Fossil remains of all manner of creatures from all across 
  the multiverse, from dinosaurs to demons to humanoids 
  and dragons, lay scattered about the cavern. Earth 
  weirds crawl over the piles of stone bones scavenging for 
  whatever morsel they can find. Rare monsters and their 
  fossilized skeletons can be found in the cave, and for some 
  cabals of necromancers, the powdered remains of certain 
  fossilized creatures can be used as potent spellcasting 
  components. Finding the Bones of the Earth is only the 
  first problem, as some stories suggest that a massive earth 
  weird king lurks in the cave that devours all intruders.
  Deep Crystal Labyrinth
  The Stony Expanse holds many buried secrets, but one 
  of the most beautiful is a series of tunnels and passages 
  cut into one very massive chunk of crystal. No one 
  really knows if the caves are a natural formation of the 
  crystal or if they were carved deliberately, but the Deep 
  Crystal Labyrinth has attracted travelers from across 
  the multiverse to seek out its wonders. Mapping the 
  confusing maze has been a challenge for those that visit 
  as the passages have a tendency to shift and change over 
  time, sometimes dramatically. Entire teams of explorers 
  have become lost in the beautiful labyrinth of soft blue 
  crystalline walls, but rumors of priceless diamonds in the 
  Deep Crystal Labyrinth’s heart keeps drawing people in.
  Some who have found the Deep Crystal Labyrinth and 
  return tell of strange creatures that emerge from the 
  very walls to harass and destroy intruders. Sometimes 
  humanoid shaped, sometimes animal, these crystal 
  guardians seem to have no means of communication and 
  seek nothing but the total eradication of any intruders. 
  The hardened nature of the crystal makes the guardians 
  difficult to defeat in combat and some natural property of 
  the labyrinth makes them resistant to most magic.
  Ghost Tunnels
  Among the slaves of the dao, the legend of the Ghost 
  Tunnels is a cautionary tale of how dangerous greed can 
  become. Among the dao, it is a source of a rich ore of rare 
  minerals that is still sought out to this day. Long ago, a dao-
  led excavation team uncovered an untapped vein of pale 
  white mithril in the depths of the Stony Expanse. Refusing 
  to recognize the warning signs around the vein, the dao 
  immediately set the slaves to digging out the valuable ore, 
  which seemed to possess strange otherworldly properties.
  Unfortunately, those properties brought about the ruin 
  of the dao and his teams of slaves. The mithril vein was 
  infused with energy from the Ethereal Plane, and as they 
  cut into it with picks and shovels, the unstable nature 
  of the pure ore collapsed. But it didn’t just collapse the 
  tunnel, it trapped the diggers and the dao in a pocket of 
  Ethereal Plane energy that separated their spirits from 
  their bodies permanently. Several slaves who had been 
  sent away to fetch more gear returned to find the tunnels 
  gone as if nothing had happened, but when they were 
  invariably recaptured by the dao and forced to explain 
  what happened, the genies realized they had found a highly 
  coveted ore called ghost mithril. And thus the legend of the 
  Ghost Tunnels was born.
  Finding the Ghost Tunnels is a dangerous prospect, 
  as the unstable nature of the ghost mithril means it can 
  shift into the Ethereal Plane with dramatic results at any 
  moment. And, if the rumors are to be believed, the ghostly 
  remains of the dao and the diggers still haunt the tunnels, 
  acting as ceaseless guardians to the untapped treasure.
  Great Dismal Delve
  The largest natural cave in the Plane of Earth is the Great 
  Dismal Delve, which forms the epicenter of the dao and 
  their enterprises. The delve itself is a massive cavern 
  shaped like a crevasse, about 60 miles wide and 120 miles 
  long. The ceiling stretches up to a height of a half mile and 
  is filled with stalactites of all shapes, though their natural 
  formation is a mystery as there isn’t enough moisture or 
  condensation in the cave to support the quantity or size 
  of the stalactites. The Great Dismal Delve’s walls are 
  honeycombed with passages and tunnels dug by the slaves 
  of the dao, and the floor is a rocky mixture of natural stone 
  structures, edifices, and bizarre fungal gardens.
  In the center of the Great Dismal Delve is the Sevenfold 
  Mazework, the capital of the dao khanate and home to the 
  Great Khan. It sits inside a massive circular column in the 
  delve, stretching from floor to ceiling and about 10 miles 
  wide. Around the Sevenfold Mazework the dao maintain 
  large farms for feeding the slaves that maintain the delve 
  and the city. The farms consist of a sickly pale fungus that 
  smells awful but keeps creatures alive.
  The delve is filled with the sounds of work at all times, 
  and the gemstones studding the side of the Sevenfold 
  Mazework provide dim light for most of the expansive 
  cave. The brightest lights are from the clock gems that 
  report the time, shifting from red to blue and indicating 
  when slave drivers must switch out their teams of diggers 
  and miners. The dao consider the entire delve to be their 
  territory but the truth is the cave is too large for them to 
  
  Plane of Earth
  40
  effectively patrol and maintain. Monsters from the plane 
  and elsewhere are a common problem in the outskirts of 
  the delve where dao maintain soldier slaves to protect their 
  mining slaves.
  Koh Nur, Opal of the Great Khan
  In the Sevenfold Mazework in a massive central chamber, 
  the final two maze layers sit in a magnificent bejeweled 
  dome. Gemstones of all kinds stud the outside of the 
  dome, inside of which sits the Great Khan and his most 
  trusted advisors, but the crown jewel of the structure – and 
  indeed of the whole dao khanate – is a truly wondrous opal 
  resting atop the dome. This is Koh Nur, the opal of the 
  Great Khan, and it is one of the largest valuable gemstones 
  in the multiverse. The opal sits thirty feet long and half that 
  wide and rests in a specially constructed brass holder, a 
  gift from the grand sultan of the efreet long ago.
  Koh Nur is more than just a spectacularly expensive 
  gemstone. It also functions as the ticking heart of the dao 
  khanate, as it serves as the central focus for all of the 
  attuned clock gems. Koh Nur sheds a brilliant radiance 
  based on the 26-hour day of the dao, shifting from scarlet 
  during the day to a deep midnight blue at night.
  Over the centuries, there have been several attempts by 
  enterprising thieves to steal Koh Nur from its resting place 
  atop the Dome of the Great Khan. The gem’s size makes 
  such attempts logistically difficult, but the most successful 
  actually managed to perform a feat of magical subterfuge. 
  The thieves – a team of planar adventurers – somehow 
  replaced Koh Nur with a glass replica and shrink the 
  original to pocket-sized during a blackout that plunged the 
  Sevenfold Mazework into darkness for several minutes. 
  The Great Khan’s personal bodyguards stopped the thieves 
  before they were able to leave the City of Jewels, but the 
  audacity of the attempt has pushed the dao to implement 
  insane measures to ensure it never happens again. Few 
  outside the Great Khan’s personal retinue of seneschals 
  know the traps and perils placed around Koh Nur now.
  Library of Dumathoin
  Though he resides on another plane, Dumathoin – 
  dwarven god of secrets and mining – maintains a 
  storehouse of knowledge on the Plane of Earth. It’s one 
  of several planar libraries around the multiverse, but the 
  dwarven monks that maintain it, the Keepers Under the 
  Mountain, hold that this one is the largest. It sits in a tall 
  cleft hidden somewhere in the Stony Expanse, protected 
  by ancient dwarven magic to prevent unwanted prying 
  eyes. The walls of the cleft are lined with shelves upon 
  shelves of books, papers, scrolls, sheaves, and other 
  records of note, ranging from the mundane to the fantastic.
  Access to the Library of Dumathoin is restricted to only 
  guests invited by one of the master librarians, but that 
  hasn’t stopped powerful forces from trying to break in 
  forcefully. The enchantments placed around the library 
  are said to hold the strength of Dumathoin himself and 
  thus far have held against attackers, but a growing splinter 
  faction within the Keepers Under the Mountain may 
  undermine the efforts to safeguard the secrets. There is 
  at least one greedy dao in the Sevenfold Mazework who 
  will stop at nothing to claim the knowledge held within the 
  library and she is hunting down every dwarf she can find to 
  unlock the secrets.
  
  Plane of Earth
  41
  Makranaanek
  Deep gnomes, or svirfneblin, are a common race in the 
  underground regions of Material Planes, and there they 
  carve out wonderful cities to dwell in. Few would guess 
  that their greatest city, Makranaanek, actually exists on 
  the Plane of Earth! Dao favor deep gnome slaves over 
  other gnome types, and many have fallen victim to dao 
  slave-takers over the generations, but in Makranaanek all 
  gnomes are free to live their lives. It is a realm of gnomish 
  wonder cut into solid bedrock over countless decades, with 
  towers and halls housing thousands of deep gnomes.
  It is said that there is a portal to Makranaanek in 
  every svirfneblin settlement in the Material Plane, but if 
  that’s true than it’s a closely guarded secret even among 
  gnome standards. The city is run by a king who oversees 
  the protection of Makranaanek, enforced primarily by a 
  well-trained and loyal force of gnomish warriors called 
  the Deep Titans. Serving in the ranks of the Deep Titans 
  is an honor bestowed to only the most skilled warriors of 
  the deep gnomes, but over the years they have awarded 
  honorary membership to a handful of planar travelers that 
  have helped the city in times of crisis.
  Motherlode
  It is a whispered legend among the dao, a fabled location 
  that moves across the Plane of Earth, defying all logic 
  and explanation. It is the Motherlode, a glittering vein of 
  prismatic ore with powerful natural magical properties. 
  Some dao craftsman say that it can be used to imprison 
  gods, while others believe it is the secret to conquering 
  the djinn of the Plane of Air once and for all. Finding the 
  Motherlode has consumed the lives of many dao seeking 
  to make a name for themselves, and more than one dao 
  believes it has the power to unseat the Great Khan himself.
  But discovering the Motherlode has proven difficult. 
  The dao have found it only a handful of times, and each 
  time they were able to take away only small chunks of the 
  prismatic ore. But those chunks have turned into priceless 
  artifacts and relics, most of which sit in the vault of the 
  Great Khan in the heart of the Sevenfold Mazework. At 
  least one ring and an amulet has found its way outside the 
  City of Jewels, however, and into the hands of scheming 
  dao who believe the relics hold the key to rediscovering the 
  Motherlode.
  One planar scholar believes the Motherlode to be an 
  ancient deity of minerals and ore that has been consumed 
  by the Plane of Earth, forever now an elusive piece of the 
  plane that served as their home since time immemorial, 
  but there is no evidence to back this claim up. It has 
  persisted as the story of choice for many noble dao, 
  however.
  Salt Dungeons of the Great Khan
  The laws of the dao are the will of the great khan, or so 
  the saying goes, and for those who break the laws there 
  are three primary punishments. The simplest and most 
  common is enslavement, while the second most used 
  punishment is a swift death. The third, reserved for those 
  the Great Khan believes to have some hidden value, is to 
  be imprisoned within the Salt Dungeons – a sprawling 
  series of cells and chambers carved inside of a spike 
  of acidic salt deep beneath the Sevenfold Mazework. 
  Exposure to the acid salt is dangerous to living creatures 
  and even the dao jailers tread carefully when placing or 
  extracting prisoners.
  As with many locations in the Plane of Earth, access 
  to the Salt Dungeons is restricted, or at least supposedly. 
  Several influential noble dao also use the location to 
  torture prisoners and escaped slaves outside the purvey of 
  the Great Khan. The deepest pits of the salt spike contain 
  the crusted bones of the dead, animated into unlife by 
  some ancient power, who roam the sealed halls beyond the 
  control of even the Great Khan. Emissaries of the Great 
  Khan do everything they can to discourage these rumors.
  Sand Pits of Skatha
  For the sandmen, existence is pain and suffering, though 
  they constantly struggle to break free of their bonds of 
  servitude. Those bonds extend to their birthplace, a broad 
  cave filled with sand that bears a singular intelligence 
  calling itself Skatha. Planar scholars debate over the 
  nature of the sandmen and Skatha – are they all simply a 
  manifestation of this one entity? Or are they splinters of an 
  insane sand god trapped in the Plane of Earth? Or are they 
  individuals with hopes and dreams separate from the pits 
  of their birth?
  Whatever the truth, the sand pits that hold the sentience 
  of Skatha are usually avoided by most canny travelers. 
  Skatha is a cruel entity bound forever to its sand pit, 
  though it does manifest physically when intruded 
  upon. Sometimes portals and vortexes from across the 
  multiverse open up into Skatha’s realm, depositing strange 
  treasures and befuddled guests to the sand pits. Dealing 
  with the intelligence is usually an endeavor fraught with 
  frustration, as Skatha doesn’t know all the time what 
  Skatha wants. Sometimes it simply surges the sand dunes 
  to devour intruders, other times it converses in with an 
  inquisitive mind.
  It is rumored that Skatha is bound by the will of the 
  dao, which would explain the genies’ use of sandmen as 
  their slave-takers across the multiverse. If this were true, 
  freeing Skatha would weaken the dao khanate and free an 
  imprisoned mind from a tortured existence.
  
  Plane of Earth
  42
  Sevenfold Mazework
  The beating heart of the dao khanate spread across the 
  Plane of Earth is the Sevenfold Mazework, a massive 
  column of stone in the center of the Great Dismal Delve. 
  Also known as the City of Jewels, the mazework’s exterior 
  is studded with all manner of gemstones. The clock gems, 
  attuned to the opal of the Great Khan, are the brightest 
  and are a common site even within the structure.
  Inside, the Sevenfold Mazework reveals itself to be a 
  confusing mess of tunnels, passages, rooms, chambers, 
  wings, and halls. The structure has over two dozen level, 
  and each level is divided into five rings of increasing 
  wealth and privilege. Crossing between each layer of the 
  mazework requires the completion of complex tasks and 
  the recitation of esoteric phrases, but few outside the dao 
  have breached the second maze layer. The two innermost 
  maze layers known as the Hidden Fulcrum house the 
  private realm of the Great Khan himself and his chosen 
  slaves, though the current Great Khan is paranoid and 
  trusts only golems and their like to enter the seventh maze.
  Visitors to the Sevenfold Mazework are normally 
  restricted to the first maze layer, which is an opulent 
  display of the dao’s unmatched greed and flair for 
  gemstones. Some ancient enchantment on the entire 
  mazework causes every dao in the city to be instantly 
  aware of any theft of a placed gemstone, a crime 
  punishable by death. For those travelers able to withstand 
  the lure of the gems, however, the halls and balconies of 
  the dao and their markets are open for business at all 
  hours.
  The largest region of the first maze layer is the Free 
  Market, an ironic name considering it trades mostly in 
  slaves of all types. The dao do not discriminate against 
  travelers within the first maze layer, and welcome all who 
  desire privacy and secrecy in their dealings. The Sevenfold 
  Mazework is not a more popular planar destination simply 
  because the dao believe everyone to be as untrustworthy 
  as they are, and they keep a long list of grudges against 
  anyone who behaves even the slightest bit out of order. 
  Thousands of dao and hundreds of thousands of slaves 
  live, work, and die in the Sevenfold Mazework, and the 
  constant earthquakes and collapses of the plane keep 
  teams of slaves busy repairing and rebuilding sections of 
  the city at all times.
  Tunnels of Madness
  Loneliness can drive anyone into the arms of insanity, but 
  in the wind-infused Tunnels of Madness, the shrieking 
  cacophonic gales do the trick without any assistance. 
  Most planar scholars agree that the Tunnels of Madness 
  are not so much a single location as a series of caves 
  and intersections that cross a wide stretch of the Stony 
  Expanse. Exposure the madness-inducing winds in the 
  area can drive even the most stalwart traveler to perform 
  savage acts of random behavior, and it is theorized that the 
  winds originate from the Plane of Pandemonium as the 
  effects are similar to those that permeate that entire Outer 
  Plane.
  Some creatures have stumbled into the Tunnels of 
  Madness and have lost their way, forgetting who and what 
  they are in favor of a slavering insanity that drives them 
  further into the wind-filled halls.
  Adventure Hooks
  Despite its inhospitable nature, the Plane of Earth holds 
  enough adventure ideas to keep any party of adventurers 
  busy for years and years. Below are some suggestions on 
  using the sites and denizens of the Plane of Earth for the 
  tiers of play, both in the Material Plane and elsewhere.
  The Sandman Comes. A sandman has come to a 
  village seeking a special slave chosen by its dao master. 
  The characters find themselves in the same village as the 
  sandman makes its way from house to house, keeping 
  quiet and putting its targets into a deep unnatural slumber. 
  Can the party stop the sandman before it reaches its 
  intended target? And what makes the target in this village 
  so important to the dao that its wiling to send a sandman 
  slave-taker to the Material Plane to fetch?
  A Svirfneblin in Need. A wounded deep gnome 
  stumbles into the camp of the party one night out in the 
  wilderness. The deep gnome explains that he was one of 
  only a handful to escape a raid by dao forces that took his 
  small settlement in a single sweep. He wants the party 
  help in tracking down his captured deep gnome family 
  and promises that he can take them to Makranaanek, 
  legendary svirfneblin city in the Plane of Earth, for 
  safekeeping.
  Wrath of the Gargoyles. On the Material Plane, a 
  scheming noble has contacted one of the Gargoyle Princes 
  and enlisted the ancient gargoyle’s services to help 
  eliminate his rivals. A band of ancient gargoyles travel to 
  the Material Plane along with a force of margoyles, but 
  they betray the noble and turn against him. The party can 
  become involved when the margoyles strike the noble’s 
  rival or when the tables turn against the noble and he’s 
  forced to seek outside help to help deal with his previous 
  outside help that has now gone rogue.
  The Crystal Plague. A strange sickness strikes a 
  community of dwarves dwelling underground, and they 
  call for aid from the characters. Magical research indicates 
  the cure for the wasting disease can only be created by 
  grinding up the powder of a special crystal found in the 
  Deep Crystal Labyrinth in the Plane of Earth. Finding 
  the bewildering site becomes a problem in and of itself, 
  but once discovered the party must deal with the crystal 
  guardians before they can obtain the specific crystal 
  needed to create the antidote to stop the spread of the 
  disease.
  Slaves of the Dao. The dao have captured an entire 
  community of humans as slaves, dragging them all to 
  the Great Dismal Delve to be auctioned off as valuable 
  commodity. The party gets involved when an important 
  NPC is discovered to be among the taken, and they must 
  travel to the Plane of Earth and rescue the captured 
  humans. Navigating the Great Dismal Delve, entering the 
  Sevenfold Mazework, and securing the slaves becomes 
  a challenge when a noble dao has decided that owning 
  the slaves could help him locate the Motherlode. The 
  characters must find a way to break into the noble dao’s 
  home in the Sevenfold Mazework and escape with the 
  slaves.
  
  Plane of Earth
  43
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling around the Plane of Earth. Four separate tables 
  are provided – one for the Sevenfold Mazework, one for 
  the Stony Expanse, one for the Furnaces, and one for the 
  Mud Hills.
  Sevenfold Mazework
  1d100
  sevenfOld mazeWORk encOunteR
  01-05
  Pech slaves on an errand for their master
  06-10
  An efreeti noble inspecting goods
  11-15
  Margoyle thugs
  16-20
  Mining crew of pech slaves working on a 
  tunnel
  21-25
  A group of vrocks
  26-30
  Gargoyle cultists of Ogremoch
  31-35
  A dwarf warlock seeking material 
  components
  36-40
  Human necromancers with zombie 
  servants
  41-45
  Gnome gem merchant
  46-50
  Hill giant slaves fighting over a piece of meat
  51-55
  Stone giant selling fungal moss
  56-60
  A drow priestess and drow warriors
  61-65
  A band of imps whispering among 
  themselves
  66-70
  A high-level gnome fighter seeking his family
  71-75
  An ancient gargoyle assassin stalking a 
  target
  76-80
  A succubus artist and a group of charmed 
  art slaves
  81-85
  Two dao arguing over a recent sale
  86-90
  A dao seneschal of the Great Khan on an 
  errand
  91-95
  A dao accompanied by a host of bodyguards
  96-00
  A noble dao looking for spies
  Stony Expanse
  1d100
  stOny expanse encOunteR
  01-05
  1d4 hostile earth elementals
  06-10
  School of 2d10 khargra
  11-15
  1d4 stone giants
  16-20
  1d6 xorn
  21-25
  1d6 earth weirds
  26-30
  1d6 gargoyles
  1d100
  stOny expanse encOunteR
  31-35
  1d4 margoyles
  36-40
  1d4 sandmen
  41-45
  1d4 creeping stone
  46-50
  1d4 ropers
  51-55
  2d6 lost pech
  56-60
  Rock rot
  61-65
  1 greater basilisk
  66-70
  1d6 basilisk
  71-75
  2d6 galeb duhr
  76-80
  Pulse crystals
  81-85
  Magma river
  86-90
  Ooze flow
  91-95
  Collapse
  96-99
  Earthquake
  00
  Ghost Tunnels
  Furnaces
  1d100
  fuRnaces encOunteR
  01-10
  1d10 duergar
  11-20
  1d6 hostile earth elementals
  21-30
  1d6 hostile fire elementals
  31-40
  1d6 hostile magma elementals
  41-50
  1d4 efreet
  51-60
  1d4 dao and 2d6 dwarf slaves
  61-65
  Earthquake
  66-99
  Magma river
  00
  1 ancient red dragon
  Mud Hills
  1d100
  mud hills encOunteR
  01-10
  1d6 hostile earth elementals
  11-20
  1d6 hostile ooze elementals
  21-30
  A marid and slaves taking a mud bath
  31-40
  2d10 pech fleeing their slave master
  41-50
  1 purple worm
  51-60
  1d6 gelatinous cubes
  61-65
  Earthquake
  65-99
  Ooze flow
  00
  1 ancient black dragon
  
  Plane of Fire
  44
  Plane of Fire
  “The very concept of fire, one of the most fundamental elements 
  of existence, is born and reborn in a never-ending cycle on the 
  Plane of Fire. It is a landscape of ashen black sand and grit, pitted 
  and gutted by gouts of flame and the burning eye of the overhead 
  sun, with an impossibly great sea of heaving conflagration, dotted 
  by islands and continents of scorched rock burnt black. Ash and 
  smoke fill the air, and though that raging semblance of a sun 
  hangs in the sky, shadows and darkness permeate the landscape. 
  It is a realm hostile to life, yet life thrives here, and dies, and is 
  reborn again, just as a flame can die and reignite.”
  Astromarchus the Sage
  The Inner Planes are comprised of the universal building 
  blocks of existence - earth, air, water, and fire. There 
  is so much more to these planes of existence than just 
  their dominant trait, and each holds a wealth of treasure, 
  danger, and excitement just waiting to be discovered. And, 
  for the unwary, death, which the Plane of Fire carries in 
  abundance.
  But it’s not all danger. For travelers who can find their 
  way to this place great treasures and mysteries abound. 
  The fabled City of Brass, home to the greedy efreet, offers 
  shelter within its bazaars and marketplaces from the 
  constant dangers of the land. However, foolish travelers are 
  just as likely to end up with a knife in their back from some 
  scheming merchant in the city’s streets as they are to burn 
  to death in the scorching heat of the wilderness.
  Elemental monsters live and die in the scorched 
  wilderness of the Plane of Fire, the most common of 
  which are the elementals themselves. These living 
  columns of flame are simple animals of the plane with low 
  intelligence, though some of the larger ones do exhibit 
  greater semblances of thought that propels them further 
  towards sentient beings.
  At the top of the elemental chain are the Elemental 
  Lords of Fire. Massive, powerful, and ancient, there are 
  only a handful of known lords but they each command 
  legions and move with deliberate purpose and thought. 
  Imix is the most well-known, largely for the cults that 
  have spread across the multiverse worshipping the primal 
  power of destruction, but the others are just as formidable.
  Though ever present, the threats are still not enough 
  to stop the curious and brave from seeking the Eye 
  of Murzak, the Crimson Shield of the Ashen Palm, or 
  plundering the storied depths of the Obsidian Tower, the 
  Everburning Forest, or the Treasure Vaults of the Fire 
  Giant God.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of the Plane of Fire as characters explore and 
  travel through it. These are suggestions of elements 
  that can be used in descriptions of the landscape and 
  denizens with the goal of actualizing the “outside” nature 
  of the multiverse beyond the Material Plane. Use them to 
  incorporate into encounters and adventures on the Plane 
  of Fire.
  Hazy Air. The incredible heat generated by the Plane 
  of Fire distorts vision, especially in the larger wilderness 
  regions of the Cinder Wastes and the Sea of Fire. Objects 
  become warped, elongated, or even elastic as the heat 
  ripples just barely visible in the air. Groups traveling 
  overland across the Cinder Wastes may see mirages 
  appear as well, which exist as reflections of the crimson 
  sky on the incredible temperature of the air. Perhaps some 
  monsters in the wilderness have learned to use this effect 
  to their advantage.
  Always Thirsty. The Plane of Fire attacks water directly, 
  evaporating it at a quicker rate than one would normally 
  expect. Non-native creatures find themselves thirsty 
  almost immediately as their mouths dry up and their skin 
  becomes dry and flaky. This effect is just cosmetic and 
  doesn’t impact the amount of water they must consume 
  while traveling, but creatures that travel to the Plane of 
  Fire that naturally live underwater – such as tritons and 
  sea elves – immediately feel the effect all over their bodies.
  Constant Heat. It stands to reason that the plane 
  comprised entirely of the element of fire would be hot, but 
  the heat on the Plane of Fire takes many shapes that some 
  find surprising. Burnberries, for example, are not hot to 
  the touch but are incredibly spicy in flavor, while scorch 
  onions are an angry red color and actually get searing hot 
  the longer a person holds them. Every natural element of 
  the Plane of Fire possesses a level of heat nearly unheard 
  of anywhere else in the multiverse.
  Lay of the Land
  As the name suggests, the Plane of Fire is hot – very hot. 
  The air is suffused with fire, so creatures and objects that 
  are not protected against the extreme temperatures are 
  going to suffer. The suffering is enough to require travelers 
  to take precautions without burning them to a crisp upon 
  arrival, usually magically imbued fire immunity.
  The nature of the plane has created a realm where the 
  landscape is dominated by several distinct geographic 
  features.
  Sea of Fire
  The Sea of Fire is a molten ocean of burning lava. The 
  fiery waves crash against rocky islands and eventually 
  wear those down to lava as well, and as some waves crest 
  high enough they cool quickly enough to form new islands. 
  This pattern of cooling and melting is common, and wise 
  travelers know not to rely on any given island of burnt rock 
  for too long.
  The efreeti have developed brass boats treated to 
  withstand the heat of the Sea of Fire, and they use these to 
  sail the burning waves in search of new islands to conquer. 
  Multiple efreeti outposts stand on lonesome islands 
  through the sea, standing watch over their expanding 
  fiefdoms.
  
  Plane of Fire
  45
  Massive fire whales swim through the burning ocean, 
  but they also ride the air currents above the sea. These 
  majestic creatures are a rare peaceful sight in the Plane 
  of Fire, though they still pose a real danger due to their 
  enormous size and sheer volume. A handful of efreeti 
  legions have trained the fire whales as mounts to ride into 
  battle.
  Cinder Wastes
  Beyond the Sea of Fire lays the bulk of the plane known 
  as the Cinder Wastes. This vast plain of baked and arid 
  dust is dangerous to traverse, with titanic cracks in the 
  earth appearing with a moment’s notice to spew lava from 
  the plane’s depths onto the surface. This effect is known 
  as a lava geyser, as the result is often spectacular and 
  dangerous for anyone nearby.
  A fine black sand coves the length of the Cinder Wastes, 
  scouring the blackened crust as great heat waves billow 
  across the region. The sand piles up regularly, creating 
  treacherous dunes of unknown depth, but they also are 
  known to hide and reveal secrets in a moment’s notice.
  Ancient efreeti citadels, lost azer strongholds, fire 
  elemental birthing basins, and more lay hidden beneath 
  the Cinder Wastes. The efreet of the City of Brass have 
  established a route through the Cinder Wastes known 
  as the Inferno Road. It links to the Fountains of Creation 
  where the Plane of Fire meets the Plane of Earth along 
  with countless smaller settlements. Constructed of 
  nearly indestructible black basalt, the Inferno Road is the 
  lifeblood of the efreeti’s expanding reach across the Plane 
  of Fire.
  Fountains of Creation
  The largest chain of volcanoes on the Plane of Fire are 
  known as the Fountains of Creation, which is the realm’s 
  closest point to the Plane of Earth. The azer are known to 
  dwell here, working titanic forges in the hearts of the most 
  violent volcanoes to create wondrous items sought after 
  across the multiverse. Many red dragons are known to 
  make their lairs among these volcanoes as well.
  Ash is another problem, and in some areas great 
  billowing clouds – some as large as a city - spread across 
  the burnt landscape. Choking is a real danger for anyone 
  caught in one of these ash clouds, and the sky is filled with 
  slowly moving black masses of them. They can obscure 
  light just like a regular cloud and can reduce visibility from 
  hazy to nearly black.
  Cycle of Time
  The Plane of Fire has what passes as a sun in its sky and 
  it cycles around in a 24-hour cycle, similar to the Material 
  Plane. At noon, the sun blazes a brilliant orange and the 
  heat becomes nearly unbearable, while at midnight a 
  spectral deep red twilight descends across the land.
  Surviving
  Nonmagical and unprotected paper of any sort catches 
  fire immediately on the Plane of Fire. During the noon 
  hour, the hottest of the day, nonmagical and unprotected 
  metal including armor and weapons melt in 1d4 rounds, 
  and those unfortunate enough to be caught holding such 
  items suffer 10 (3d6) points of fire damage. During this 
  time, nonmagical and unprotected liquids evaporate in 
  1d4 rounds. Magical varieties of paper, metal, and liquid 
  are immune to these effects. Characters and creatures on 
  the Plane of Fire suffer 22 (4d10) fire damage each round 
  during the noon hour as well.
  Getting There
  Portals to the Plane of Fire can exist spontaneously in 
  the hottest areas of the Material Plane, with volcanoes 
  being the primary source. Characters wishing to transport 
  themselves to this elemental realm must either possess 
  the appropriate magic (which is usually reserved for more 
  powerful or advanced characters) or risk themselves 
  finding one of these open portals. Occasionally a portal 
  will spontaneous appear in the heart of a raging forest fire, 
  though these instances are rare.
  There are more stable portals that lead to the few 
  civilized areas in the Plane of Fire. These are usually 
  policed and guarded by the efreet as the portals are how 
  powerful efreeti merchants and lords come to the Material 
  Plane for treasures, trade, or slaves. These portals are 
  nearly always marked with brass of some sort, which 
  would include a brass knocker on a secret door, a brass 
  arch over a gateway, or a brass lining around a window 
  or door. Woe be to the uninvited traveler who stumbles by 
  accident upon one of these efreeti portals unprepared!
  Traveling Around
  Much of the Plane of Fire is hardened, black earth covered 
  with a fine layer of ash, so creatures capable of walking 
  are not impeded much by the land itself. Wheeled slave 
  caravans driven by cruel efreeti masters travel from 
  outpost to outpost, selling their “goods” to buyers willing 
  to pay their high prices. Mountain ranges are tall and rife 
  with volcanoes of all sizes, and in the valleys between the 
  peaks fierce salamanders – half-snake, half-humanoid 
  intelligent denizens of the plane – have formed tribes.
  Across the Cinder Wastes, the efreet built and maintain 
  a long stretch of black basalt pavements known as the 
  Inferno Road. This links up the outlying outposts of the 
  City of Brass to the magnificent city, allowing caravans 
  filled with raw material, slaves, and other gear to travel 
  with relative ease back to the seat of efreeti power on the 
  Plane of Fire.
  One of the most dominant features of the plane is the 
  Sea of Fire, which is not filled with water but molten 
  magma. The temperatures of the plane are so extreme 
  that the lava that fills this sea is as liquid as water, roiling 
  and boiling, creating huge waves that crash down upon 
  the islands that form the solid ground. Specially designed 
  ships have been developed by travelers that can withstand 
  
  Plane of Fire
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  the extreme heat of this sea – distilled essence of wood 
  from the mythical Everburning Forest is required to make 
  these boats float, which is a rare ingredient indeed. The 
  efreeti sail the Sea of Fire on brass ships that are immune 
  to the heat.
  The air is ash and dust filled, so breathing is a problem 
  for any creature wishing to take to the skies. Clouds of ash 
  pose serious problems to everyone and can be created in 
  the blink of an eye. Great fire rocs are known to hide in 
  these ash clouds, waiting for the right moment to strike at 
  easy prey.
  Powerful & Mighty
  Though much of the Plane of Fire is uninhabited or 
  uncontrolled, a few powerful creatures hold sway over 
  some parts of the realm. Crossing these monstrously 
  powerful leaders, including gods of fire and their ilk, can 
  have dire consequences for a band of adventurers.
  However, though most of these powerful beings are 
  evil, a few have more pragmatic views of their land, and 
  some have keen interests in the Material Plane. A group 
  of adventurers may find themselves unwittingly working 
  for one or more of these entities as patrons, either 
  inadvertently or as means to a greater good.
  Amaimon, King of the Azer
  Though he holds no true castle or home, Amaimon is 
  regarded as the highest authority among the azers of the 
  Plane of Fire and beyond. He is immeasurably old, and for 
  an azer quite immense, standing just shy of fire giant size. 
  He holds a handful of castles in the Fountains of Creation 
  as his own personal lands, but rarely can he be found 
  there. Instead, he travels the length and breadth of the 
  volcanic mountain chain, staying with azer lords for weeks 
  at a time.
  Amaimon is strong and wise, and always gives fair 
  counsel to his azer lords as long as they welcome him into 
  their homes. He travels in a huge iron carriage drawn by 
  an entourage of finned-back fire beasts, similar to oxen but 
  much larger and much more powerful. He is attended by 
  only a small number of azer, all of whom are his children 
  by the forge. Amaimon is known to build a son or daughter 
  once every ten years and send it out into the Plane of 
  Fire for no less than fifty years, and any that survive he 
  welcomes back into his traveling troupe.
  To a non-azer, Amaimon can be confusing. He is 
  unusually friendly in the company of other azer, boasting 
  about great deeds and laughing about tall tales. He shows 
  much more emotion than a typical azer, but when dealing 
  with an outsider he grows quiet and contemplative. His 
  travels throughout the Plane of Fire and beyond have given 
  him great insight, and he counts many wondrous treasures 
  in his personal storehouse. The iron coach he travels in is 
  said to be enchanted similar to a bag of holding, though he 
  allows only his children inside.
  In the presence of an efreeti, Amaimon shows his 
  boisterous nature can turn to a raging cauldron of fury. He 
  has never forgiven the efreet for trying to enslave the azer 
  after the construction of the City of Brass, and he views the 
  genies as squabbling, petty insects not fit for life.
  Elemental Lords of Fire
  The Plane of Fire is dominated by the Elemental Lords 
  of Fire. These are near-deity level entities that possess 
  great power, though their exact nature and history are 
  mysterious. Some planar scholars say that they are simply 
  the most advanced form of the native elementals, simply 
  having survived longer than others of their kind and thus 
  attained greater power and sentience. Others sages persist 
  that these Elemental Lords are guardians of the plane’s 
  true nature and maintain stewardship over the fabric of fire 
  and flame across the multiverse. The truth may even be 
  unknown to the lords themselves.
  There are at least four Elemental Lords of Fire – Imix, 
  Luzzur, Zaraan, and Kra. These are the most active in the 
  affairs of the plane, each with a large “kingdom” carved out 
  for their own personal territory. Imix and Zaraan are the 
  two most powerful and each see itself as the rightful ruler 
  of Elemental Fire. Their castles are formidable structures 
  of black and crimson where they hold court over hundreds 
  of lesser creatures. They are each an embodiment of 
  evil’s destructive nature and care very little for the lives of 
  anyone but themselves.
  Dealing with one of the Elemental Lords of Fire is a 
  risky business but few would argue that they are the most 
  knowledgeable and oldest beings on the plane. But they 
  each have their own unique agendas towards reaching 
  their goals; mortals should be very cautious when dealing 
  with them.
  Grand Sultan of the Efreet
  In his Charcoal Palace within the bustling City of Brass, 
  the lord and master of all efreet sits. His titles are long, 
  and include Grand Sultan of All the Efreet, Lord of Flame, 
  the Potentate Incandescent, the Tempering and Eternal 
  Flame of Truth, the Most Puissant of Hunters, Marshall 
  of the Order of the Fiery Heart, the Smoldering Dictator, 
  and the Crimson Firebrand. Currently the efreeti Marrake 
  al-Sidan al-Hariq ben Lazan stands as the Grand Sultan, 
  though there are challengers among his court that would 
  see him deposed.
  The current Grand Sultan does not spend much time in 
  his harem consisting of one hundred and one courtesans. 
  Instead, he is a lover of gambling, especially on nightmare 
  races. His stable of nightmares is a source of great pride, 
  and he has gone to great lengths to procure the strongest, 
  fastest, and most noble beasts to race in the great games. 
  Under his rule, organized gaming in the City of Brass has 
  dramatically increased, and rarely does the tenday go by 
  without a fantastic nightmare race across the Obsidian 
  Fields outside the city itself.
  As far as the day to day ruling of the City of Brass, Grand 
  Sultan Marrake leaves that to his viziers, opening him to 
  treachery down the road. And some of those viziers have 
  wildly different ideas for what’s good for the City of Brass, 
  creating opportunities within the Charcoal Palace for a 
  group of enterprising adventurers.
  
  Plane of Fire
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  Shahbanu Shadhaa
  If ever there was a power to threaten the Grand Sultan 
  of the Efreet himself, it was his most favoured consort 
  Shadhaa. A powerful efreeti with mastery over deep 
  elemental magic, Shadhaa rose to prominence hundreds 
  of years ago and found favor in the court of the Charcoal 
  Palace. There, she curried favor with the Grand Sultan, 
  who almost fell prey to her cunning trap meant to replace 
  the Grand Sultan with a new Grand Sultana, but the wily 
  old efreeti lord was able to escape. Mustering his most 
  loyal guards, the Grand Sultan moved against Shadhaa 
  and found that she had amassed quite a following of her 
  own within the palace walls.
  The resulting battle nearly split the City of Brass in 
  two. Thousands of combatants fought in the streets, and 
  it was not obvious who would come out on top. Shadhaa 
  had done a masterful job recruiting followers and planting 
  seeds among both the nobles of the Charcoal Palace and 
  the residents of the City of Brass, so she was ready to 
  overthrow the Grand Sultan. However, the Grand Sultan 
  still wielded immense power and influence, and after 
  weeks of open combat, secret assassinations, and guerrilla 
  strikes, Shadhaa and her loyal forces were finally driven 
  out.
  Shadhaa retreated to a distant island in the Sea of Fire 
  while the Grand Sultan repaired the damage done by the 
  open rebellion. She refers to herself as Shabanu Shadhaa 
  now, a title denoting high rank in efreeti society, but the 
  Grand Sultan has forbidden her name be uttered in the 
  Charcoal Palace in his presence. For now, Shadhaa waits 
  patiently and gathers her forces on Ember Island, awaiting 
  the day to strike again – and this time, she intends not to 
  miss.
  Creatures & Denizens
  The Plane of Fire is filled with life of all kinds. Most of it is 
  dangerous, some just accidentally, so travelers are urged to 
  exercise caution when dealing with any native creature of 
  the Plane of Fire.
  Elementals
  The living extension of the plane’s destructive power 
  are the fire elementals. Numerous, wild, and generally 
  ill-tempered, most fire elementals live out in the Cinder 
  Wastes, consuming everything they come across. It’s a 
  natural process that creates a rich environment for new life 
  to thrive, which in turns grows and becomes consumed in 
  a never-ending cycle of life, death, and rebirth.
  Fire elementals come in all shapes and sizes, and many 
  of the intelligent denizens of the Plane of Fire have learned 
  to domesticate the creatures. No one has been able to 
  tame the greatest elemental forces on the plane, known 
  as a phoenix, which fly through the smoke-choked air on 
  wings of living cinder. Imix and Zaraan, the most active 
  of the Elemental Lords of Fire, constantly try to convince 
  phoenixes to join in their destructive causes, but these 
  majestic creatures obey their own wild and chaotic whims.
  The Plane of Fire is filled with variants of Material Plane 
  creatures that have adapted to life in the fiery landscape. 
  These creatures have immunity to fire but otherwise share 
  the same statistics as their Material Plane brethren, and 
  most are orange, crimson, or black in color. Fire whales 
  swim through the Sea of Fire, and fire rocs soar through 
  the skies. Fire flies buzz in great swarms across all the 
  regions of the plane, and packs of fire hounds often serve 
  efreeti masters as hunting dogs.
  
  Plane of Fire
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  Azer. Hammered into existence under immense 
  pressure and power, azers are flame-bearded creatures 
  with metal skins and iron-hard outlooks. They are 
  industrious powerhouses who build and maintain 
  enormous forges in the mountains of the plane, and their 
  incredible skill at forging powerful items has made them 
  prime allies of the efreet. The azer are a cautious lot but 
  their passion lies in their work not in the hand that wields 
  it, so as long as they are rewarded most azer are happy to 
  work for efreet merchants. Some are captured and held 
  as slaves, a shameful mark on any azer and one they work 
  tirelessly to break.
  Efreet. Massive, powerful, arrogant, and vain, efreet are 
  the native genies of the Plane of Fire. Most are sadistic 
  monsters who delight in torture of all kinds, but rarely 
  do they exhibit rampant destructive tendencies. They are 
  calculating monsters who carefully weigh choices and 
  decisions to ensure their own needs come out on top in 
  any transaction, but they often fall prey to their powerful 
  emotions. Love, joy, anger, and sadness rage through an 
  efreeti’s heart like a tornado of fire. Their greatest city is 
  one of the fantastic metropolises of the planes, the City of 
  Brass, built on an enormous brass disk hammered by azer 
  slaves long ago. It sits on the shores of the Sea of Fire, 
  and the Grand Sultan of the Efreet in his Charcoal Palace 
  oversees scores of nobles in his court.
  Salamanders. Few creatures embody the destructive 
  tendency of fire better than salamanders. These large, 
  snake-like elemental beings are obsessed with power and 
  delight in their own fiery abilities, inflicting pain on lesser 
  creatures out of sheer delight. Most serve the efreet as 
  slaves in their outposts as soldiers and commanders, and 
  they’ve developed their own societal structure that holds 
  scheming nobles in the same vein as their genie masters. 
  The salamanders hold a never-ending grudge against the 
  azer, whom they blame solely for their enslavement.
  Giants
  Fire giants have a notable presence on the Plane of Fire. 
  Their chief god, Surtur, once lived in the rocky mountains 
  of the Furnaces before he was finally driven out by forces 
  of Imix, Elemental Lord of Fire. Since then, many fire 
  giant families have put down roots across the plane, from 
  imposing castles on the sides of volcanoes in the Furnaces 
  to grand palatial estates in the City of Brass itself. They are 
  a noteworthy power in the Plane of Fire, generally loyal 
  only to their immediate families, and willing to sell out 
  their services as mercenaries, soldiers, and pyromancers if 
  the price is high enough.
  A devout sect of fire giant clerics keep the flaming 
  memory of Surtur’s power alive in the Cathedral of 
  Blackfire, a secret temple in the mountains of the 
  Furnaces. Here, powerful priests and priestesses search 
  for the lost vault of Surtur while working to undermine the 
  forces of Imix and the Grand Sultan of the Efreeti in their 
  evil god’s name.
  Humanoids
  The cosmopolitan City of Brass sees thousands of travelers 
  from across the multiverse and houses many more in its 
  grand charcoal avenues and basalt buildings. According to 
  ancient law, any creature can petition to become a citizen 
  of the City of Brass if they are willing to undergo scrutiny 
  by the efreeti lords, and there are many who have chosen 
  to settle here – or are forced to live on the streets, eking 
  out a life of poverty in the shadow of grand palaces and 
  lofty towers.
  Dragonborn. Red and gold dragonborn are found in 
  large highly respected guilds in the City of Brass. They are 
  well-regarded in the city as both mercenaries and sages, 
  and many guilds feature a true dragon as their patron 
  (secret or not). Dragonborn from the Plane of Fire usually 
  wear revealing, loose-fitting clothing of wild and vibrant 
  colorations, a style that has caught on in many circles 
  in the City of Brass, and they favor elegant weapons for 
  delicate cuts and slashes. A trademark of the Plane of Fire 
  dragonborn are their unusually long head, neck, and facial 
  tendrils, which are often elaborately decorated like braided 
  hair.
  Firenewt. Firenewts are a race of militant-minded 
  lizard-like creatures with bright orange skin and foul 
  tempers. Most worship Imix, one of the most evil and 
  active of the Elemental Lords of Fire, and the firenewts 
  have built their societies around zealous devotion to this 
  cruel and capricious fiery prince. They are cruel soldiers 
  and taskmasters, often building outposts across the 
  multiverse to further the schemes of Imix, and they are 
  often led by fearsome warlocks.
  Genasi. Fire genasi are the offspring of efreet and 
  mortal humanoids, and most are viewed as unwanted 
  bastards by their genie parents. Sizable communities of 
  fire genasi exist in the City of Brass, and if they were ever 
  to truly unite they could become a reckonable force that 
  the Grand Sultan would have to at least recognize. As it 
  is, however, fire genasi often inherit the reckless emotions 
  of their genie parentage, traits that keep them squabbling 
  and fighting amongst themselves and everyone else rather 
  than uniting. Some families of fire genasi travel the Cinder 
  Wastes as merchants in fire-proof caravans, living lives of 
  freedom on the open road, and many choose to take to the 
  life of an adventurer out in the wild of the multiverse.
  Hazards & Phenomena
  Traveling on the Plane of Fire is a harrowing experience 
  in and of itself. The realm is full of dangers that can cook 
  unprepared visitors with barely a moment’s notice.
  Ash Cloud
  Great billowing black clouds of ash dot the ember-lit sky 
  and they can suddenly bear down on a location without 
  a moment’s notice, threatening everyone in a large area. 
  Those caught inside an ash cloud must survive choking 
  in near-blackout conditions that lasts 3d10 minutes. 
  Magically produced wind can move an ash cloud out of (or 
  into) an area.
  
  Plane of Fire
  49
  Lava Geyser
  This can either by an eruption from the cracked ground 
  or a sudden uprising in the ocean of fire, but in either 
  situation it can be deadly. Those caught in the blast suffer 
  extreme fire damage (20d6) and are hurled away 1d6 x 10 
  feet from the blast. A lava geyser can last up to an hour, 
  reaching heights of one hundred feet into the air. Rumors 
  persist of some lava geysers reaching hundreds of feet 
  across and thousands of feet into the air, though thankfully 
  these are rare occurrences.
  Inferno Wave
  The great flaming sea hosts its own share of natural 
  phenomena, and one of the most dangerous is an inferno 
  wave. These rolling waves of lava can rise hundreds of 
  feet in the air, cresting and falling with tremendous force 
  and power onto unsuspecting vessels. Creatures and ships 
  caught in the inferno wave suffer 35 (10d6) fire damage, 
  and the wave itself can encompass an area 1d10 x 100 feet 
  wide.
  Hot Zone
  Pockets of hotter than normal temperature frequently 
  appear all across the Plane of Fire. These hot zones 
  produce more heat and damage than the normal air and 
  can spread across miles of terrain. They are often the 
  harbingers of a future lava geyser, but occasionally they can 
  be the result of some titanic battle between native forces.
  Rain of Fire
  Ash clouds are not the only threat from the sky. Sometimes 
  the sky rains fiery debris onto the ground, the result of a 
  particularly large lava geyser or other natural occurrence. 
  This rain of fire hurls flaming boulders and rocks which 
  can crush the strongest of opponents for one round. 
  Creatures in the affected area must make DC 14 Dexterity 
  saving throws, suffering 35 (10d6) fire damage on a failure, 
  or half as much on a success.
  Blackout
  Periods of deep black can stretch across the Plane of 
  Fire, miles across, the result of the natural light dying 
  out as would an ember in a fire pit. These blackouts 
  normally do not last more than several hours, during 
  which superstitious salamanders and other intelligent 
  natives know to stay inside lest they risk the wrath of some 
  unknown being. Legends say blackouts are caused by the 
  elemental lords gathering power, sucking the energy out of 
  the air.
  Sites & Treasures
  Why would non-natives visit the Plane of Fire? To plunder 
  its treasures and secrets of course! Countless millennia of 
  inhabitants and civilizations have created many legends of 
  lost magic to lure the greedy or foolish to an early grave.
  Cathedral of Blackfire
  Surtur, god of fire giants, was once a mighty power on the 
  Plane of Fire. His palace was an enormous iron-wrought 
  castle on an obsidian platform so large it spanned three 
  mighty and active volcanoes. Thousands of fiercely loyal 
  fire giants lived, worked, and died in this fabulous castle, 
  but in the end Surtur and his followers pushed too far for 
  total planar dominance and were ultimately defeated by 
  Imix, Elemental Lord of Fire. The castle, called Blackfire, 
  collapsed and was buried.
  But Surtur’s memory lives on in the Cathedral of 
  Blackfire. Hidden within the raging volcanoes of the 
  Furnaces, the Cathedral of Blackfire is tended by the 
  descendants of the fire giant gods’ most loyal servants. 
  They stoke the embers of his memory and keep his dream 
  of total domination over the Plane of Fire alive, though 
  their own forces requires less straightforward approaches 
  to this goal. They work with networks of spies and 
  informants in key positions, always watching Imix and the 
  other Elemental Lords of Fire for weaknesses, and work to 
  undermine their influence in subtle ways.
  The priests of the Cathedral of Blackfire have no love 
  for the efreet as well, for the Grand Sultan at the time 
  of Surtur’s downfall made no effort to aid his one-time 
  ally. Surtur’s worship is looked down upon in the City of 
  Brass though not strictly forbidden, so the clerics and 
  pyromancers of the Cathedral of Blackfire have to keep a 
  low profile while maintaining a foothold in this prominent 
  position on the plane.
  City of Brass
  Perhaps the most hospitable location on the plane, the 
  City of Brass is the greatest of the efreet outposts and 
  one of the oldest cities in all the planes. It is home to 
  the Grand Sultan in the Charcoal Palace (see below) 
  who is attended by numerous squabbling noble efreet of 
  decreasing importance and power. The city itself sits on a 
  great disc of molten brass roughly forty miles in diameter, 
  on top of which squats towers and citadels to house the 
  numerous efreet and their slaves. Great markets welcome 
  merchants and travelers from numerous planes, with the 
  exception of the djinn of the plane of elemental air – they 
  are never welcome except bound by a brass slave collar, 
  the traditional mark of an efreeti-owned slave.
  The City of Brass is also protected from the extreme 
  temperatures of the plane by ancient efreet magic so even 
  those without elemental protection can visit and mingle 
  with the residents. While ostensibly in charge, the Grand 
  Sultan does little to actually control the city – there are 
  no city guards, though only the foolish would be without 
  bodyguard protection. Intrigue and murder go hand-in- 
  hand in the back alleys of the City of Brass.
  
  Plane of Fire
  50
  There are dozens upon dozens of ministers in the City of 
  Brass, all efreet, who use bureaucracy, lies, and subterfuge 
  to manipulate everyone they can. It’s a great game for 
  most of them, with the ultimate prize being the position 
  of Grand Sultan on the Charcoal Throne. Powerful grand 
  viziers trade favors with nazirs who command beys to 
  perform duties that are then contracted out with a third 
  party. No one takes responsibility for anything, for the City 
  of Brass is a city of lies and deceit within a complicated 
  legal system.
  The City of Brass has numerous neighborhoods, ranging 
  from the opulent obsidian manor houses around the 
  Charcoal Palace to the poorest slums and alleys where 
  beggars and thieves ply their trade. All buildings are made 
  of rock, such as granite or basalt, as nothing lesser could 
  withstand the intense heat of the Plane of Fire, and the 
  streets are unkempt stone cobblestones in the lowest 
  sections and paved brass, copper, and iron in the wealthier 
  districts. Canals of molten lava cut through some areas, 
  flowing from the raging Sea of Fire through and around 
  the mounds and spires that make up the city’s tallest 
  structures.
  Charcoal Palace
  The home of the most powerful efreeti on the Plane of 
  Fire is the fabled Charcoal Palace. It sits at the center of 
  the City of Brass, an imposing edifice of gray and black 
  marble. The Grand Sultan rules here, though rarely does 
  he have to engage in any sort of day-to-day activity.
  He spends his time languishing with a harem of exotic 
  slaves or attending to his spymasters. Below the Charcoal 
  Palace it is rumored the Grand Sultan keeps his treasure 
  chamber, which is said to contain the greatest wealth of 
  any of the geniekind across the elemental planes. Golems, 
  giants, and other magical creatures guard the palace and 
  the life of the Grand Sultan.
  Crimson Shield of the Ashen Palm
  The Knights of the Ashen Palm were a large group of 
  genie-descended humans dedicated to the faith of the 
  Elemental Lords. Generations of living on the Plane of 
  Fire had given these men and women red-tinged skin and 
  a tolerance for heat along with a fanatic devotion to what 
  they saw as the rightful rulers. They rarely if ever had any 
  direct contact with the Elemental Lords who likely never 
  noticed their adoration, but these knights were at one point 
  a military power in certain regions of the plane.
  Citadels and strongholds were built to house the knights 
  as they went on crusades against those who would defy 
  the will of the Elemental Lords, or at least the will as 
  interpreted by the holy members of the order. They used 
  an ash palm as their symbol and wielded shields made of a 
  curious crimson metal forged somewhere in secret. These 
  crimson shields became noteworthy for their defensive and 
  offensive properties – scholars say that ordained Knights 
  of the Ashen Palm could summon forth blasts of fire from 
  the shields and create large domes of protection.
  The knights eventually faded into obscurity, though few 
  could say exactly why. Perhaps they got too devoted to the 
  Elemental Lords and overstepped their boundaries, or 
  perhaps they simply provoked a more powerful opponent. 
  In markets across the plane, a Crimson Shield of the 
  Ashen Palm still fetches a high price and is a sought-after 
  item for warriors willing to carry a symbol of a dead order 
  in exchange for great protection and power.
  Everburning Forest
  Trees and wood are not native to the Plane of Fire, and yet 
  the Everburning Forest exists. It is a forest hundreds of 
  miles across where the trees crackle and burn constantly 
  and yet never become fully consumed. Upon closer 
  examination travelers discover that the blaze produces 
  no ash or waste and further investigation shows that the 
  flames function as leaves on a normal tree. The bark of 
  these trees is blackened and hard, and it is prized for its 
  toughness in shields and other wooden materials.
  Strange creatures dwell in the Everburning Forest, 
  including dryads who are immune to the plane’s normal 
  heat levels. The flames on the trees give off no heat but 
  otherwise seem to function as regular fire, including 
  reacting to water – the only way to fell one of the trees is 
  to completely douse it in water of sufficient volume to not 
  evaporate immediately on the plane. Only a handful of 
  trees have been cut down so the bark is highly sought after.
  Eye of Murzak
  Murzak is a legendary figure among the native 
  salamanders of the Plane of Fire. He was a great military 
  leader who was originally enslaved by a powerful efreeti 
  in the City of Brass. Forced to fight in the slave arenas, 
  Murzak grew strong as he won battle after battle using 
  his innate cunning and ferocity. His successes bought him 
  a greater range of freedom though still he was bound by 
  the brass collar of his master. Over the years this powerful 
  salamander amassed a ring of informants and spies, and 
  when the time was right he and his forces struck at the 
  City of Brass. It was a fevered fight but it bought Murzak 
  his freedom when he killed his efreeti master in single 
  combat.
  He fled with less than a tenth of his force from the city 
  and into the burning wastelands. There he gathered the 
  tribes of salamanders, proclaiming himself Murzak the 
  Flameserpent, and promised to end the tyranny of the 
  efreet over the Plane of Fire. Thousands upon thousands 
  of salamanders converged on the City of Brass, but the 
  Grand Sultan of the Charcoal Throne was not caught 
  unprepared. The battle that was fought in the streets of the 
  city is still remembered as the Flameserpent’s Uprising
  Murzak was defeated, however, and as punishment 
  the Grand Sultan had the salamander beheaded and his 
  two eyes cut from his head. Arcane magic was used to 
  transform the eyes into shining yellow crystals, each the 
  size of a large man’s fist, and with one or both of them the 
  possessor could control nearly any creature on the Plane 
  of Fire. One of these gems was known to be destroyed by 
  the Grand Sultan, but the whereabouts of the other are 
  currently unknown.
  
  Plane of Fire
  51
  Fireheart’s Legion
  While not actually a site or treasure, the mercenary 
  company known as Fireheart’s Legion still deserves a 
  special mention. They are known across many planes as 
  an effective and ruthless military organization that sells 
  its services to the highest bidder, though they never break 
  contract first. They are led by an enigmatic and powerful 
  efreeti named Fireheart. Evil to the core and ruthless 
  as any of his kind, Fireheart is also a skilled negotiator 
  and can be flamboyant at times – he’s known to dress in 
  outlandish yet expensive clothing and has a fine appetite 
  for splendid hats and rare cigars. The mercenary legion is 
  made up of warriors from across the planes, though a fair 
  number of efreet also count among their numbers. Utter 
  devotion to Fireheart is all that is required to join, and this 
  utter devotion comes with an iron contract that none so 
  far have been able to get out of with their lives – and some 
  have even had to stay in undeath!
  Fountains of Creation
  The greatest range of volcanoes and mountains on the 
  Plane of Fire are the Fountains of Creation. These tall, 
  craggy peaks are marked by constant eruptions and lava 
  flows, with lakes of molten rock cooling and reheating 
  constantly. Red dragons and fire giants dwell here in caves 
  and labyrinths, but the greatest achievements belong to the 
  azers. These fire-bearded dwarves are as industrious as 
  their Material Plane-dwelling cousins, and work constantly 
  at massive forges and bellows to produce the most 
  exquisite works of art, architecture, weapons, and magic.
  Traveling in the Fountains of Creation is deadly for 
  anyone, however. Traversing the region by foot requires 
  navigating the paths that wind around volatile volcanoes 
  capable of spewing magma with a moment’s notice and 
  avoiding the beasts and monsters that call the peaks their 
  home. Flying is little better, as the lava geysers from the 
  volcanoes can reach hundreds of feet into the soot-filled 
  sky. Many a traveler on a winged beast or airship has been 
  lost to a sudden blast of magma from what appeared to be 
  a quiet volcano.
  On the edge of the Fountains of Creation, the Plane of 
  Fire is said to give way to the Plane of Magma, one of the 
  paraelemental planes that border the Plane of Earth on 
  the other side. Great azer outposts dot this region as many 
  clans claim as much earth heritage as fire.
  Lava Palace of Ember Island
  Shahbanu Shabhaa is one of the most accomplished 
  efreeti sorcerers in all the Plane of Fire, and when she 
  was exiled from the City of Brass for a failed coup attempt 
  against the Grand Sultan she took her followers and a 
  small fleet of brass ships out into the Sea of Fire. But 
  they did not go aimlessly - Shabhaa had planned for this 
  contingency, and sought out Ember Island far across the 
  molten sea. There, on that blasted island, she conjured up 
  her Lava Palace using powerful sorcery unknown to any 
  efreeti before her.
  
  Plane of Fire
  52
  Shahbanu Shabhaa receives few visitors, and part of 
  the enchantment on her home hides Ember Island from 
  visitors who have not set foot in the Lava Palace previously. 
  For those privileged enough to dock there, though, a 
  marvelous sight awaits. The Lava Palace is a colossal 
  palatial structure that takes up nearly the entire blackened 
  island, with white- and red-hot glowing walls made from 
  magma. Towers and chambers hold the shahbanu’s 
  servants, slaves, and military powers along with a host of 
  magical treasures and a library that some say rivals the 
  one possessed by the Grand Sultan himself.
  Obsidian Tower
  Somewhere in the lonely blasted landscape stands a tall 
  tower made of reflective black obsidian. Legends of this 
  Obsidian Tower say that it has no doors or windows but 
  that its insides hold the magical secrets of a sorcerer-king 
  from some prime material world. Greedy treasure hunters 
  and zealous explorers have searched for the site across the 
  plane but few claim to have actually seen it. The mystery 
  of its contents continues to drive fantastic stories. Does a 
  phylactery of a powerful lich sit inside? Perhaps the arcane 
  formulae to unlocking the Plane of Fire’s deepest and most 
  powerful energies? Or maybe gold and jewels to make the 
  Grand Sultan blush? No one knows for sure.
  Sea of Fire
  Much of the Plane of Fire is a rolling sea of molten rock 
  and magma, constantly moving and crashing against the 
  islands of rock that are created when a large enough wave 
  slams down and cools. Foolish travelers can charter or 
  purchase boats capable of sailing the Sea of Fire to travel 
  to remote islands, though the journey is far more perilous 
  than a typical sea voyage. Inferno waves are a constant 
  threat as are a myriad of dangerous denizens – fire whales 
  are mean-tempered and prone to striking out at anything 
  they deem as food (i.e., anything smaller than they are!).
  Because of their rare nature, if a vessel is lost at sea it 
  becomes a valuable prize for any willing to take the risk 
  of finding it. What lies at the bottom of the Sea of Fire is 
  anyone’s guess. Perhaps simply nothing, or perhaps the 
  molten core of the plane itself hides itself beneath the 
  flowing lava.
  Titanforge
  Among the azer, the tale of the Titanforge is one of 
  sorrow, regret, and a keen lesson in not delving too 
  deep. According to legends told by azer merchants and 
  blacksmiths, a city was built beneath the Titan’s Kiss, one 
  of the most violent volcanoes in the Fountains of Creation. 
  In those tunnels dug into the volcano’s deepest roots, the 
  azer built a forge capable of producing works of great 
  strength and magic.
  The heat provided by the Titan’s Kiss was said to come 
  from a slumbering primordial god of ancient elemental 
  fire, dormant in the rocks, and the rhythmic rise and fall 
  of its breath is what gave the forge its great potential. 
  The azer called this the Titanforge, and with it they built 
  some of their most powerful relics. Many were specially 
  commissioned by influential patrons, including the Grand 
  Sultan of the Efreeti, who is said to possess today some 
  colossal weapon created from the heart of the Titanforge.
  And though the azer clan that ran the Titanforge were 
  successful, they let their pride become their downfall. In 
  order to create a suit of armor for Surtur, god of the fire 
  giants, the azer worked the bellows of the Titanforge with 
  such a fury that the volcano woke up. Some say that it was 
  that ancient primordial who stirred, while others say they 
  simply tapped into an unstable vein of magma beneath 
  the volcano that created a powerful chain reaction. Truth 
  and myth may never be separated, for whatever stirred 
  there collapsed the Titan’s Kiss in a massive explosion that 
  rocked the Fountains of Creation.
  Many azer bands have gone in search of the Titanforge, 
  while others believe it is a myth. Who knows what secrets 
  might still be buried in the crushed remnants of the 
  ancient volcano?
  Treasure Vaults of Surtur
  Fire giants roam the plane and often settle in the craggy 
  peaks that dot the blackened landscape. Their chief god 
  is an imposing and powerful creature called Surtur, but 
  he does not dwell on the Plane of Fire – few deities do as 
  the true powers are the Elemental Lords of Fire. He did 
  at one point, however, and his castle was an impregnable 
  stronghold of fire-hardened basalt high in the peaks of 
  some unknown mountain range. Long ago, rumors say, 
  Surtur waged war with the Elemental Lords, sending wave 
  upon wave of fire giant legions to beat back the forces of 
  Imix. Titanic battles were fought on the crimson plains, but 
  in the end Surtur’s fire giants were defeated.
  Harried by Imix, Surtur was forced to flee so quickly 
  that he could not take the bulk of his accumulated wealth 
  with him. The fire giant god had his castle demolished and 
  his treasure buried beneath it in the mountains. Gold and 
  magic of the highest caliber were said to rest in Surtur’s 
  treasure vaults now lost to the ages. This fabled site has 
  brought many adventurers into the Plane of Fire but so far 
  none have returned with any of the treasure.
   
  Volcano of the Destroyer
  The impressively gigantic Volcano of the Destroyer is an 
  imposing sight on the horizon for hundreds of miles in any 
  direction. It sits in the center of a rugged mountain range 
  where the lava flowing from its wide opening creates rivers 
  and lakes in the surrounding valleys. Long ago this was the 
  home of Imix, one of the most powerful of the Elemental 
  Lords of Fire, and some scholars say it was where the 
  great being was born (or created, depending on the 
  philosophical viewpoint). The details of why Imix departed 
  the site are unknown.
  
  Plane of Fire
  53
  Titanic forces of a planar nature continually spew lava 
  from the volcano’s top, making this a dangerous site for 
  visitors. The heart of the Volcano of the Destroyer may be 
  the hottest point on the Plane of Fire – the heat is capable 
  of harming creatures who are normally immune to fire. It 
  is rumored that only an Elemental Lord can withstand the 
  dangerous temperatures, though special high-level magic 
  may be of use for characters wishing to get to the center.
  Adventure Hooks
  The Plane of Fire is rife with adventure opportunities 
  for all types of characters of all levels. Below are some 
  examples that can be expanded upon by an enterprising 
  Dungeon Master.
  More Than Firewood. A magic-user associate of the 
  characters requires some exotic items from the Plane 
  of Fire in order to complete a new powerful potion. 
  The objects can send the characters all across the 
  plane searching for such rare objects as wood from 
  the Everburning Forest, a few dozen fire fly carapaces 
  intact, burnberries from the slopes of the Volcano of the 
  Destroyer, and other exotic elements.
  Slaves of the City of Brass. Efreeti slave caravans pass 
  into the Material Plane on a regular basis, and on their last 
  trip an up and coming efreeti managed to kidnap someone 
  of importance to the characters. Bound by a slave collar 
  and hauled off to the City of Brass the characters must 
  follow and negotiate for their friend’s safety, likely without 
  violence – the efreeti is well positioned in the city’s society 
  but needs a favor or two completed before it can be willing 
  to release one of its new slaves.
   Wreck of the Raging Star. The characters are 
  approached by a stranger who has managed to get a map 
  showing a secret island in the Sea of Fire that holds the 
  wreck of the Raging Star, a treasure-bearing vessel of 
  the Grand Sultan. The stranger needs brave heroes to 
  accompany him to the Plane of Fire to find a boat, and 
  then to assist him in sailing the sea to recover the treasure. 
  Such an adventure would be filled with all manner of 
  dangerous encounters and creatures, including the rightful 
  owner of the wreckage.
  Call of the Ashen Palm. The Grand Sultan of the efreet 
  may seem ignorant and lazy, but this is just a façade to hide 
  his multiplanar schemes. Currently he has his eye set on a 
  fabulous prize – achieving Elemental Lord of Fire status. 
  Towards that end he has been seeking out citadels of the 
  defunct Ashen Palm knighthood through proxies, and the 
  characters find themselves answering a distress call from 
  the Plane of Fire. One of the citadels is still occupied by a 
  handful of Ashen Palm knights and they are besieged by 
  mercenary forces. The characters must break the siege 
  and then rescue the good-aligned knights, but this is but 
  the first step into a widespread move of the Grand Sultan.
  Blazing Heart. On the Material Plane a mysterious 
  forest fire rages out of control despite rain and magical 
  attempts to stop it. The source at the heart of the blaze 
  is a fire elemental of immense proportions driven to 
  consume the entire Material Plane at the behest of one 
  of the Elemental Lords of Fire. Stopping the titanic fire 
  elemental takes an intervention from the Elemental Lord 
  whose alien intelligence is difficult to comprehend and 
  work with. What does such a being want?
  
  Plane of Fire
  54
  Random Encounter Tables
  The below table can be used by the Dungeon Master 
  as a source for inspiration when a party of characters 
  is traveling around the Plane of Fire. Three separate 
  tables are provided – one for urban encounters, one 
  for wilderness encounters, and one for the Sea of Fire. 
  Creatures marked with an asterisk (*) are modified 
  versions of the regular variety adapted to elemental fire.
  City of Brass
   
  1d100
  city Of bRass encOunteR
  01-05
  Efreeti and entourage
  06-10
  Drow matron and house guards
  11-15
  Lich and skeleton warriors
  16-20
  High-level adventurer (level 10+1d10)
  21-25
  Group of mid-level adventurer (1d4+1, each 
  level 5+1d6)
  26-30
  Skilled pickpocket
  36-40
  Efreeti slave driver with slaves
  46-50
  Cultists of an Elemental Lord of Fire
  51-55
  Fire giant princess
  56-60
  Red dragon polymorphed into a wealthy 
  human
  61-65
  Ogre mercenaries
  66-70
  Salamander flamekeeper
  76-80
  Group of demons (choose randomly)
  81-85
  Group of devils (choose randomly)
  86-90
  Pair of efreeti khedives
  91-95
  Fire elemental minions of the Grand Sultan
  96-00
  Roll again twice
  86-90
  A dao seneschal of the Great Khan on an 
  errand
  91-95
  A dao accompanied by a host of bodyguards
  96-00
  A noble dao looking for spies
  Cinder Wastes
  1d100
  cindeR Wastes encOunteR
  01-05
  An efreet slave caravan bound for the City of 
  Brass
  06-10
  A salamander raiding party
  11-15
  Pack of cinderbones
  16-20
  Ash Cloud
  21-25
  A fire roc looking for a meal
  26-30
  Rain of Fire
  31-35
  A crater containing a dormant magma ooze
  36-40
  Lava Geyser
  41-45
  Cloud of fire flies
  46-50
  Hot Zone
  51-55
  Fire hounds on the hunt
  56-60
  Blackout
  61-65
  A raging group of wild fire elementals
  66-70
  Firenewt soldiers on patrol
  71-75
  A wing of fire griffons cleaning themselves
  76-80
  River of lava (1d100x10 feet wide)
  81-85
  Fire giant pilgrims on their way to a holy site
  86-90
  An efreet outpost on an obsidian plateau
  91-95
  Double-sized Lava Geyser
  96-00
  A phoenix flying overhead
  Sea of Fire
  1d100
  sea Of fiRe encOunteR
  01-10
  Inferno Wave
  11-20
  A fire roc protecting its territory
  21-30
  Angry fire griffons ridden by firenewts
  31-40
  Lava Geyser
  41-50
  A breaching fire whale
  51-60
  A wave dumps lava zombies in a crash
  61-70
  Rain of Fire
  71-80
  Hot Zone
  81-90
  Ash Cloud
  91-00
  The wreckage of a seaworthy vessel
  
  Plane of Water
  55
  Plane of Water
  “The greatest ocean in all the Material Planes is but a drop of 
  water compared to the fathomless depths of the Plane of Water. 
  I believe that it is the source of all water in the multiverse, that at 
  some point every raindrop and every stream began in this watery 
  paradise. But, just like any body of water, the real interesting 
  things are located below the surface, where fantastic treasures and 
  creatures swim in an aquatic wonderland that is both calming and 
  terrifying at the same time.”
  Astromarchus the Sage
  The Plane of Water is a vast realm of deep mysteries, 
  shadowed darkness, and wondrous life, all combined 
  into one of the most recognizable elements across the 
  multiverse. Life flourishes in this plane, which many 
  travelers can relate to on some level – after all, most 
  Material Plane worlds have seas and oceans, so it’s too 
  hard to imagine a vast, endless version of it.
  But the Plane of Water holds so much more, and it is 
  one of the most hospitable of the Inner Planes to natural 
  life (second only to the Plane of Air). With a little magic, 
  travelers can dive into the Sea of Worlds and seek out 
  the wonders and treasures of the Great Coral Forest, the 
  wrecks of lost ships in the Graveyard of Sails, the reckless 
  and arrogant halls of the marid genies in the Citadel of 
  Ten Thousand Pearls, or even trade goods and services 
  under the icy dome of the City of Glass. Deeper still lies 
  dangerous lairs of cold, unyielding monsters, such as the 
  Fathomless Caves and the Trench of Death.
  Sahuagin, marid genies, kuo-toa, merrow, and all 
  manner of other creatures occupy the Plane of Water, and 
  some have built cities and bases beneath the waves. And 
  while most of the planar activity is underwater, contrary 
  to most beliefs, the Plane of Water has a surface, and this 
  surface is broken by several islands. The most famous of 
  these islands is the Isle of Dread, surrounded by a fierce 
  storm that extends to many Material Planes, which has 
  the capability to draw in ships and strand them. The island 
  itself is a dangerous, jungle-filled wilderness with great 
  dinosaurs competing for food.
  The treasures and sites of the Plane of Water are there 
  for travelers willing to brave the monsters and dangers of 
  an endless sea of unrelenting change.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of the Plane of Water as characters explore and 
  travel through it. These are suggestions of elements 
  that can be used in descriptions of the landscape and 
  denizens with the goal of actualizing the “outside” nature 
  of the multiverse beyond the Material Plane. Use them to 
  incorporate into encounters and adventures on the Plane 
  of Water.
  Water, Water Everywhere. Below the surface of the 
  Sea of Worlds, the Plane of Water is a vast endless ocean 
  suffused with its own light. The brilliant azure waters are 
  clear and pure unless tainted by some force, but there 
  is a discernable “up” and “down” in the ocean – above 
  the waters are lighter, and below the waters are darker. 
  Waterbreathing creatures from other planes immediately 
  notice the clean quality of the Plane of Water as well.
  Stream of Bubbles. Bubbles of endless sizes rise 
  up constantly from the depths of the Plane of Water, 
  the result of any number of thousands of possibilities. 
  These harmless effects ebb and flow to the events that 
  have happened elsewhere on the plane, and many native 
  creatures have legends about them. Locathah believe them 
  to be moments of history from somewhere deeper below 
  rising to greet the surface, while sea elves view them as 
  warning signs.
  Pull of the Current. The currents on the Plane of Water 
  constantly pull and tug invisibly at beings in the water. 
  They are less whimsical than the winds on the Plane of Air 
  and more steady, though they can still shift and turn with 
  surprising speed. Following a current is the fastest way to 
  travel underwater, but most predators realize this as well.
  Lay of the Land
  The Plane of Water has three major layers to its endless 
  geography and two side regions where it borders other 
  Inner Planes.
  Sea of Worlds
  The first is actually above the waters of the Sea of Worlds, 
  where a sun and stars sit similar to most Material Planes. 
  Ships that inadvertently travel through a portal to this 
  Inner Plane can drift forever on the waves, though it is 
  more likely they run afoul of one of the many terrible 
  storms that rocks the region. This elemental realm is a 
  plane of constant change, with seas shifting dramatically 
  from calm to stormy in the blink of an eye.
  Islands comprised of rock, earth, and even coral 
  break the surface of the Sea of Worlds, though few are 
  permanent. The nature of the watery plane breaks down 
  hard surfaces, eroding them and sending them back to 
  the depths. Few things last above the sea, as super storms 
  are known to suddenly appear without warning to drag 
  everything back down. There are no native creatures that 
  do not swim in the Plane of Water, though swarms of 
  winged quippers break the surface of the sea to ride the 
  stormy winds.
  
  Plane of Water
  56
  Sea of Light
  The upper region of underwater is known as the Sea of 
  Light. Here, much of the sunlight from above the sea filters 
  down, creating a brightly lit aquatic wonderland. Great 
  swaths of coral reefs clinging to unanchored rocks dot the 
  Sea of Light, and within these are found the fortresses, 
  strongholds, and cities of the most common planar natives, 
  including the sahuagin and kuo-toa. Nominally, the marid 
  genies rule over much of this layer, but they care little for 
  the machinations of non-marid.
  Even at night, the Sea of Light is illuminated, bathed by 
  a soft green light that seems to infuse the water. The water 
  temperature is near perfection at all times, not too hot and 
  not too cold, though pockets of intense heat, slime, and 
  chill float through the currents. Throughout the waters, 
  “up” is considered to be towards the surface of the Sea of 
  Worlds, while “down” is considered away from the light. 
  In all portions of the Plane of Water below the surface, 
  however, it can be difficult to easily determine “up” from 
  “down.”
  Darkened Depths
  The deepest sections of the Plane of Water are reserved 
  for a lightless realm known as the Darkened Depths. It is 
  here dwell the greatest and most monstrous of creatures, 
  including elder krakens and the lairs of the elemental lords 
  of water. Olhydra, the Princess of Evil Water Elementals, is 
  the best known among these primordial powers, and she 
  is fickle and without mercy. Light from above the Sea of 
  Worlds does not filter down to the Darkened Depths, and 
  whatever infusion illuminates the Sea of Light above is 
  lessened here.
  Sea of Ice
  The Plane of Water borders two other Inner Planes at its 
  extreme edges. Where it borders the Plane of Air, the Sea 
  of Worlds grows frigid and great icebergs bob slowly in the 
  water. This is the Sea of Ice, and travelers that continue 
  through it eventually reach the Frostfell (also known as the 
  Plane of Ice). White dragons and remorhazes are known 
  to lair in the icebergs of the Sea of Ice. Particularly large 
  rogue icebergs have been known to break from this area 
  to float into the Sea of Worlds, though the warmer waters 
  ensure the massive ice formations don’t last forever.
  Silt Flats
  At the other end, the sea grows shallower where the Plane 
  of Water is near the Plane of Earth. This area is known as 
  the Silt Flats before giving way to the Swamp of Oblivion 
  (also referred to as the Plane of Ooze). In the Silt Flats, 
  the water is thick and sludge-like, and it is not uncommon 
  to have acidic globs float out into the Sea of Worlds to 
  wreak havoc on all life. Unnaturally large and aggressive 
  insects, such as mud mosquitos, are known to occupy the 
  Silt Flats. Because of its thick, shallow water, most regular 
  inhabitants of the Plane of Water avoid the Silt Flats, 
  though travelers have been known to scour the region 
  looking for lost treasure sites, such as the Mud Tombs.
  
  Plane of Water
  57
  Cycle of Time
  A sun rises and sets over the Plane of Water in a regular 
  24-hour cycle similar to most Material Planes. It is often 
  obscured by thick storm clouds, but when it passes in the 
  azure sky overhead it creates light and very little heat. 
  Some planar scholars theorize it is a massive portal to the 
  Plane of Fire, though no definitive research has been done 
  to prove this. Attempts to reach it have been thwarted by 
  the unnaturally intense thunderstorms that gather.
  At night, a deep blue twilight settles over the Sea of 
  Worlds and the night sky is covered in twinkling stars. 
  The night sees no change in temperament for the storms, 
  unfortunately.
  Surviving
  The Plane of Water offers normal, breathable air above 
  the water. Many sailors have passed into this Inner Plane 
  during a freak storm and didn’t even notice a difference! 
  Beneath the water, the greatest threat (besides monsters 
  and natural hazards) is drowning, so traveling without 
  the aid of magic is ill-advised. However, considering 
  most Material Planes have their own oceans and seas, 
  the availability of water breathing magic is generally 
  considered high.
  Getting There
  There are likely more portals to the Plane of Water than 
  any other Inner Plane (with the possible exception of the 
  Plane of Air), though opening them can be tricky if the 
  traveler is not prepared. Many portals are two-way, and 
  thus opening a portal to a realm of endless water can 
  create a real drowning hazard for the unprepared.
  Permanent portals to the Plane of Water are known to 
  exist in enchanted waterfalls, in the mouths of deep rivers, 
  and in the lowest trenches of seas and oceans. Sudden 
  storms on oceans can create spontaneous portals, and 
  one such storm ravages the Isle of Dread at all times. That 
  portal is capable of pulling in entire vessels and depositing 
  them on the shores of the famed island, stranding the 
  sailors on another plane of existence entirely.
  Most wild portals lead to locations in the Sea of Light, 
  or for the really dark ones to the Darkened Depths. 
  However, many stable portals are known to lead to the City 
  of Glass, the trading hub for the entire Inner Planes (and 
  some would say all the planes). These portals typically 
  lead to one of the many market squares in that city, tightly 
  patrolled and governed by the Aquatic Council so as 
  to ensure goods and services are brought in fairly and 
  recorded accurately. However, secret portals are rumored 
  to exist leading to the shady underbelly of the City of 
  Glass, a frozen region known as the Freezer. Officially, 
  the Aquatic Council does not recognize the existence of 
  the Freezer, but for those in the know it can be a place to 
  acquire goods that people don’t want tracked or monitored.
  Traveling Around
  As long as a traveler can swim, traveling around the Plane 
  of Water isn’t difficult, though navigating can be tricky. 
  Some of the advanced aquatic races, such as merfolk 
  and sahuagin, have developed echostones to help locate 
  common locations. Echostones are magical devices 
  attuned to each other, so that a sahuagin raiding party in 
  the Sea of Light can use one to return to their fortress in 
  the Great Coral Forest.
  Using a mount is a common means of transportation in 
  the Plane of Water for non-natives, and herds of seahorses 
  are known to swim wild and majestic across much of the 
  Sea of Light. In the City of Glass, such mounts can be 
  purchased with little difficulty, though taming one out in 
  the wild can be a real challenge for a non-native.
  Powerful & Mighty
  Like the might of the ocean itself, the Plane of Water is 
  wild, powerful, and above all else, untamed. That doesn’t 
  stop powerful creatures and entities from trying to exert 
  control over it, but the most intelligent among them 
  understand that the mercurial nature of the water element 
  works against their best efforts. The most successful of the 
  powerful and mighty on the Plane of Water learn to move 
  with the tide and adapt to the inevitable changes.
  This creates interesting opportunities for adventuring 
  groups willing to deal and negotiate with unsavory 
  characters of all nature. The marid genies, while not 
  wholly evil, are certainly selfish, but through powerful 
  emissaries and the Padishah herself, a party may find 
  information, secrets, and the dirt on what’s happening in 
  this watery realm. Other beings, such as the shark god 
  Sekolah or the eldritch entity Great Cthulhu, offer potential 
  villains to thwart and work against.
  Azure Council
  In the cosmopolitan City of Glass, no individual king 
  or queen rules over the factions that inhabit the area. 
  Instead, rule of law has been given over to the Azure 
  Council, a semi-secretive group of merchants, traders, and 
  demagogues representing the diverse nature of the City of 
  Glass. The Azure Council was created in response to the 
  absence of the marid who were responsible for building 
  the magnificent city, but to whom the responsibility for 
  governing became too tedious. In their absence, some 
  merchant princes stood up to assume responsibility, and 
  in response the marid placed a magical decree over the 
  council’s true power – monitoring and controlling the 
  many portals that lead in and out of the City of Glass. This 
  decree ensures no two councilors can be the same race 
  and that the Azure Council must consist of at least five 
  members.
  
  Plane of Water
  58
  Since that original proclamation by the marid in the 
  distant past, the Azure Council has had representatives 
  from the following Plane of Water native races – merfolk, 
  sahuagin, kuo-toa, locathah, and sea hag. The marid hold a 
  seat on the council though a representative rarely attends, 
  even when the great padishah visits on her irregular 
  vacation from the Citadel of Ten Thousand Pearls. 
  Recently, the Azure Council has welcomed an aquatic elf 
  as a member, but to date the petitions of the lizardfolk 
  community in the City of Glass for representation has gone 
  unheeded.
  The Azure Council appoints a speaker from its ranks 
  to act as the voice of the council’s will to the citizens and 
  visitors to the City of Glass. The role of speaker rotates 
  every three years, and it is the speaker that approves new 
  topics and rules for the council to consider. In the case 
  of a tie vote, the speaker is the one to determine the final 
  result, though in most cases a consensus is reached long 
  before a motion gets to that point. Laws and decrees by 
  the council are recorded in the Book of Records and made 
  available to all city citizens.
  The Azure Council meets on a regular basis in the 
  Glittering Tower which sits in the heart of the Royal 
  District of the City of Glass. For their time on the council, 
  each councilor is given well-furnished accommodations in 
  the Glittering Tower with enough room for a reasonable-
  sized support staff. Intrigue and subterfuge in the tower 
  is commonplace though the councilors each treat each 
  other with respect in public. The commander of the 
  Knights of Glass, the peacekeeping guard force in the 
  city, has an advisory role on the Azure Council and takes 
  guidance from the speaker. Large scale deployments or 
  mobilizations of the Knights of Glass requires full council 
  approval, however.
  Eadro, God of the Merfolk
  In the Sea of Light, Eadro is a shining beacon of hope 
  and bounty in the aquatic paradise of Shelluria. As a god, 
  Eadro created and is revered by the merfolk and locathah, 
  who both live freely together in the bright, warm waters of 
  Shelluria, where thousands upon thousands of fish swim 
  and eat peacefully. Though he doesn’t take an active hand 
  in the activities of the Plane of Water very often, Eadro 
  is well-regarded among the marid and a hated foe of the 
  sahuagin.
  Unfortunately, he’s also missing. Clerics worshipping 
  Eadro still receive spells and can channel his power, 
  but in the paradise city of Shelluria he has been absent 
  for many years. In his place, a trio of powerful servants 
  makes decisions. This trio is comprised of the most senior 
  merfolk and locathah in Shelluria along with a good-
  aligned kraken who acts as Eadro’s voice in the god’s 
  absence. What happened to Eadro? The trio have gone to 
  great lengths to hide his disappearance from the residents 
  of Shelluria, but it gets harder all the time.
  Elemental Lords of Water
  The greatest manifestation of the natural power of the 
  Plane of Water are the Elemental Lords. Some sages 
  believe these entities to be the highest form of elementals 
  that inhabit the plane, but there are others who doubt 
  this theory. They are all universally incredibly powerful, 
  intelligent, and attuned with the Plane of Water, though 
  only three have been documented or encountered. Others 
  may exist, especially in the shadowed corners of the 
  Darkened Depths.
  The three that are known as Olhydra, Ben-hadar, and 
  Alvolvoy. Olhydra is the best known among them as her 
  evil machinations have reached the Material Planes on 
  multiple occasions. Wicked cults and dangerous priests 
  worship Olhydra as the Princess of Evil Water Elementals 
  and seek to drown cities and kingdoms in a tidal wave of 
  destruction and death. On the Plane of Water, Olhydra 
  dwells in the Black Coral Citadel in the Darkened Depths.
  Ben-hadar is known on the Plane of Water as a force 
  for good and wages constant war against the powers of 
  Olhydra, but his influence is limited. He is rumored to 
  command a flotilla of enormous dragon turtles with which 
  he patrols the Sea of Light, seeking out Olhydra’s minions 
  and keeping her in the Darkened Depths. Least is known 
  of Alvovoy, though references in ancient Olhydra texts 
  refer to him as a subjugated elemental lord in the princess’ 
  command.
  Great Cthulhu
  There are entities in the multiverse that are older than 
  some of the planes of existence. Scholars disagree on 
  many facts about these alien intelligences, but most 
  agree that they originate originally from the depths of 
  the Far Realm, and most still live there now. One does 
  not, however, and that is Great Cthulhu, a blasphemously 
  monstrous elder god who slumbers in the Sunken City of 
  R’lyeh in the Darkened Depths.
  Great Cthulhu is said to possess the physical qualities 
  of octopi, squids, and fish, though those that gaze upon 
  its titanic bulk are usually driven insane. Something 
  happened in the eons before most gods existed that drove 
  Great Cthulhu and the sunken city out of the Far Realm 
  and into the Plane of Water, and that same something 
  keeps the elder god sleeping. But in its sleep, dark dreams 
  dance, which extend out to the Material Plane when the 
  stars are right. What are Great Cthulhu’s goals? None can 
  say for certain, though secret cults and depraved priests all 
  around the multiverse claim to speak for it.
  
  Plane of Water
  59
  Great Padishah of the Marids
  The marid are the greatest power in the Plane of Water 
  or any of the elemental planes, or so they would have you 
  believe, and none hold more influence than Kalbari al-
  Durrat al-Amwajs ibn Jari, Great Padishah of the Marids, 
  the Keeper of the Empire, the Pearl of the Sea, the Mother 
  of Foam, the Maharaja of the Oceans, and Emir of All 
  Currents. She holds elaborate court in the Citadel of Ten 
  Thousand Pearls, a magnificently appointed structure in 
  the Sea of Light that functions as the heart of the marid 
  empire. Or it would, if there were a marid empire or even 
  functioning government to speak of.
  The marid are boastful, proud, even arrogant genies, 
  and while there is only one Great Padishah in the Plane 
  of Water, she doesn’t hold much sway over other marid. 
  Like many marid, she has slaves, but these slaves do 
  not perform menial labor (the genies have magic and 
  aquatic beasts to do that). Instead, the slaves are meant 
  to entertain, though the whims of the Great Padishah 
  are as wild and fluid as the ocean itself. Dozens of marid 
  outposts, castles, and settlements lay scattered across the 
  Plane of Water, but never has a Great Padishah assembled 
  or commanded them all towards a single goal. They are 
  all free to do whatever they like, which suits the Great 
  Padishah just fine.
  Physically, Great Padishah Kalbari is a beautiful marid 
  by any standard, tall and imposing but lithe and flexible at 
  the same time. Her brightly colored garments are made 
  from the finest silkweed and serve only to accentuate her 
  enchanting form. While in the Citadel of Ten Thousand 
  Pearls, she has trained schools of multicolored fish to 
  dance around her constantly, accentuating her actions 
  and moods. Her generosity can be legendary, as can 
  her sudden wrath. Those willing and able to endure her 
  constant grandstanding, boasting, and showmanship find 
  Great Padishah Kalbari charming, elegant, well-versed, 
  and a shrewd negotiator.
  At random times, Great Padishah Kalbari and her 
  trusted court appointees and confidants leave the Citadel 
  of Ten Thousand Pearls to travel the Plane of Water on a 
  tour of her “kingdom.” A favorite stop on this tour is the 
  City of Glass, which throws the Azure Council into a frenzy 
  every time. They have little power to stop her and her 
  followers, however, so they simply try to endure her visits, 
  which can last weeks or months depending on her mood.
  Sekolah the Joyful Hunter
  Sharks are the ultimate expression of purity according 
  to the sahuagin, and no being embodies this belief more 
  than their god Sekolah. Known as the Joyful Hunter, 
  Sekolah is one of the largest sharks in the entire Plane of 
  Water, measuring hundreds of feet long with black, cold, 
  calculating eyes. He seeks only to hunt and he moves 
  through all the waters of the plane with single-minded 
  determination. Sahuagin priestesses chart his path and 
  derive meaning from his actions, but truly Sekolah is a 
  monster of the oldest order with little thoughts towards the 
  sahuagin that worship him.
  Woe be to the prey that finds itself in Sekolah’s sight, 
  though normally the great shark occupies itself with 
  hunting the largest krakens, octopi, and other massive 
  creatures in the Darkened Depths. He is a solitary hunter 
  and his drive inspires the sahuagin to greater acts of 
  savagery and barbarism.
  Creatures & Denizens
  The Plane of Water is home to a multitude of monsters 
  and inhabitants. Because of the plane’s infinite nature, sea 
  creatures are allowed to grow as large as they can, so it is 
  not uncommon to find massive squid, octopi, and sharks 
  swimming in the Plane of Water.
  Beasts
  The Plane of Water is home to a larger variety of 
  commonly encountered Material Plane creatures than any 
  other Inner Plane. Sharks of all sizes prowl the endless 
  waters, and the immense megalodon is a terror to behold 
  for any denizen. Giant octopi, including some specimens 
  that can reach gargantuan proportions, also lurk in the 
  darker depths. Dolphins, giant sea horses, crabs of all 
  kinds, and great schools of quippers can all be found in 
  the Plane of Water. All manner of aquatic beasts can be 
  encountered, whether they’re freshwater or saltwater, and 
  there are many that move between the Material Plane and 
  the Plane of Water without even realizing it.
  Sea worms are found in abundance on the plane as well, 
  and they are often used as mounts by the humanoids living 
  in the waters. Electric and elder variations are more rare, 
  and the vast herds of sea worms move about the endless 
  sea in a meandering, grazing lifestyle.
  Elementals
  The living extension of the Plane of Water are the 
  primordial water elementals, which are found in all shapes 
  and sizes across all layers of the plane. Most are simple 
  creatures concerned only with survival and finding food, 
  though exactly what they eat has been the subject of some 
  debate among planar scholars. They can be trained, and 
  many of the native sentient creatures use them as trained 
  guards. Water weirds are also native to the plane and 
  naturally attach themselves to sites all across the ocean.
  The greatest and most feared elementals are the 
  leviathans. These creatures are living walls of water that 
  can drown ships or settlements, and some serve the 
  Elemental Lords of Water – but just as many are simple 
  agents of the natural flow of the Plane of Water. Merfolk 
  tribes make offerings to the leviathans but it is unclear if 
  these actually work to appease the great elementals.
  
  Plane of Water
  60
  Marids. Of all the genies of the Inner Planes, marids are 
  the most wild and capricious. They can be cruel or kind, 
  gentle or harsh in the blink of an eye, often rapidly shifting 
  between powerful emotions in the course of a single 
  conversation. They are the most arrogant of the genies, 
  and they love to adorn themselves and their immediate 
  surroundings with gaudy displays of wealth and status. 
  Their natural form is piscine but most tailor this look to 
  suit their own whims, sculpting their features like a crafter 
  working with clay. They are greatly respected by the other 
  intelligent denizens of the Plane of Water for their wrath 
  and generosity are both legendary, and the Great Padisha 
  of the Marids in her Citadel of Ten Thousand Pearls 
  nominally rules over them all. Most secretly (some openly) 
  believe themselves to be superior.
  Humanoids
  Any humanoid that can breathe underwater can be found 
  in abundance in the Plane of Water, including sea elves, 
  locathah, merfolk, and sahuagin. The City of Glass is 
  one of the great metropolises of the multiverse, far more 
  welcoming than the oppressive City of Brass and more 
  open to lucrative trade from merchants regardless of their 
  origin. This cosmopolitan trait attracts people from all 
  across the planes, including the Material Plane.
  Elf. Sea elf cities and colonies are found through the 
  Plane of Water. They tend to settle in coral forests or 
  drifting aquatic stone islands, crafting their buildings 
  to blend in perfectly with the surrounding terrain. This 
  natural camouflage keeps them safe from the numerous 
  predators in the ocean, though the sea elves hold a special 
  hatred for sahuagin. The two races have been at war since 
  time immemorial and their connection has created a 
  special variant called a malenti. Malenti are sahuagin that 
  look like sea elves superficially but have shark-like teeth 
  and a wicked disposition, and are often sent into sea elf 
  communities as spies and undercover agents.
  Genasi. Flamboyant and gregarious, water genasi 
  inherit much of their personality from their marid 
  parentage. Unlike other genasi in the Inner Planes, most 
  marids welcome their offspring with mortal creatures 
  as family members, and most marid citadels and courts 
  have numerous water genasi nobles and counts among 
  them. Despite this welcoming attitude, many water genasi 
  choose to take up the life of an adventurer, seeking out the 
  new experiences and wonders that the multiverse has to 
  share.
  Locathah. Locathah are the wandering nomads of the 
  Plane of Water, rarely settling down in any single place, 
  letting the currents of the great ocean carry them to their 
  next destination. They have a strong belief in destiny and 
  fate and honor the currents of the plane as living entities 
  to be respected and thanked. Locathah are skilled traders 
  with a keen eye for things that others want, and they often 
  drift into the City of Glass to trade their goods before 
  letting the waters carry them out again.
  Merfolk. There are fewer merfolk settlements in the 
  Plane of Water than most realize, mainly due to the 
  incredible ocean depths. Merfolk prefer to keep their 
  homes closer to the surface, and on the Plane of Water 
  there are only a handful of ideal locations in the Sea of 
  Light. Submerged islands and coral shelves provide the 
  best places for merfolk to live, though they are found in 
  abundance in the City of Glass. Their difficulty in walking 
  and moving on land makes their out of water presence 
  scarce, though the inherent magic in the City of Glass that 
  allows swimming creatures to fly allows them to move 
  about freely.
  Sahuagin. Dangerous, territorial, and voracious, 
  sahuagin are one of the most feared forces in the Plane of 
  Water. They are cruel expansionists who believe the entire 
  ocean is their birthright, and they war with everyone else. 
  Sahuagin communities are found usually in the Darkened 
  Depths within black caves, but they’ve been aggressively 
  expanding into the Sea of Light as well. Their clashes with 
  sea elves are the most noteworthy, but they are avoided by 
  almost all other creatures as well. A small enclave have 
  established themselves in the City of Glass but even these 
  relatively peaceful groups are treated with suspicion and 
  fear.
  Triton. Tritons see themselves as the first and last line of 
  defense against the evil things that dwell in the Darkened 
  Depths. They take pride in this, but it also tends to create 
  a sense of self-importance that grates on non-tritons. 
  Nonetheless, they are proud of their long tradition of 
  guardianship and watchfulness over the potent monstrous 
  evils lurking in the darkness, and they often go on quests 
  and missions across the multiverse to stop the spread of 
  evil aquatic monsters such as aboleths and underwater 
  incursions from the Far Realm.
  Hazards & Phenomena
  There are many natural hazards in the Plane of Water 
  that can derail or end a traveler’s journey. Even the native 
  creatures of the realm know to avoid some of these 
  dangerous phenomena.
  Powerful Current
  The waters of the Sea of Light and the Darkened Depths 
  are pushed and pulled by random, chaotic forces, creating 
  currents that act like roads. Canny planar natives learn 
  to detect these currents and use them to get to one place 
  or another more quickly (or to avoid them altogether if 
  they happen to be flowing in an undesired location). The 
  strength of a current can randomly be determined on 
  the below table, which determines the DC for Strength 
  (Athletics) checks to swim out of a current. Swimming 
  directly against a current requires a Strength (Athletics) 
  check against the listed DC made at disadvantage. You can 
  roll on the table to also determine the size of the current as 
  represented by the number of Strength (Athletics) checks 
  needed to escape.
  
  Plane of Water
  61
  A special note is needed for the doom tide. Somewhere 
  in the Plane of Water sweeps this massively powerful 
  current. The doom tide shifts haphazardly, sometimes 
  flowing in a single direction for months at a time and other 
  times changing direction several times in an hour. Some 
  planar scholars believe the doom tide originates from the 
  depths of the Darkened Depths in some mysterious hole, 
  perhaps a permanent vortex to the Plane of Air, but to 
  date no one has found its source. The doom tide is always 
  massive (4 checks necessary to get out).
  On the random encounter tables for the Plane of Water, 
  a current is identified as either helpful or hindering. A 
  helpful current is one that is flowing in the direction the 
  party is traveling, which can speed up time considerably. In 
  this situation reduce travel time in half. On the other hand, 
  a hindering current is one that is flowing in a different 
  direction than the one the party wants, requiring them to 
  pass through it or go around it. Going around a current 
  requires more travel time - one hour for a small current, 
  four hours for a medium current, eight hours for a large 
  current, and sixteen hours for a massive current. Trying 
  to swim through a current requires a number of Strength 
  (Athletics) checks against a DC set by the current’s 
  strength.
  Because the current in the Plane of Water can be 
  so fickle, roll on the below table for any other hazard 
  encounter on the plane.
  WateR cuRRent stRength
  1d20
  cuRRent stRength
  dc
  1-4
  Light
  10
  5-11
  Moderate
  13
  12-15
  Strong
  16
  16-19
  Brute
  20
  20
  Doom Tide (see text)
  25
  WateR cuRRent size
  1d10
  cuRRent size
  1-3
  Small (1 check)
  4-7
  Medium (2 checks)
  5-9
  Large (3 checks)
  10
  Massive (4 checks)
  Hot Spot
  Vortices and planar pockets exist all across the multiverse, 
  and that is no different for the Plane of Water. Sometimes, 
  those pockets lead to a much hotter location, such as the 
  Plane of Fire, Magma, or one of the Lower Planes. This 
  creates a floating hot spot in the sea. A hot spot is typically 
  a rough sphere 2d10 x 50 feet in diameter. Creatures in a 
  hot spot suffer 5 (1d10) fire damage each round.
  Ice Pocket
  Similar to the hot spot, an ice pocket is a supernaturally 
  cold vortex that travels in the Plane of Water. The watery 
  conditions are more conducive to the cold than the heat, 
  and as such the ice pockets are large spheres 2d10 x 100 
  feet in diameter. Creatures in an ice pocket suffer 3 (1d6) 
  cold damage each round and they must make a DC 14 
  Constitution saving throw. On a failure they suffer a level 
  of exhaustion. Ice pockets often have floating ice chunks 
  drifting along with the current making identification of this 
  danger a little easier.
   
  Slime Water
  Sometimes the never-ending tide of Sea of Worlds pulls 
  large swaths of the Swamp of Oblivion away, sucking 
  them into the sea. There, they are sometimes picked up by 
  currents and pulled further into the sea’s depths, creating 
  large pockets of dangerous slime water. The mud from the 
  Swamp of Oblivion mixed with certain aspects of the Sea 
  of Worlds creates a corrosive mixture that harms creatures 
  caught in its path. A patch of slime water is typically a 
  sphere 2d10 x 5 feet in diameter. Creatures in the slime 
  water sphere suffer 4 (1d8) poison damage per round.
  Red Tides
  Red tides are dangerous patches of fungi and spores that 
  drift through the Plane of Water, causing panic and chaos 
  where the current takes it. Native creatures know to avoid 
  red tides with all possible haste as the consequences of 
  being inside of one can be deadly. As rare as they are, a 
  red tide can cover a substantial area. Each red tide fills a 
  sphere 2d10 x 50 feet in diameter. Living creatures inside 
  of a red tide must make a DC 15 Constitution saving throw 
  or suffer the effects of the contagion spell, inflicting a 
  random disease from that spell’s list of possibilities.
  Whirlpool
  When two currents meet they form a whirlpool, which 
  can be dangerous for travelers in the Plane of Water. If 
  a whirlpool is encountered, roll twice on the Current 
  Strength table to determine the overall whirlpool strength. 
  The highest current strength DC determines the DC for 
  Strength (Athletics) checks made to escape a whirlpool. 
  The real danger is being buffeted by the powerful force of 
  the currents. The strongest current level determines how 
  much damage is dealt each round – light (1d6), moderate 
  (2d6), strong (3d6), brute (4d6), or doom tide (5d6).
  
  Plane of Water
  62
  Sites & Treasures
  To the planar traveler, the Plane of Water holds a multitude 
  of wondrous sites, dangerous lairs, and mysterious 
  treasures to seek out, explore, and possibly plunder. From 
  the magnificent Citadel of Ten Thousand Pearls and the 
  seat of the great padishah of the marids to the unplumbed 
  depths of the Trench of Death, opportunities for adventure 
  are as boundless as the sea in the Plane of Water.
  Black Coral Citadel of Olhydra
  In stark contrast to the marid’s Citadel of Ten Thousand 
  Pearls, Olhydra keeps a lair in the Darkened Depths 
  known as the Black Coral Citadel. This imposing structure 
  is a tall, twisted spire made of pure black coral, a rare 
  form of coral in the Plane of Water that holds great evil. 
  Most of the interior of the Black Coral Citadel is reserved 
  for prison cells – the elemental minions of Olhydra enjoy 
  torturing the multitude of aquatic elves, locathah, and 
  merfolk locked away in the dark citadel.
  The top of the citadel is reserved for Olhydra’s royal 
  throne room where she plans her conquest of the Plane of 
  Water and all the seas of the Material Plane. She and her 
  followers work to drown all the worlds in a torrent of black 
  water to wash away all traces of life, leaving her to claim 
  ownership of the abandoned lands. A handful of favored 
  cultists across the Material Planes have been allowed to 
  visit the Black Coral Citadel, and in each case they were 
  gifted with some portion of Olhydra’s watery power. A 
  handful have stayed in the Plane of Water to serve the 
  Princess of Evil Water Elemental Creatures and act as her 
  proxy or spy on the plane. The Azure Council of the City 
  of Glass has worked long to make sure the destructive 
  followers of Olhydra do not succeed in their various plots 
  to destroy the crystalline dome that gives the city its name.
  In the Black Coral Citadel, Olhydra keeps an unusual 
  pool of silver liquid. Through it, she can view nearly any 
  ocean or sea on the Material Plane, and she uses it to keep 
  tabs on her servants and underlings. The pool can act as a 
  portal, but doing so requires a portion of Olhydra’s mighty 
  elemental power that is forever sacrificed, so she usually 
  refrains from using it.
  Citadel of Ten Thousand Pearls
  The home of the great padishah of the marid is the 
  fabulous Citadel of Ten Thousand Pearls. Here, the pride 
  and vanity of the marid is put on full display, with hundreds 
  of beautifully carved air fountains, multicolored curtains of 
  rare kelp, and splendidly appointed pearl-studded housing 
  domes filling the aquatic halls. In the center towers a spike 
  of gilded coral wherein rests the great padishah herself 
  and her royal court. Throughout the citadel, glowing orbs 
  of various size and hue illuminate the darkness, and from 
  a distance they appear as pearls in the sea, thus giving the 
  magnificent palace its name.
  Normally, the Citadel of Ten Thousand Pearls is 
  occupied by about two hundred marid genies and one 
  thousand servants. Even for marid, the ones in the citadel 
  are haughty and pompous, and every action must be 
  announced and honored by someone in a higher station. 
  While visitors are welcome in the citadel, they must be 
  polite and operate within the bounds of marid etiquette. 
  Offending a marid within the Citadel of Ten Thousand 
  Pearls is a capital offense, and a marid can take offense at 
  anything given the right mood and circumstance.
  The great padishah’s treasure room, however, is said to 
  house the most splendid collection of valuable and rare 
  pearls ever to be found in the Plane of Water, along with 
  the prized possessions of dozens of defeated foes and 
  conquered heroes. While the marid do not put much stock 
  in large-scale military offenses, duels are common, and it is 
  customary for the winner to take something valuable from 
  the loser. This can be their life, but most often it’s a valued 
  possession that the marid wanted in the first place.
  City of Glass
  Without a doubt, the greatest metropolis on the Plane of 
  Water is the City of Glass. It is by far the most populated 
  city on the plane, with roughly 30,000 residents and 
  visitors at any given time. The city takes its name from 
  the titanic dome of translucent crystal that hangs over 
  the interior, all resting on a great disc of eternal ice. 
  This dome holds trapped air, and by a natural process 
  of the eternal ice disc the air is constantly refreshed and 
  recycled. Buildings constructed of ice, waterblocks (a kind 
  of melted ice cube that retains its shape), fortified kelp, and 
  coral sprawl about beneath the dome, with many being 
  completed filled with water to accommodate occupants.
  The City of Glass was constructed originally by the 
  marid long ago, but they quickly abandoned it after the 
  project was complete. But even then, the nature of the 
  city drew many to it, as the marid worked with planar 
  architects to make sure the City of Glass could be accessed 
  from anywhere in the multiverse. Dozens upon dozens 
  of permanent portals were constructed which the marid 
  held control over, and when they left they did not leave the 
  portals ungoverned. The great padishah of the marid at the 
  time decreed that a group of representatives from the city 
  would rule with control over the many portals. Thus the 
  Azure Council was born.
  Since then, the Azure Council has guided the City of 
  Glass to become a merchant paradise where all manner 
  of goods and services could be bought and sold. The city’s 
  position as a neutral ground, free of the hostilities of the 
  outside seas and worlds, is maintained by a peacekeeping 
  force known as the Knights of Glass. Like the council itself, 
  the Knights of Glass are made up of many representatives 
  of the city’s inhabitants, and the high commander takes 
  orders from the speaker of the Azure Council. The delicate 
  balance of peace has been broken several times in the past, 
  but the knights have always managed to restore order with 
  minimal issues.
  
  Plane of Water
  63
  Over the years, the Azure Council has enacted many 
  laws to govern trade and commerce in the city, and they do 
  that by controlling what passes through the many planar 
  gates. Merchants delivering goods have them inspected 
  thoroughly by the Knights of Glass and the entire system 
  has become a bloated bureaucracy – but one that works, 
  albeit slowly. Although nearly any good or service can 
  be purchased in the City of Glass, merchants that wish 
  to avoid the scrutiny of the knights and the council have 
  created a “black” market for those who know where to 
  go. This illegal marketplace operates in the Freezer, the 
  poorest and least patrolled area of the City of Glass that 
  exists in the disc of eternal ice itself.
  Dozens of marketplaces sprawl about the City of Glass, 
  with many devoted to one type of good or another. The 
  Steel Market buys and sells weapons and armor, the 
  Seabed Market trades in the natural resources of the 
  Plane of Water, the Chain Market deals with the selling of 
  slaves, and many others. While nearly any good or service 
  can be bought in the city, the Azure Council long ago 
  decreed that the buying and selling of souls was strictly 
  prohibited. Possessing a soul in a vessel was not a crime, 
  but the Knights of Glass keep a watchful eye on anyone 
  detected as possessing them.
  The markets are scattered about the four districts of the 
  city – the Royal District, containing the richest and most 
  well-appointed manors and villas, including the Glittering 
  Tower of the Azure Council; the Crystal District, the largest 
  of the city’s regions, holding the major trade companies 
  and guild houses that keep coins coming in and out; the 
  Flow District, a hub for travelers, transients, and non-
  mercantile guilds in the city; and the Tide District, home to 
  the most warehouses. Unofficially, the Freezer sits in the 
  disc of eternal ice below the city’s streets, though the Azure 
  Council does not recognize it as an official city district.
  Open hostilities are discouraged by the presence of 
  the Knights of Glass, but in any city of this size crime 
  and murder become an issue. Gang warfare spilling out 
  of the Freezer and mercenary companies competing for 
  business in the Flow District keep the knights busy enough 
  with maintaining order. Travelers are advised to keep 
  to themselves and steer clear of any trouble that might 
  involve the Knights of Glass – they have a reputation as 
  ruthless enforces of the Azure Council’s will.
  
  Plane of Water
  64
  Fathomless Caves
  The Darkened Depths hold any number of lightless, 
  dangerous sites, and one of the most notorious are the 
  Fathomless Caves. It is widely assumed that the Plane of 
  Water has no bottom, but the further down one travels the 
  more rocks and earth debris are encountered, and a great 
  shelf of black rock holds the series of tunnels that make up 
  the Fathomless Caves. Aquatic dragons, krakens, aboleths, 
  elder sea worms, morkoth, and more lurk in the shadowed 
  darkness of these caves. Rumors persist of certain caverns 
  holding air, though it is agreed that most of the Fathomless 
  Caves are flooded completely.
  Several portals to the Plane of Earth can be found in 
  the Fathomless Caves leading to flooded areas of that 
  neighboring Inner Plane. Earth elementals, mud mephits, 
  and other border elemental creatures wander the caves 
  as well, and the dao genies regularly send teams of slaves 
  through to steal away pearls and other treasures of the 
  Plane of Water. Most slave teams do not return alive.
  The Freezer
  Inside the great disc of eternal ice that the City of Glass 
  rests upon squats a region known as the Freezer. The 
  Freezer is an open secret among the city’s residents, and 
  it contains a myriad of frosty tunnels dug into the ice over 
  the course of hundreds of years by malcontents, gangs, 
  and people who didn’t want to live under the thumb of the 
  Azure Council. The region spread quietly until it became 
  too big to ignore, though the Azure Council still does its 
  best to ignore it. Many attempts have been made to shut 
  down the Freezer, including collapsing the entire sheet of 
  ice and crushing all within it, but the ancient marid magic 
  has kept most options out of reach.
  There are several secret portals from other worlds and 
  city’s that lead directly into the Freezer and these portals 
  exist outside of the City of Glass network that the Azure 
  Council maintains. One such portal is known to exist in 
  the City of Brass on the Plane of Fire, though agents of the 
  council have been trying to shut them down for countless 
  years. In the Freezer, merchants sell their ways away from 
  the prying eyes of the council and the knights, and though 
  the prices might be higher, many buyers are willing to pay 
  the extra for the discretion. The main commodity that can 
  be found in the Freezer that is strictly unavailable in the 
  markets of the above city are souls. Yugoloth merchants, 
  bargaining devils, and unscrupulous demons seek out 
  specialized soul traders in the Freezer.
  Graveyard of Sails
  Floating in the Sea of Light is a mass graveyard of 
  sunken ships and broken debris. The entire mass is held 
  together by a swirling vortex leading to the Plane of Air 
  at its center, and this whirl is what pulls in the wreckages 
  like a magnet. Dozens upon dozens of wooden ships 
  have sunk and collected in this Graveyard of Sails, and 
  because of the water’s nature the wood does not break 
  down naturally. Undead pirates, fierce elementals, and 
  countless scavengers prowl the great wrecks, but for the 
  brave traveler a wealth of treasure and information can be 
  plundered.
  Great Coral Forest
  In the Sea of Light, the sprawling Great Coral Forest 
  stretches out for hundreds of miles. Some property of the 
  coral forest keeps it from rising or sinking too far from 
  its position, which is only several miles below the surface 
  of the Sea of Worlds. The entire mass of brightly colored 
  coral rests underwater where it provides food and shelter 
  for countless native creatures. Schools of fish swim in 
  and out of the natural coral “caves” along with predators, 
  such as sharks, eels, and numerous elementals. Several 
  outposts rest on or in the forest, including a sahuagin 
  settlement and an aquatic elf village.
  Isle of Dread
  The legend of the Isle of Dread has been spread across 
  the seas of the Material Plane for generations. Most 
  sailors believe it to be an island somewhere on a distant 
  ocean, but the truth is that it exists on the Sea of Worlds 
  on the Plane of Water. Powerful storms surround the Isle 
  of Dread, and these storms become so violent that they 
  create planar vortexes to the Material Plane on a regular 
  basis. These planar vortexes exist only during similarly 
  violent storms on the Material Plane, and they are big 
  enough to pull through a sailing vessel. Ships that pass 
  through find themselves on a planar ocean looking upon 
  an island of danger and death.
  A steamy jungle fills most of the Isle of Dread along with 
  a rough chain of mountains. Great monsters inhabit the 
  island – dinosaurs and their like dominate the food chain 
  at every level. Several tribes of savage humanoids eke out 
  an existence as well, and the center of the island holds a 
  large mysterious lake. Travelers that make it ashore find 
  that they must fight to survive but that a greater secret sits 
  on that central lake. There are some captains that have 
  found the Isle of Dread and returned back home to tell 
  their tale, passing through another vortex by some stroke 
  of luck or providence, but most that find it are never heard 
  from again.
  The Pearl of Blood
  Among the sahuagin, few stories invoke such reverence 
  and awe as the ones that involve the Pearl of Blood. This 
  massive pearl is blood-red in color and is said to hold the 
  wisdom of the most powerful sahuagin priestesses that 
  have died in the service of Sekolah the Joyful Hunter. 
  Legends about it claim that it can summon a great 
  tornado of sharks in the ocean to devastate opponents, 
  or that it can serve as a beacon for all megalodons in a 
  ten-mile radius. The possessor of the Pearl of Blood is 
  said to be able to control the megalodons, commanding a 
  near-invincible army of titanic sharks. The relic itself was 
  formed by a drop of Sekolah’s blood that crystallized and 
  formed a perfect sphere, if the stories are to be believed.
  
  Plane of Water
  65
  But these are all legends. The truth likely is somewhat 
  different, but the item has been lost for generations. 
  Nobody knows the current location of the Pearl of Blood, 
  though sahuagin priestesses are always on the hunt for 
  signs and portents to its eventual return. Did the powerful 
  relic get swept up in a storm and pushed to one of the 
  Material Planes? Does it sit somewhere in the Great 
  Coral Forest? Perhaps the marid found it and are keeping 
  it locked away in a storeroom somewhere in the Citadel 
  of Ten Thousand Pearls. Or perhaps Thrym, god of frost 
  giants, found it and it sits now in his secret vault in the Sea 
  of Ice. Wherever it is, if the Pearl of Blood were to return 
  to sahuagin hands it would herald a sweeping invasion of 
  much of the Plane of Water.
  Raftland
  Many ships have been pulled into the Plane of Water, and 
  most of the time they do not find their way back. Most are 
  boarded by sahuagin or other vicious planar raider or sunk 
  by one of the many storms that rock the Sea of Worlds, 
  but some manage to survive on the ruins of their boats. 
  Over the years, these survivors that pulled together other 
  flotsam and wooden debris, and they pulled these together 
  to form a massive floating “island” of broken ship parts 
  known as Raftland.
  Raftland travels with the tide and its size has helped it 
  survive the storms that continually appear in the volatile 
  skies overhead. Through it all, sailors and fishers of all 
  races have managed to survive and even thrive in Raftland. 
  They fish for food and the lack of salt in portions of the Sea 
  of Worlds creates plenty of drinking water. They’ve been 
  floating long enough on the Sea of Worlds that they’ve 
  developed into a small kingdom. King Atwood the Gray 
  Beard is the latest in the line of succession to rule the 
  Independent Kingdom of Raftland, and by all accounts he 
  is a murderous thief and a liar. Unfortunately, most of the 
  residents of Raftland are bloodthirsty pirates, so infighting 
  and bickering is common. But when the storms roll in, 
  they put aside their differences and work together to keep 
  their own slice of freedom from breaking apart and floating 
  away.
  Reef of Nightmares
  The most populated city of the sahuagin in the Plane 
  of Water is a dangerous region known as the Reef of 
  Nightmares. It sits in the Sea of Light close to the surface, 
  where the sahuagin raid ships pulled through portals for 
  food and treasure, and it stretches out for several miles. 
  Hundreds of sharks prowl the waters, and more than a 
  few megalodons are known to swim between the broken 
  coral pieces of the reef in search of food and prey. Several 
  sahuagin outposts rest on the Reef of Nightmares, each 
  competing with one another for total dominance and the 
  favor of Sekolah the Joyful Hunter.
  Sunken City of R’lyeh
  Titanic monoliths stand in a submerged crumbling 
  landscape of tumbled buildings too large for anyone but 
  a giant somewhere in the Darkened Depths. This is the 
  Sunken City of R’lyeh, where the elder god Great Cthulhu 
  slumbers to this day. Where did R’lyeh come from? Who 
  built it? Did Great Cthulhu construct it along with his alien-
  minded kin in the Far Realm? Or was it built by servitors 
  of the elder god? Why does Great Cthulhu slumber in its 
  depths?
  Truthfully little is known about this dangerous site 
  except that those that swim to it find the alien landscapes 
  defy all manner of logic. The eerie and unsettling masonry 
  has driven some travelers to madness, but worse are the 
  guardians of R’lyeh that slink over its fallen stone arches 
  and monoliths. These shambling monstrosities known as 
  shoggoths are little more than beasts, or so it is thought, 
  and they share certain characteristics with Great Cthulhu 
  itself. They are alien in thought, fierce in combat, and 
  entirely blasphemous to behold.
  In rare circumstances, when the stars are right, the 
  Sunken City of R’lyeh rises from its position in the 
  Darkened Depths to pierce the veil of the planes and rise 
  in some distant location on the Material Plane. Deranged 
  cultists of Great Cthulhu herald the arrival of R’lyeh with 
  sacrifice and savagery, hoping that the slumbering elder 
  god awakens and devours the world. The Sunken City has 
  risen on several occasions, but for whatever reasons Great 
  Cthulhu usually only awakens for a very brief time before 
  being called back to his prison.
  Trench of Death
  Without a doubt, the deepest portion of the Plane of Water 
  is a great crevasse in a massive shelf of rock known as 
  the Trench of Death. Deep, deep in the Darkened Depths, 
  this pitch-black hole is cold and lightless (the entire region 
  function as an ice pocket). What monstrous entity dwells 
  in this trench? The marid avoid the region above all others, 
  and certain legends among them speak of a creature that 
  existed before time. This creature, a titan of the highest 
  and oldest order, created the Plane of Water by ripping 
  a hole in the fabric of the world, spilling the contents of 
  another realm entirely and filling up this one. Does this 
  legend hold any truth? And if it does, what does it have to 
  do with the Trench of Death?
  The Trench of Death does hold some inhabitants, but 
  they dwell in the caves and niches along the slope leading 
  down the endless abyss of darkness below. Many eyes of 
  the deep keep lairs along the trench’s walls, along with 
  morkoth and a handful of degenerate krakens. Even these 
  great monsters refuse to swim into the darkness of the 
  trench mouth itself, where a strong current can suddenly 
  pull swimmers down into is gulf of endless night.
  
  Plane of Water
  66
  Vault of Thrym
  One of the massive icebergs floating in the Sea of Ice is 
  not like the others. This is the Vault of Thrym, created by 
  the god of frost giants to house some of his most secret 
  and powerful possessions. Rumors say that the only way 
  to access the vault is to possess a special key also crafted 
  by Thrym, though few know any details on this key. What 
  wondrous treasure rests in the Vault of Thrym? The 
  guardians of the iceberg vault are said to be among the 
  deadliest creatures from the Frostfell, and even inside 
  the halls and passages hold traps, dangers, and creatures 
  beyond death itself. Many travelers have died scouring the 
  Sea of Ice for this lost storehouse.
  Adventure Hooks
  Adventure abounds in the Plane of Water for those able to 
  withstand its aquatic nature. Below are some adventure 
  hooks that can be expanded upon by an enterprising 
  Dungeon Master looking to incorporate the Plane of Water 
  into their campaign.
  Welcome to Dread. While aboard a ship, the party and 
  the crew encounter a terrible storm. Battered but alive, 
  the party wakes up to find they are on the beach of some 
  mysterious jungle island. The Isle of Dread lays open to 
  them, and now they must venture further into the island’s 
  interior to find a way out. The lake in the island’s center 
  holds a secret that could transport them home, but finding 
  it is going to take all of their cunning and wits (and no 
  small amount of luck!).
  The Mysterious Locket. In a waterfront tavern, the 
  party is confronted by a beggar trying to sell a small golden 
  locket containing a mysterious wavy symbol. Regardless 
  of whether or not they purchase it, the beggar drowns 
  suddenly and violently with no obvious cause. What part 
  did the locket play in the beggar’s death? How does a man 
  drown in the middle of a tavern with no drink in hand? 
  The locket once belonged to a sailor, who was gifted it by 
  a nereid long ago as a sign of love and friendship. Over the 
  years, however, the sailor became bitter and angry, and 
  that resentment turned the locket into a tool of evil.
  Gold and Glory in the Graveyard. In the City of Glass, 
  the party is approached by a merchant guild with some 
  information they’d like to act on. A ship was pulled into 
  the Plane of Water by one of the storms, and this ship 
  was loaded to bear with gold, silver, and trinkets from 
  the treasury of some Material Plane king. The merchant 
  guild knows the name of the ship and that it now rests 
  in the Graveyard of Sails, but they need a discrete band 
  of adventurers to reach the mass ship graveyard before 
  other guilds find out about it. Do the characters trust 
  the merchant guild? What dangers await them in the 
  Graveyard of Sails?
  Nightmare of Blood. Something has riled up the 
  sahuagin in the Reef of Nightmares recently, and rumors 
  persist that they’ve uncovered information about the Pearl 
  of Blood. Holding this relic would be bad for all peace-
  loving denizens of the plane, so the Azure Council of the 
  City of Glass pulls the party in to have them investigate. 
  Has the Pearl of Blood surfaced? How do the characters 
  get into the Reef of Nightmares without alerting the 
  sahuagin colonies of their presence?
  Rise of the Great Flood. A hydromancer wizard on the 
  Material Plane, obsessed with the power of water, has 
  made an agreement with a greedy marid shah. The terms 
  of the agreement were not what the wizard bargained 
  for, and he found himself a prisoner of the marid’s power. 
  Now, with access to a wizard’s tower and a portal to the 
  never-ending Plane of Water, the marid seeks to flood the 
  Material Plane and pick through the ruins for treasure. 
  The party must get through the portal and shut it down, 
  which can only be done from the Plane of Water side, but 
  there they must contend with the marid’s personal slaves 
  and fighting forces.
  
  Plane of Water
  67
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling around the Plane of Water. Four separate tables 
  are provided – one for the City of Glass, one for the Sea of 
  Light, one for the Darkened Depths, and one for the Sea of 
  Worlds.
  City of Glass
  1d100
  city Of glass encOunteR
  01-05
  Kuo-toa merchants
  06-10
  Sahuagin priestess and entourage
  11-15
  Lizardfolk thugs
  16-20
  Marid and attendant sycophantic slaves
  21-25
  Planar traveler looking to get out
  26-30
  Locathah traders
  31-35
  Aquatic elf herbalists
  36-40
  Human merchants selling wares
  41-45
  Elf pickpocket
  46-50
  Storm giant seeking a treasure
  51-55
  Sea hag and water elemental servants
  56-60
  Eadro followers
  61-65
  Cultists of Olhydra
  66-70
  Water sphere holding merfolk traders
  71-75
  Knights of Glass on patrol
  76-80
  Polymorphed bronze dragon enjoying the 
  day
  81-85
  Quasit demon running an errand
  86-90
  Dwarf bard with an octopus assistant
  91-95
  Locathah mercenaries
  96-00
  Polymorphed green dragon looking for 
  trouble
  Sea of Worlds (surface)
  1d100
  sea Of WORlds encOunteR
  01-10
  Abandoned ship
  11-20
  1d6 giant sharks
  21-30
  Ship with dehydrated crew
  31-40
  2d10 sahuagin raiders
  41-50
  1d8 locathah
  51-60
  1d4 nereid
  61-80
  Powerful storm
  81-90
  Slime water
  91-99
  Uncharted coral island
  00
  1 megalodon
  Sea of Light
  1d100
  sea Of light encOunteR
  01-05
  2d6 merfolk
  06-10
  Red tide
  11-15
  2d8 sahuagin
  16-20
  Hot spot
  21-25
  1d4 merrow
  26-30
  Ice pocket
  31-35
  1d4 reef sharks
  36-40
  Slime water
  41-45
  1d4 hunter sharks
  46-50
  Whirlpool
  51-55
  1d4 hostile water elementals
  56-60
  2d8 locathah
  61-65
  2d4 sea worms
  66-70
  1d4 electric sea worms
  71-75
  1d4 nereid
  76-80
  1 marid
  81-00
  Powerful current
  Darkened Depths
  1d100
  daRkened depths encOunteR
  01-05
  1d6 sea hags
  06-10
  1d6 giant sharks
  11-15
  Ice pocket
  16-20
  1d10 hostile water elementals
  21-25
  1 morkoth
  26-30
  Slime water
  31-35
  1 kraken
  36-40
  1 dragon turtle
  41-45
  2d6 swarms of quippers
  46-55
  Whirlpool
  56-60
  1 eye of the deep
  61-65
  1 megalodon
  66-70
  1 caller of the deeps
  71-75
  Red tide
  76-99
  Powerful current
  00
  1d4+1 kraken
  
  Border Elemental Planes
  68
  Border Elemental Planes
  “Imagine for a moment that the four Elemental Planes of the 
  multiverse form a sphere, with each plane rolling into one another. 
  This is an oversimplification of course, but it helps to illustrate 
  the nature of the border elemental planes, or paraelemental planes 
  as they’re referred to in older texts. Where each plane “touches” 
  another, a distinct realm is created. It’s worth noting that this 
  behavior is quite unique in the multiverse – there are no other 
  similar border planes known to exist anywhere! Each of these 
  border elemental planes holds its own dangerous properties and 
  creatures, but for the most part these planes are not as expansive 
  or as settled as the core four. Exploration is not recommended for 
  the weak of body or will.”
  Astromarchus the Sage
  Wild and unruly, the border regions between the Elemental 
  Planes create distinct realms that act as a hybrid between 
  the neighboring regions. Where Air and Water meet, 
  the Plane of Ice is created; the border of Fire and Earth 
  creates the Plane of Magma; the meeting of Earth and 
  Water results in the Plane of Ooze; and the combination 
  of Air and Fire births the Plane of Ash. These realms are 
  smaller in scale than the core four, yet remain expansive 
  nonetheless – they are still each larger than most Material 
  Plane worlds!
  Some planar scholars say that the Border Elemental 
  Planes are relatively new in the multiverse, which is why 
  they don’t have dominant species of genies. Others say 
  that the constantly shifting nature of the Elemental Planes 
  keeps these border regions from settling, resulting in 
  regular patterns of activity that is unsuited to the formation 
  or continuation of intelligent species. Certainly there are 
  native creatures in these planes, but they tend toward the 
  animalistic in nature rather than intelligently civilized, 
  though certain exceptions exist (mephits, for example, but 
  they generally lack the discipline to craft lasting legacies).
  It has been theorized that the core energy types – fire, 
  acid, cold, and lightning – are birthed from the Border 
  Elemental Planes and not from their core Elemental Plane 
  counterparts. Like many things in planar lore, the truth is 
  likely never to be known and the facts remain debatable 
  in scholarly circles. For example, the cold energy type 
  certainly makes sense to originate from the Plane of Ice, 
  and it’s not too far of a leap to connect acid to the Plane of 
  Ooze. But how is fire a byproduct of the Plane of Magma? 
  And though lightning is common on the Plane of Ash, it 
  is not what most consider a dominant trait of the plane. 
  Debates continue.
  The Border Elemental Planes still contain enough 
  adventure potential to lure travelers and bands of heroes to 
  its inhospitable lands, though. Whether searching for the 
  lost Halls of Blazeheart in the Plane of Magma, running 
  from the frozen terrors in the City of the Elder Things on 
  the Plane of Ice, hunting for the secrets of the Slime Lord 
  Tombs in the Plane of Ooze, or picking through debris 
  across the Battlefields of Smoke on the Plane of Ash, 
  excitement and treasures abound for those brave enough 
  to seek them out.
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of the Border Elemental Planes as characters explore 
  and travel through it. These are suggestions of elements 
  that can be used in descriptions of the landscape and 
  denizens with the goal of actualizing the “outside” nature 
  of the multiverse beyond the Material Plane. Use them to 
  incorporate into encounters and adventures on the Border 
  Elemental Planes.
  Raging Elements. The four Border Elemental Planes 
  sit at the crossroads of the Inner Planes, and their very 
  existence is the result of powerful elemental forces 
  clashing on an almost inconceivable scale. The individual 
  elements of each Border Elemental Plane are constant 
  presences, from the titanic waves slamming into the 
  icebergs on the Plane of Ice to the fiery tornadoes whipped 
  up on the Plane of Ash.
  Constant Change. Nothing is static in the Border 
  Elemental Planes. Even the Plane of Ice, which most 
  picture as simply frozen in place, is a place of constant and 
  never-ending change, from water to ice and back to water 
  again. Mud bubbles and flows on the Plane of Ooze, roiling 
  lava eats away at porous earthen tunnels on the Plane of 
  Magma, and billowing choking clouds fill the skies of the 
  Plane of Ash. Everything is in motion on these planes, far 
  more than the Inner Planes.
  Strange and Wild. The awe-inspiring and raw elemental 
  forces that create the Border Elemental Planes find a way 
  to surprise travelers in new and strange ways. Whether it’s 
  a brilliant multi-colored icicle forest on the Plane of Ice, a 
  towering mountain of sludge on the Plane of Ooze, sticky 
  lava that clings to the ceiling of a vast cavern in the Plane 
  of Magma, or twinkling shards of obsidian dancing in a 
  firestorm on the Plane of Ash, there’s always something 
  amazing to see here. Some of it may only last a moment 
  and then be gone.
  Lay of the Land
  Each of the Border Elemental Planes is a distinct realm, 
  though there isn’t as much variation in the landscape as 
  the prime Elemental Planes.
  Plane of Ice
  The Plane of Ice sits between the Planes of Water and Air, 
  and it is one of the coldest planes in the multiverse. The 
  bulk of the Plane of Ice is comprised of a region known as 
  the Frostfell – broad, wind-carved tundras and mountains 
  hiding ice-locked lakes of unknown depth. The skies are 
  gray with constantly churning storm clouds pushed in 
  from the Plane of Air mixing with the heavy moisture from 
  the Plane of Water, and it is always snowing somewhere 
  across the Frostfell.
  
  Border Elemental Planes
  69
  Plane of Ash
  Between the Planes of Air and Fire is the Plane of Ash. 
  Scorching winds blow constantly through the Great 
  Conflagration, the main region, which is dominated by a 
  firestorm of immense proportion. The smoke-choked air 
  obscures vision to only a few dozen feet, and blackened 
  earth motes drift chaotically through the swirling ash. 
  Unlike the Plane of Air, gravity has an effect here, but the 
  supercharged heat from the Plane of Fire keeps even large 
  earth motes and objects afloat, though unstable. A red 
  glow from the fiery realm filters through the ash-filled sky.
  Plane of Magma
  Towering peaks and volcanoes pierce the Plane of 
  Magma on the borders of the Planes of Fire and Earth. 
  Mighty underground channels of lava cut through the 
  rock, creating a cycle of cooling and re-heating that keeps 
  the area full of dangers. The area is also known as the 
  Fountains of Creation, and in the deep caverns great seas 
  of magma are known to hide dangers and threats beyond 
  the real possibility of burning or drowning.
  Plane of Ooze
  The bubbling, rumbling Plane of Ooze rests between the 
  Planes of Water and Earth. Dominated by the aptly named 
  Swamp of Oblivion, this plane is difficult to travel on the 
  ground because of the sludge-like pools that dominate 
  the terrain. It’s not friendly to air travel either, though, as 
  great insect swarms act as dark clouds that block out the 
  meager light from the Plane of Water.
  Cycle of Time
  The Border Elemental Planes share dim ambient light 
  energy from the Planes of Fire and Water, which both 
  have regular day/night shifts. It isn’t as distinct as on those 
  Elemental Planes – a slight darkening of the sky at night, 
  and a brighter tinge to the air during the day. Most of the 
  travel and interesting sites on the Plane of Magma takes 
  place underground, and the Plane of Ice hides its fair share 
  of secrets below the surface as well, so in these regions no 
  exterior force exists to assist in recording the passage of 
  time.
  Surviving
  Each of the Border Elemental Planes offers its own 
  interpretation on ambient danger that travelers must be 
  aware of and contend with. The most straightforward is 
  the Plane of Magma. Falling into or being immersed in the 
  raw magma of the plane results in 55 (10d10) fire damage. 
  If a creature starts its turn in the magma, it takes the same 
  fire damage.
  On the Plane of Ice, the dangerous temperatures can 
  drive unprepared travelers into frosty graves. Creatures 
  and characters that complete a short or long rest anywhere 
  on the Plane of Ice must succeed at a Constitution saving 
  throw (DC 12 for a short rest, DC 18 for a long rest). 
  Creatures that fail gain one level of exhaustion. Bundling 
  up in Material Plane winter gear reduces the DC by 2. In 
  the Cloud City of Calypso on the Plane of Air, specialty 
  clothing shops make ice-repelling fur gear that can 
  offer advantage on the saving throw, but acquiring them 
  requires more than just gold.
  The Plane of Ash offers a similar hazard due to the thick 
  choking clouds. Creatures that need to breathe air must 
  make a DC 14 Constitution saving throw every hour; on 
  a failure they gain a level of exhaustion from the soot-
  filled clouds that dominate the plane. Wearing a strip of 
  cloth over the mouth moves the required saving throw to 
  once every 8 hours, but the cloth must be replaced at the 
  end of those 8 hours as it ceases to provide any benefit 
  afterwards.
  Traveling the Plane of Ooze offers no special threat to 
  living creatures, but the entire plane is considered difficult 
  terrain for the purposes of traveling on the ground. The 
  insect swarms and mudsinks are another matter entirely 
  (detailed under Hazards & Phenomena).
  
  Border Elemental Planes
  70
  Getting There
  The easiest access point for all of the Border Elemental 
  Planes is to travel to the Elemental Planes, reach the 
  region closest to the border, and keep traveling, though 
  the distance is variable and highly subjective to the whims 
  of the multiverse. If you are on the Plane of Earth and 
  travel to the Mud Hills, if you keep going through that area 
  you’ll eventually reach the Swamp of Oblivion and be on 
  the Plane of Ooze. Such travel is not without its inherent 
  dangers, as the natural properties of the Elemental Plane 
  give way eventually to the hostile nature of the Border 
  Elemental Plane, but the trip can usually be accomplished 
  by going in a certain direction.
  Portals exist to various points on each of the Border 
  Elemental Planes, but these tend to be spontaneous events 
  as much as purposely constructed permanent gateways. 
  Savage blizzards in hostile arctic terrain on the Material 
  Plane can create a sudden vortex to the Plane of Ice, and 
  the appearance of the right conditions in a particularly 
  nasty swamp can create a temporary gate to the Plane 
  of Ooze for a short period. The wizards and sages of the 
  Prismatic Order on the Plane of Air, specifically the Red 
  Master Mage and his apprentices, have one of the most 
  complete collections of known portals to the Border 
  Elemental Planes known to exist.
  Traveling Around
  Traversing the Border Elemental Planes carries its own 
  risks depending on the specific plane. The Plane of Ice 
  is dangerous because of the numbing cold and powerful 
  blizzards that spring up without warning, but beyond that 
  travel is relatively straightforward, on foot or flying. The 
  Plane of Ooze holds hidden dangers in its endless swampy 
  domain and moving about is difficult because of the thick 
  morass of sucking mud and slime – using a boat or finding 
  another way to stay above the muck is the fastest way to 
  move about from one location to another.
  The Plane of Ash is hazardous to breath and difficult 
  to see, but aerial creatures can fly relatively unimpeded 
  (avoiding the earth motes that dot the region and the 
  searing hot winds). The Plane of Magma offers the most 
  difficulties to traditional travel, as the entire plane consists 
  of underground shifting molten rocks. Creatures that need 
  to breathe air are going to be in for trouble, and those 
  without the ability to swim through lava or shift through 
  rock naturally need to find some magical means of getting 
  around outside of portals or gates.
  It’s worth noting that the Border Elemental Planes, 
  like the Elemental Planes, do not have the traditional 
  “compass” directions of north, east, south, and west. 
  Among planar cartographers, direction is usually identified 
  as inner – meaning towards the center of the Elemental 
  Planes, which is the Material Plane – or outer – towards 
  the absolutely realm known as the Elemental Chaos. 
  Each of the Elemental Planes uses its neighboring 
  Border Elemental Planes as a navigation point for 
  travelers. For example, on the Plane of Fire, efreet use 
  the terms “magmaward” and “ashward” to designate the 
  two opposite ends of the plane, and on the Plane of Water 
  cartographers in the City of Glass refer to the opposite 
  ends as either “iceward” or “oozeward.”
  Powerful & Mighty
  Few creatures or groups have claimed dominion over 
  large territories on the Border Elemental Planes. Rumors 
  persist of an Elemental Lord of Ice named Cyronax who 
  dwells somewhere in that frosty realm, but its plans and 
  desires have not yet been revealed to the multiverse. If 
  other elemental lords exist they have kept quiet to date, 
  and the generally hostile nature of the Border Elemental 
  Planes has kept others from making significant progress in 
  controlling regions.
  Fimbulvinter the White Doom
  The oldest and most powerful white dragon known to 
  exist in all the planes is a venerable great wyrm known 
  as Fimbulvinter, the White Doom. Fimbulvinter’s 
  extensive series of caves on the Plane of Ice is a sprawling 
  masterpiece of icicle mazes miles across filled with traps, 
  guardians, and no small amount of treasure, which the 
  dragon protects fiercely. Several cavernous systems attach 
  to the main lair, and these Fimbulvinter has installed his 
  progeny – white dragons infused with the power of the 
  elemental plane itself.
  Fimbulvinter has lived longer than any white dragon has 
  been recorded, and he has done so by being canny and 
  careful. His long life has given him wisdom, but he is still 
  prone to rage at the slightest frustration, a rage he takes 
  out by hunting packs of yeti and frost giants that roam 
  the Plane of Ice. Fimbulvinter is obsessed with collecting 
  artifacts that relate to his most hated foes, the giants. Long 
  ago, on some Material Plane, Fimbulvinter fought against 
  the forces of Thrym alongside scores of white dragons, but 
  the cataclysmic battles ended with the frost giants pushing 
  the dragons out.
  Fimbulvinter has never forgotten this, but rather than 
  trust blindly to his rage he has decided to study his hated 
  opponents. To that end, the White Doom employs a 
  network of planar treasure hunters and seekers, and he 
  is careful not to reveal himself as the secret proprietor of 
  these endeavors. What Fimbulvinter plans on doing with 
  his collection of giant artifacts is unknown at this point.
  
  Border Elemental Planes
  71
  Mephit Monarchs
  As far as is understood by planar scholars, no elemental 
  lords rule over the Border Elemental Planes. But that 
  doesn’t mean that no creature claims dominion over them, 
  if you count the loosely organized Mephit Monarchs in that 
  reckoning. Mephits are minor elemental creatures from 
  the Inner Planes, more intelligent than regular elementals 
  but possessing little actual power, even when they travel 
  to the Material Plane. They are petty, cruel, capricious 
  creatures, and four of them have decided to carve up the 
  Border Elemental Planes into their own private fiefdoms.
  Each of the Mephit Monarchs rules over a small dwelling 
  on their respective plane, claiming ownership over a much 
  larger area but only able to control a small portion. They 
  each hold “court” attended to by numerous minor mephits, 
  each one of which schemes for control over the throne. 
  These squabbles and bickering keep the Mephit Monarchs 
  from mobilizing and becoming a real force, at least so far, 
  but there is a possibility for one to stand out and truly unite 
  the minor elemental pests into a single power.
  Krakk the Boisterous is the King of Magma, and he stole 
  the throne from Krakk the Quiet, who killed the previous 
  Krakk the Mischievous during a skirmish, who lured 
  Krakk the Confused into a trap, and so on. Their home 
  is the Palace of Molten Delights, which is a fancy title for 
  an otherwise simple large cave crisscrossed with magma 
  rivers.
  Huranna Toecurler is the Queen of Ash, and she has 
  ruled the longest out of any of the Mephit Monarchs. Her 
  paranoia keeps her from establishing any true power to 
  date, but she has the most potential to affect an alliance 
  with the others – if she could get over her mistrust of 
  everyone. Huranna Toecurler and her court dwell in 
  Everember, a clump of ash tumbling through the Great 
  Conflagration with numerous tunnels carved into its bulk.
  Juro Joru is the King of Ice in the Frostfell, and he is 
  perhaps the most cruel of all the Mephit Monarchs. His ice 
  mephit subjects are all dreadfully afraid of their king, who 
  has been known to torture mephits and intruders with the 
  slightest of provocations. He holds court in the Dreadfrost 
  Fortress on the Plane of Ice, buried deep beneath the 
  tundra wasteland.
  The laziest of all the Mephit Monarchs is Lazzara the 
  Queen of Ooze. She is so enormous that she cannot even 
  fit through the exit to her Hall of Slime and Sludge, and 
  she must rely on the other ooze mephits to provide her 
  sustenance. Unfortunately for Lazzara, most ooze mephits 
  are just as lazy as she is, so she is constantly hungry and in 
  search of her next meal.
  Slime Lords
  The power of the Plane of Ooze is not readily apparent, 
  but beneath its murky surface lies a wealth of untapped 
  potential – or so believe the cabal of ooze manipulators 
  known as the Slime Lords. The group was founded by an 
  orc druid on a distant Material Plane, a sole survivor of a 
  raid by a rival orc tribe. Forced to fend for himself in the 
  swamp, this orc became enthralled with the natural power 
  of his surroundings, and he devoted his life to studying the 
  potential of the swamp around him.
  The orc lived a lonely life and grew powerful in his 
  solitude, but the lifespan of an orc is not long, and so he 
  sought to extend his vitality. This research led him to the 
  Swamp of Oblivion, where some property of the plane 
  could be tapped to extend one’s life. He communicated 
  with other scholars of planar lore and together they 
  traveled to the Plane of Ooze, where they built dwellings 
  out of mud and slime hardened by magic. The orc and his 
  fellows distilled potions and elixirs from the swampy plane 
  around them, and developed deep magical understandings 
  of the natural properties of the Swamp of Oblivion. He and 
  his fellows called themselves the Slime Lords.
  Over the years, the Slime Lords began to develop 
  sinister uses for their newly found power, and this attracted 
  newer members from across the multiverse. The orc who 
  founded the band cut himself off from physical contact 
  with the rest of the Slime Lords, but others stepped up to 
  take his place, including an ogre sorcerer, a mephit, and an 
  exiled dao. Their single building grew into a large complex, 
  called the House of Slime, and they continued their work 
  to perfect the secrets of slime and ooze.
  In their research and application, the Slime Lords 
  sought to steal secrets known only to Juilblex, the Demon 
  Lord of Slimes, from its wretched layer in the Abyss. The 
  effort did not go as planned, and in retaliation Juilblex used 
  its vast power to turn the House of Slime in the Swamp 
  of Oblivion into a permanent tomb for the Slime Lords 
  and their secrets. The mud-hardened tomb sank into the 
  swamp, taking with it the secrets of the Slime Lords and 
  their magic.
  Creatures & Denizens
  The Border Elemental Planes have no shortage of native 
  creatures, such as the beetle-like dripping crawlers of the 
  Plane of Ooze, the mysterious elder things in the Frostfell, 
  the ever-hungry lava sharks in the Plane of Magma, and 
  the cruel smoke-like belkers in the Plane of Ash.
  Beasts
  Numerous creatures found in the Material Plane can also 
  be encountered in the Border Elemental Planes. Insects 
  of all kinds crawl or buzz around the Plane of Ooze, 
  though of note are the dangerous dripping crawlers that 
  lie in wait in the mud before hurling acid at their victims 
  and devouring the remains. The Plane of Ice contains 
  ice spiders, aurochs, cave bears, crag cats, and other 
  predatory creatures found in extreme arctic zones.
  
  Border Elemental Planes
  72
  Several well-adapted species of giant bats and 
  bloodhawks wing through the Plane of Ash. Fewer 
  commonly encountered beasts live in the harsh and 
  extreme regions of the Plane of Magma, though some heat-
  resistant giant badgers and crayfish have been found.
  Elementals
  The raw power contained in the border elemental planes 
  creates unique elemental creatures along with the 
  standard varieties. The Frostfell holds numerous water 
  and air elementals along with ice elementals; fire, earth, 
  and magma elementals are found in the Plane of Magma; 
  earth, water, and ooze elementals populate the Plane of 
  Ooze; and the choking environment of the Plane of Ash 
  hides air, fire, and ash elementals. These elementals are 
  found in greater abundance than the other Inner Planes 
  and are usually hostile, perhaps owing to the raw and 
  untamed nature of the border elemental planes.
  Some unique creatures can also be found in these 
  hostile regions. Belkers are cruel monsters of the Plane 
  of Ash, though they often enjoy talking with their victims 
  before ripping them to shreds with their smoke claws. 
  Lava sharks swim through the currents of thick molten 
  rock in the Plane of Magma, devouring everything in 
  their path with enormous appetites. Mud serpents crawl 
  through the Plane of Ooze but are thankfully rare, as their 
  polymorphic spit can create problems for any traveler. 
  Frostmites drift in enormous clouds throughout the Plane 
  of Ice and can become quite the hazard due to the black 
  chills disease they spread.
  Mephits. Mephits are small beings comprised of pure 
  elemental energy, similar to genies – a comparison genies 
  are quick to dismiss. These smaller beings have claimed 
  all of the border elemental planes as their home, though 
  in truth they have little authority or power to enforce these 
  bold claims. The Mephit Monarchs work to expand the 
  reach of their own little empires and feud with each other 
  constantly, creating an environment where no one gets 
  ahead because they’re all pulling each other down. Mephits 
  are often summoned to the Material Plane by conjurers, 
  which give the elemental creatures a chance to spread 
  mischief and mayhem outside their own little territories.
  Hazards & Phenomena
  Like the rest of the Inner Planes, the Border Elemental 
  Planes have hazards that can wreak havoc on travelers 
  and natives at a moment’s notice. From chokeclouds on 
  the Plane of Ash, to deep freezes on the Plane of Ice, to 
  magmafalls on the Plane of Magma, to insect swarms 
  on the Plane of Ooze, each one of these realms holds 
  dangerous ways to threaten life and limb.
  Plane of Ash: Chokeclouds
  While the entire Plane of Ash is dangerous to creatures 
  that breathe air, the phenomena known as chokeclouds 
  can be particularly threatening. This is primarily due to 
  the fact that a chokecloud is near invisible on the plane 
  – it appears as little more than another cloud of ash and 
  embers in the red-lit endless sky.
  
  Border Elemental Planes
  73
  Creatures that encounter a chokecloud can make a DC 
  14 Wisdom (Perception) check to smell its presence, which 
  is made at disadvantage if a bandage or cloth is covering 
  the creature’s face to protect from the plane’s natural 
  hazard. Chokeclouds have a faint odor of brimstone, 
  stronger than the rest of the plane, and canny travelers that 
  detect the presence of the hazard can attempt to change 
  course to avoid direct contact with it. Creatures that 
  breathe air that run into a chokecloud, which is usually 
  miles across, must make a DC 14 Constitution saving 
  throw. On a failure they suffer 18 (4d10) poison damage 
  and gain a level of exhaustion, while on a failure they suffer 
  only half damage and no exhaustion.
  The saving throw must be repeated for every round 
  spent in the chokecloud. Escaping a chokecloud with a 
  flying pace of 30 feet or more requires a DC 14 Wisdom 
  (Perception) check and 1d6 rounds; flying at lower speeds 
  doubles the amount of time to escape.
  Plane of Ash: Red Lightning 
  Strike
  The Plane of Ash is riddled with streaks of red lightning 
  that dance between the thick ember-filled clouds that 
  fill the Great Conflagration. Some strange property 
  of the plane draws the red lightning to non-natives, so 
  encountering a burst of it while traveling involves a short 
  window of dangerous activity.
  A random non-native member of the party is targeted 
  by a bolt of red lightning, and the target must make a DC 
  15 Dexterity saving throw, suffering 21 (6d6) lightning 
  damage on a failure, or half as much on a success. The 
  lightning waits 1d4 rounds before it strikes another 
  random target, and it continues the cycle until 1 minute 
  has passed.
  Native creatures are often attracted by the red lightning 
  strikes. Roll for another random encounter, re-rolling 
  any non-creature result. The random encounter arrives 5 
  rounds after the red lightning strikes begin.
  Plane of Ice: Blizzard
  A wind constantly blows on the Plane of Ice, and it is 
  perpetually snowing at least a little throughout the bleak 
  days and bitter nights on the Frostfell. When a blizzard 
  picks up, however, it blankets a very wide region in high-
  speed winds and heavy snow. A blizzard on the Plane of 
  Ice lasts for a variable amount of time based on the below 
  table.
  plane Of ice blizzaRd duRatiOn
  1d20
  blizzaRd duRatiOn
  1-10
  8 hours
  11-14
  1 day
  15-17
  4 days
  18-19
  1 week
  20
  1 month
  During a blizzard, a whiteout occurs in a radius of 1d6 
  x 50 miles. During a whiteout, visibility is reduced to 30 
  feet and every 1 foot of travel requires 2 feet of movement 
  pace, which includes flying speed (but not burrowing) 
  because of the heavy snow. Any ranged attack in a blizzard 
  suffers disadvantage, and Wisdom (Survival) and Wisdom 
  (Perception) checks are also made at disadvantage. 
  Dexterity (Stealth) checks are made at advantage, however.
  Plane of Ice: Deep Freeze
  Snow and ice are constant threats, but one of the real 
  terrors of the Plane of Ice are the sudden drops in 
  temperature. Called deep freezes, these polar plunges 
  occur without warning and can freeze even the most 
  careful of travelers in a matter of minutes. A deep freeze 
  lasts 1d8 hours, during which creatures that are not 
  immune to cold must make a DC 14 Constitution saving 
  throw every round. On a failure they gain a level of 
  exhaustion. No amount of winter gear assists against a 
  deep freeze, only complete immunity to the cold.
  The only known way to escape a deep freeze is to get 
  underground. Some particularly unhinged guides that 
  have been to the Plane of Ice claim to have survived a deep 
  freeze wrapped in the body of a dead frost salamander, but 
  such prospects seem skeptical at best.
  Plane of Magma: Magmafall
  The most dangerous hazard on the Plane of Magma is the 
  magma itself, and some travelers think that by avoiding 
  the rivers of lava that cross the realm they are safe. 
  Unfortunately, magma has a way of shifting the landscape, 
  and sometimes that can happen above an unlucky group of 
  travelers. When this happens, a magmafall occurs, which 
  dumps scalding lava in an area 1d10 x 10 feet wide from 
  the ceiling or wall (determine randomly if necessary). 
  Creatures caught in a magmafall must make a DC 14 
  Dexterity saving throw. On a failure they are caught fully in 
  the cascading material, suffering 55 (10d10) fire damage 
  and becoming immersed in a sudden pool of lava 5 feet 
  deep. On a success they suffer half damage and are pushed 
  to the edge of the newly created lava pool.
  Plane of Ooze: Insect Swarms
  Moving about the Plane of Ooze is a dangerous prospect, 
  and not just because of the monsters that inhabit the realm 
  or the slow pace that overland travel must take. Enormous 
  swarms of insects feed off the muck and slime of the plane, 
  and they enjoy nothing more than a fresh meal of flesh 
  and blood. The first sign of these swarms is a drone-like 
  buzzing on the air that grows louder over the course of 1 
  minute, at which point a veritable black cloud of flies and 
  other airborne insects descend out of the gloomy sky.
  
  Border Elemental Planes
  74
  An insect swarm in the Swamp of Oblivion fills the area 
  with a heavily obscured cover, making sight difficult, and 
  the droning causes every Wisdom (Perception) check to 
  made at disadvantage. Spellcasters must make a DC 14 
  Constitution saving throw while concentrating on a spell 
  in an insect swarm every round or lose their spell, and 
  conversation becomes impossible at distances greater than 
  20 feet. Every minute spent in the insect swarm, creatures 
  suffer 10 (4d4) piercing damage from countless bites.
  The insect swarms on the Plane of Ooze last for 10 
  minutes and follow groups of travelers relentlessly until 
  driven away by some means. A strong blast of wind can 
  disperse the swarm, and creating a fire to smoke the 
  swarm out reduces the duration by half. Spells and effects 
  that affect normal insects also affect these swarms.
  Plane of Ooze: Mudsink
  While avoiding the great clouds of biting insects that infest 
  the Swamp of Oblivion, travelers may stumble blindly into 
  the other big hazard of the plane – mudsinks. A mudsink 
  appears as a normal region of swamp on the Plane of 
  Ooze, roughly about 50 feet in diameter, but any creature 
  walking into must succeed on a DC 15 Dexterity saving 
  throw. On a failure they are pulled down into the mudsink 
  up to their waist as the sucking mass surges around them, 
  affecting other creatures within 10 feet of the original 
  victim. Creatures that succeed on the saving throw avoid 
  falling into the mudsink entirely.
  Escaping a mudsink requires a DC 15 Strength check, 
  which can be aided by someone with a branch or pole 
  long enough to reach from the bank, granting advantage 
  on the check. A stuck creature is able to move 5 feet on 
  a successful check, so two such successes are necessary 
  under normal circumstances to escape. However, at the 
  end of a stuck creature’s turn, it must succeed at a DC 
  15 Strength saving throw. On a failure they are pulled 
  further into the mudsink, up to their shoulders, and further 
  attempts to escape are made at disadvantage (which can 
  be cancelled out through the aid of a non-stuck helper).
  After a third failure the mudsink pulls the victim down 
  bodily into the slime, forcing DC 15 Constitution saving 
  throws to avoid gaining a level of exhaustion every round. 
  Escape is only possible by succeeding at the DC 15 
  Strength check to climb out but it cannot be assisted once 
  the victim is fully submerged in the mudsink.
  Sites & Treasures
  With all the hazards and monsters on the Border 
  Elemental Planes, why would anyone go there? To seek out 
  treasure and wonders from the various mysterious sites of 
  course! There are numerous reasons to travel to one of the 
  Border Elemental Planes, and below are a sample list of 
  some of the most legendary that may pique the interest of 
  any adventure-seeking band.
  Battlefields of Smoke
  On the Plane of Ash, djinni and efreeti forces clash 
  regularly in a broad region that has become known as 
  the Battlefields of Smoke. The Diamond Citadel of the 
  djinn sits at one end, while the efreet Choking Palace is 
  on the other, and between them is a dense field of floating 
  rocks, debris, and swirling ash storms. The two opposing 
  elemental forces battle for control of this region because, 
  at its center, is a huge floating dormant volcano known as 
  the Mountain of Smoke. Long ago when it was pulled up 
  into the Great Conflagration the lava drained out, leaving 
  countless tunnels, tubes, and chambers inside, along with 
  a rare mineral known as jaspum. 
  Jaspum grows in the hottest of lava tubes and is 
  generally only found on the Plane of Magma, but through 
  some combination of factors the mountain in the 
  Battlefields of Smoke contains rich veins of the smoky 
  rose quartz-like mineral. Both the djinn and efreet covet 
  jaspum for the creation of magical jewelry, and thus the 
  battle for its control has raged for many years. Neither side 
  gains dominance for long, but over the years each side has 
  managed to mine away small portions of the mountain. 
  Rumors in the City of Brass and the Citadel of Ice and 
  Steel say that some primal guardian stalks the hollow 
  lava tunnels as well, making mining expeditions extra 
  dangerous.
  
  Border Elemental Planes
  75
  Bog of the Dead
  Creatures die all the time in the Plane of Ooze, and their 
  bodies are consumed by the swampy terrain and returned 
  to the landscape as food for the various plants that grow 
  and thrive. In the Bog of the Dead, however, this natural 
  cycle is interrupted by the sheer volume of dead creatures 
  dumped into it. The source of the dead bodies, humanoids 
  generally but also monsters of a wide variety, is a portal 
  that flares to life above the bog, from which pour the fallen 
  soldiers and foes of a powerful necromancer somewhere 
  on the Material Plane.
  Many of the bodies are former zombies and skeletons, 
  and some spark of necromantic energy mixes with the 
  natural power of the Swamp of Oblivion to create a 
  particularly dangerous region. Undead monsters grasp 
  and pull down travelers, and sometimes the portal opens 
  and dumps more dead creatures, or parts of them in some 
  cases, creating a grisly rain of decaying flesh. Treasure has 
  been known to be found among the fallen in the Bog of the 
  Dead, and the lure of discarded items is too much for some 
  scavengers on the plane.
  Choking Palace
  The border of the Battlefields of Smoke in the Plane of Ash 
  closest to the Plane of Fire is monitored and patrolled by 
  the efreeti forces from the Choking Palace. Currently, the 
  efreeti bey Zaahid Bilaal el-Diabris commands the troops 
  from the palace, which sits on an unstable floating island 
  made of burnt ash. Zaahid’s forces include ash elementals, 
  an elite squad of efreet warriors called the Five Flaming 
  Falchions, gargoyle mercenaries, and the best fighting 
  slaves pulled from the markets of the City of Brass. They 
  fight for control over the Mountain of Smoke and the rich 
  veins of jaspum contained in its depths, warring with the 
  djinn and their allies in the Diamond Citadel on the other 
  side of the great battlefield.
  The Choking Palace is an imposing gothic structure built 
  to inspire fear rather than hope. The forges run by azer 
  slaves beneath the onyx towers belch black smoke into the 
  air, mixing with the already toxic fumes of the Plane of Ash 
  to create massive clouds that settle around the palace. Bey 
  Zaahid is an ambitious efreeti noble from the City of Brass 
  who sees the conquest of the Mountain of Smoke as his 
  ticket to greater glories, perhaps even a place in the Grand 
  Sultan’s court, so he drives his forces into more and more 
  conflicts in an effort to overwhelm the djinn. He knows he’s 
  fighting an uphill battle – the djinn have more allies in the 
  region that are able to fly, but Bey Zaahid tries to make up 
  for that difference in sheer numbers.
  City of the Elder Things
  Frozen in a wind-swept valley in an area of low mountains 
  on the Plane of Ice sits a sheltered site of madness and 
  monsters. This City of the Elder Things possesses cubic 
  architecture unlike any seen elsewhere, either on the Plane 
  of Ice or beyond, and the slumbering inhabitants are alien 
  creatures utterly beyond the understanding of most beings. 
  These elder things sleep in deep hibernation in the vaults 
  and catacombs beneath the curious stone buildings and 
  arches that make up the frozen city, but their guardians 
  remain active and alert to intruders.
  The most chilling accounts come from adventurers 
  and travelers that came upon the city by mistake while 
  searching for something else, and they tell of great 
  bubbling slimes with unnatural intelligence that move 
  about the city’s halls and chambers. Some elder things 
  have been encountered above ground as well, either having 
  been disturbed out of their hibernation or plotting some 
  nefarious scheme, and they command traps and puzzles 
  that utilize powerful elemental forces completely unheard 
  of across the Inner Planes.
  Yet, some planar scholars seek to catalogue and unearth 
  the true secrets of the City of the Elder Things. Where 
  did it come from? What are the true motivations of its 
  builders? Why do the elder things hibernate and what are 
  they waiting for? The answers to these questions may lie 
  somewhere in this frozen city of death and madness on the 
  Plane of Ice.
  Diamond Citadel
  At the opposite end of the sprawling Battlefields of Smoke 
  on the Plane of Ash from the efreeti Choking Palace 
  stands a gleaming spike of architectural marvel known as 
  the Diamond Citadel. In a plane filled with soot and ash, 
  the gleaming walls of this djinni citadel are always clean 
  and sparkling, a beacon of light and hope standing in 
  stark contrast to the darkness belched out by the Choking 
  Palace. The djinn pulled a cloudstone island from the 
  Plane of Air into the Great Conflagration, and through 
  magic and regular upkeep the island and diamond walls 
  are kept meticulously clean.
  The djinni forces at the Diamond Citadel are 
  commanded by Shahinji Tahaani Randa al-Muraji, a 
  female djinni working her way through the military of the 
  Great Caliph. She has sworn in the presence of the Great 
  Caliph to control the Mountain of Smoke, and to that end 
  she has been given control over the hippogriff-mounted 
  unit known as the First Scimitar Air Cavalry, along with 
  aarokocra soldiers from Aaqa. Shahinji Tahaani has her 
  entire campaign planned out, and to date her forces have 
  been performing exactly as she planned. Her plan does 
  require a lot more time, however, something that is getting 
  the Great Caliph and his advisors very nervous about the 
  prospects of actually controlling the Mountain of Smoke. 
  Only time will tell if they can prevail against the efreeti 
  forces gathered at the other end of the great battlefield.
  
  Border Elemental Planes
  76
  Throne of Blazeheart
  Long ago, the azer of the Plane of Fire sought to settle 
  new lands away from the raiding parties of the efreet. 
  Several large clans of azer left their mountainous homes 
  in the Fountains of Creation and traveled deeper into the 
  Plane of Magma. They crossed rivers of lava and caverns 
  of wonder before finally settling into a massive chamber 
  that once fed a titanic volcano. The azer carved homes and 
  forges from the walls and founded Blazeheart, a kingdom 
  to call their own.
  The exact details of what happened to Blazeheart are 
  unclear, but something tragic happened and the city of 
  the azer was consumed by powerful forces that could 
  melt all of their mighty works. All except the throne of the 
  azer king of Blazeheart, which now sits somewhere in the 
  Plane of Magma in a buried chamber. The rumors say the 
  throne is possessed with the souls of all the azer dwellers 
  of Blazeheart, and they are imbued with knowledge of the 
  planes beyond the understanding of most scholars and 
  wizards. Some azer have gone out in search of the throne 
  to learn of what befell of Blazeheart and its structures, but 
  so far none have returned from the journey deep into the 
  Plane of Magma.
  Lair of Fimbulvinter
  One of the oldest and most powerful dragons in the 
  multiverse is a truly ancient white dragon called 
  Fimbulvinter the Winter Doom. He claims a sprawling 
  series of frozen caves below the wind-swept tundra of the 
  Plane of Ice as his lair, which he has continually expanded 
  and built out over the centuries. Many of the passages are 
  large enough for the great dragon to fly through, and he 
  has secret side tunnels that lead to hidden portals that 
  allow him to access much of the multiverse. Ice golems 
  and ice elementals patrol much of the lair as well, keeping 
  intruders out, but it is rumored that Fimbulvinter becomes 
  aware of any unwanted entry to his lair at any time.
  Some parts of the massive megalair are given over to 
  Fimbulvinter’s offspring, ancient and powerful dragons 
  in their own right, and they squabble with one another 
  over their father’s unbelievably large treasure horde. 
  Fimbulvinter’s obsession with gathering artifacts related 
  to his most hated foes, giants, means he spends little time 
  watching his children, but he also knows that if anything 
  truly valuable were stolen he has the might to take it 
  back with little effort. Several tribes of yetis worship 
  Fimbulvinter as a dragon god, something that amuses the 
  Winter Doom, and he allows them to live in sections of his 
  lair and provide another level of security.
  Lost Mire
  The Plane of Ooze is a vast, unwholesome swamp, filled 
  with insects and monsters that want nothing more than 
  to eat travelers and spit out their bones. It is also a realm 
  where things can go missing for a long time, and nowhere 
  is that truer than the Lost Mire. Deep shadows hang over 
  this foreboding region, leading some to believe it holds a 
  strong connection to the Shadowfell, and dark voices can 
  be heard on the winds that howl through the stands of 
  gnarled trees.
  Some ancient force holds sway over the Lost Mire, and 
  any object that is thrown into its depths becomes trapped 
  for a period of 1,000 years. What force keeps it away from 
  the multiverse is unknown, but it is strong enough to keep 
  even deities from retrieving them. After the century has 
  passed, the object is regurgitated back into the Plane of 
  Ooze, usually violently and in a random direction. Shadow 
  creatures patrol the region and seem to do the bidding 
  of whatever force keeps things lost in the Lost Mire, but 
  that hasn’t stopped adventurers and treasure seekers from 
  seeing what bubbles up every now and then. 
  Obsidian Observatory
  The Plane of Magma is a very inhospitable place, but 
  for the wizard Tressafyne it also might hold the key to 
  understanding the multiverse. She and a small band of 
  apprentices learned of ancient lines of magic that run 
  through the Plane of Magma, and they believe these lines 
  connect up to every portion of the multiverse in some way. 
  In order to study the strange phenomena, which many in 
  the planar scholarly community do not believe really exist, 
  Tressafyne commissioned a building where she could 
  conduct her research. The azer that built it considered 
  her mad, but they did as they were paid, and the Obsidian 
  Observatory was constructed to Tressafyne’s exact 
  specifications.
  The Obsidian Observatory is a large dome made of shiny 
  black obsidian, magically treated to withstand the power of 
  the lava around it, with several towers protruding along its 
  top. Tressafyne chose a cavern in the Plane of Magma that 
  seemed to be the focus of the magical lines she believed 
  would unlock the multiverse’s secrets, though over time the 
  cavern has collapsed and reformed due the flowing molten 
  rock of the plane. The observatory remains anchored in 
  place, however, which seals her and her apprentices off for 
  years at a time. Has Tressafyne found something? Or has 
  she truly gone mad?
  
  Border Elemental Planes
  77
  River of Rage
  Magma is often viewed allegorically linked to anger, but on 
  the Plane of Magma that link has manifested as a tangible 
  location. The River of Rage is a magma flow river that cuts 
  its way through the rocks of the plane with a passionate 
  fury, and it hungrily devours any and all that get it in 
  its way. It is theorized that some elemental intelligence 
  commands the River of Rage, and that it can redirect its 
  flow at any time in any direction in pursuit of new victims 
  to consume. The bubbling river of lava is more volatile 
  than most on the plane, with great bubbles of crimson 
  erupting from its fast-flowing surface, and it splashes and 
  moves more like water, allowing it to move swiftly through 
  slower moving pools of magma.
  And it’s not just the lava that travelers must worry about. 
  Sentient victims of the River of Rage turn into ghostly 
  apparitions that follow its course and goad other creatures 
  into falling into its path. These ragewraiths are spirits of 
  elemental fury, consumed with adding more numbers to 
  the ever-hungry River of Rage. They are the embodiment 
  of furious evil, though they have been known to appear in 
  other planes when a particularly angry individual perished 
  while holding on to their internal rage.
  Slime Lord Tombs
  The Slime Lords were a group of wicked spellcasters that 
  used powerful transmutation magic in new and devious 
  ways. They built a complex on the Plane of Ooze called 
  the House of Slime to conduct experiments and magical 
  research, pulling power from the very plane around them, 
  and they were very successful at their efforts. Each of 
  the individual Slime Lords had a wing of the House of 
  Slime that was theirs, though infighting and treachery 
  were common. The leader of the Slime Lords was an 
  orc wizard from the Material Plane whose sheer will and 
  determination kept the rest of his fellows in line.
  Until they interfered with Juiblex, Demon Lord of Slime, 
  in his lair on the Abyss. What secrets were stolen have 
  never been known, but when Juiblex learned of the thieving 
  efforts he brought down a terrible wrath upon the Slime 
  Lords. The Swamp of Oblivion rose up at the command of 
  the demon lord and encased the House of Slime, trapping 
  them inside, and then it sank beneath the muck of the 
  plane. Did any Slime Lords escape? What happened to 
  their research and magical powers? Some wizards have 
  sought out the sunken House of Slime, now referred to as 
  the Slime Lord Tombs, but to date none have found it and 
  lived to tell the tale.
  The region of the Plane of Ooze that sits above the Slime 
  Lord Tombs is known to have bizarre magical properties 
  and strange construct-like guardians. Acidic rain, slime 
  from the swamp that moves up into the sky, geysers of 
  muck, and more keep the unwary from finding the sunken 
  home of the Slime Lords.
  Tundra Pits
  On the Plane of Ice, the frozen tundra that stretches 
  across the realm is broken up periodically by ice-covered 
  mountains. But in one spot, the landscape dips down and 
  creates a broad bowl-shaped depression that stretches for 
  more than a hundred miles. The howling wind is lessened 
  inside the depression, the interior of which is dotted with 
  countless holes. This region is known as the Tundra Pits, 
  and the ice sheet on the floor sits over a curious porous 
  stone that creates pits with a depth from 10 feet up to 100 
  feet or more.
  Travelers and explorers of the Frostfell have taken refuge 
  in the Tundra Pits from the unrelenting cold and wind of 
  the plane, only to find themselves trapped in a surprisingly 
  deep pit. Some of the pits lead to a series of caves, while 
  others sit in frigid zones that can freeze a creature in a 
  matter of moments.
  Adventure Hooks
  Like the rest of the Inner Planes, the Border Elemental 
  Planes can be an exciting location for an adventure, or a 
  lingering power originating from one of the realms can 
  affect the Material Plane. Ash, ice, magma, or ooze, these 
  places hold a wealth of adventure possibilities and dangers 
  just waiting to be uncovered.
  Storm of Frostmites. As winter descends, a strong 
  blizzard kicks up, dumping swarms of frostmites from 
  the Plane of Ice onto the unsuspecting people. What 
  drew the frostmites through the spontaneous portal 
  from the Frostfell to the Material Plane? Turns out it was 
  deliberate and a priestess to an ice deity opened the portal 
  deliberately, and the characters find themselves in the 
  unique position of tracking the priestess down in her icicle 
  tower and stopping her reign of icy terror.
  Oozemaster’s Staff. A band of bullywug thugs have 
  been harassing travelers along a swampy road with 
  renewed vigor, and the characters are asked to put a stop 
  to them. The bullywug leader holds a staff that allows him 
  to channel the power of the Plane of Ooze, making their 
  lair a difficult place to navigate. Who gave the bullywug 
  the staff? What other powers does it hold? And why do the 
  ooze elementals keep popping up to try and take it back?
  
  Border Elemental Planes
  78
  Crashing the Ashen Party. The Mephit Monarch on the 
  Plane of Ash is looking to build an alliance with her mephit 
  cohorts across the Border Elemental Planes, an alliance 
  that threatens to destabilize a trade deal with a planar 
  merchant company operating out of the City of Glass on 
  the Plane of Water. The characters are drawn into the mix 
  when they rescue a member of the merchant company, 
  who ask the party travel to the Plane of Ash and disrupt 
  the meeting between the representatives of the Mephit 
  Monarchs in Everember. How they go about disrupting the 
  meeting is up to them, but it’s likely to create some long-
  lasting enmities with the Mephit Monarchs.
  Dagger of Smoke. The characters find themselves in 
  possession of a curious dagger made of jaspum, a smoky 
  rose quartz, mined from the Mountain of Smoke on the 
  Plane of Ash. The dagger draws unwanted attention to the 
  party from efreet strike forces, but they also befriend an 
  undercover djinni who explains the source of the material. 
  The djinni is looking for help in a secret strike into the 
  Mountain of Smoke to destabilize the mining operations 
  established by the efreet, and the characters seem like just 
  the capable type to take on the mission.
  Armageddon Under Ice. A band of diviners have 
  learned of a doomsday machine in the City of the Elder 
  Things that must be stopped, and so they seek out 
  the characters to help stop the impending disaster. 
  The diviners are vague on the details, but the sense of 
  impending doom is strong enough for them to charter 
  the characters to travel into the Plane of Ice, find the City 
  of the Elder Things, and stop whatever mechanism is 
  poised to end life across the multiverse. But what truth is 
  really lurking in the frozen megalithic city of curious cubic 
  buildings? The characters must brave madness and death 
  to find out!
  
  Border Elemental Planes
  79
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  is traveling around the Border Elemental Planes. Four 
  separate tables are provided – one for the Plane of Ash, 
  one for the Plane of Ice, one for the Plane of Magma, and 
  one for the Plane of Ooze.
  Plane of Ash
  1d100
  plane Of ash encOunteR
  01-10
  1 belker
  11-20
  1d6 hostile ash elementals
  21-30
  1d6 hostile fire elementals
  31-40
  1d6 swarms of ash rats
  41-50
  1d4 efreet
  51-60
  Chokecloud
  61-65
  Red lightning strike
  66-99
  1d4 djinn
  00
  1 ancient blue dragon
  Plane of Ice
  1d100
  plane Of ice encOunteR
  01-10
  1d4 frost giants
  11-20
  1d6 hostile ice elementals
  21-30
  1d6 hostile air elementals
  31-40
  1d3 frost salamanders
  41-50
  Blizzard
  51-60
  Deep freeze
  61-65
  1d6 yeti
  66-99
  1d4 remorhaz
  00
  1 ancient white dragon
  Plane of Magma
  1d100
  plane Of magma encOunteR
  01-10
  1d6 lava sharks
  11-20
  1d6 hostile magma elementals
  21-30
  1d6 hostile fire elementals
  31-40
  1d6 hostile earth elementals
  41-50
  1d4 efreet
  51-60
  1d6 azer miners
  61-65
  Magmafall
  66-99
  1d4 ragewraiths
  00
  1 ancient red dragon
  Plane of Ooze
  1d100
  plane Of OOze encOunteR
  01-10
  1d6 hostile ooze elementals
  11-20
  1d6 hostile water elementals
  21-30
  1d4 dripping crawlers
  31-40
  1d6 mud serpents
  41-50
  Insect swarm
  51-60
  1d6 gelatinous cubes
  61-65
  Mudsink
  65-99
  1d4 green hags
  00
  1 ancient black dragon
  
  Astral Plane
  80
  Astral Plane
  “The Astral Plane is an anomaly. Even thinking about it as a plane 
  is technically wrong, as it is simply the space between the planes, 
  but the nomenclature can be made to work if it is thought of as 
  transitive space. Between the Material Plane and the Inner Planes, 
  and between the Inner Planes and the Outer Planes, the Silver 
  Void of the Astral sits, facilitating not just travel but life itself. Or 
  at least intelligent life, which likely draws cognitive essence from 
  the Astral in some way not yet understood. However, whatever its 
  original intention, it has become a place of breathtaking wonder 
  and limitless danger.”
  Lillandri the Moon Mage
  The Astral Plane is the connective tissue between the 
  multiverse, a place both within and outside most of it. For 
  most Material Plane natives, the Astral Plane is little more 
  than a conduit that is used to access the rest of the planes, 
  and even then it may not register as a place worth visiting. 
  But as a realm of powerful thought and pure belief, it can 
  hold wonders and treasures from bygone times and eras 
  just waiting to be discovered.
  Those wonders are guarded by some fierce monsters, 
  including creatures such as the githyanki, perhaps the 
  most famous of the Astral Plane residents. The curious 
  thing about them is that they are not natives – they were 
  refugees from some other place, where they escaped 
  bonds of servitude at the hands of illithids. They’ve gone on 
  to colonize portions of the Astral Plane, and have learned 
  to harness their impressive mental capabilities to power 
  great ships that sail the Silver Void as quickly as worldly 
  ships travel an ocean.
  And while at first glance the Silver Void earns its 
  name as being empty, travelers that go long enough 
  and far enough can find islands of material from across 
  the multiverse. Great physical masses float tranquilly 
  through the Astral Plane, the husk-like remnants of gods 
  the multiverse forgot about or were defeated by others. 
  Islands of earth, clouds of water, and more have been 
  pushed or pulled into the Astral Plane by a host of events, 
  accidental and deliberate, from a multitude of other planar 
  destinations.
  Adventure seekers drawn into the Astral Plane may find 
  the githyanki city of Tu’narath, explore the vast Field of 
  Stars, search for the legendary Colorless Pool, or mine for 
  rare astral diamonds within the Silver Mountain. These 
  places and more lay scattered about the Astral Plane, just 
  waiting for explorers to uncover.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of the Astral Plane as characters explore and 
  travel through it. These are suggestions of elements 
  that can be used in descriptions of the landscape and 
  denizens with the goal of actualizing the “outside” nature 
  of the multiverse beyond the Material Plane. Use them to 
  incorporate into encounters and adventures on the Astral 
  Plane.
  Silvery Vapors. The Astral Plane is filled with endless 
  silvery vapors, constantly swirling and reforming in a vast 
  unending landscape. There is no up or down, no sense of 
  direction at all, and nothing solid to get a bearing from. 
  Sailors and travelers used to more traditional navigation 
  usually find this disorientation distracting, but the 
  githyanki have learned to train their senses to watch for 
  the nearly imperceptible shifts that occur within the Silver 
  Void to navigate.
  Time Stands Still. The Astral Plane is a time-locked 
  plane of transitive nature. Things move and drift, and even 
  the astral conduits that weave through the multiverse tend 
  to twist in the silvery nothingness, but a mortal creature 
  doesn’t need food, air, or water for as long as they are in 
  the Astral Plane. Natural aging ceases altogether – hair 
  and fingernails don’t grow, skin doesn’t flake off, and 
  creatures neither increase nor decrease in height due to 
  age. Similarly, wounds don’t heal while in the Silver Void, 
  though magic and other replenishable abilities still need to 
  recharge.
  Thought-Powered Action. A thought has a physical 
  connection on the Astral Plane. The very nature of the 
  Silver Void connects it with the latent psychic powers 
  of all beings. The actual physical movement of walking, 
  for example, is incredibly difficult on the Astral Plane at 
  first – the person has to think about the action to have 
  it realized in the smoothest and easiest possible way. 
  Naturally psychic creatures, such as illithids and the gith, 
  find this transition natural, while most others flounder for 
  a bit especially upon first arriving in the Astral Plane. An 
  adventurer has to think about their action as deliberate 
  movements, something most mature beings have long ago 
  mastered in other planes.
  Lay of the Land
  The Astral Plane is a vast realm of eternal silver twilight, 
  with no discernible direction or regional break across the 
  entire plane. Planewalkers call the plane the Silver Void 
  for a good reason, and upon first contact it presents an 
  empty silvery sea, devoid of any substance. But it is not 
  empty, and the plane operates on thoughts and willpower 
  more than the elemental building blocks of the multiverse. 
  This basis creates a lot of strange situations that can 
  understandably confuse new travelers.
  
  Astral Plane
  81
  And, contrary to this first impressions, the Astral Plane 
  is not even empty of locations and phenomena. The 
  most commonly encountered feature are color pools – 
  two-dimensional circles of varying color that allow easy 
  transportation to other planes in the multiverse. As one of 
  the most frequently traveled planes across the multiverse, 
  it’s also not uncommon to run into other planar travelers, 
  usually on their way to somewhere, but the sheer size of 
  the Astral Plane makes such encounters rare.
  How big is the Astral Plane? Planar scholars have 
  debated this question for ages, and the most common 
  answer is “forever.” There is no end to the Silver Void, 
  where time and direction are meaningless, and the nature 
  of the plane means that finding places to go requires 
  expending mental energy and having a clear vision rather 
  than knowing a specific path or route.
  Besides color pools and the detritus of the multiverse, 
  travelers on the Astral Plane are likely to see astral 
  conduits – ribbons and tubes of various color that wind 
  through the Silver Void. These conduits are sealed portals 
  linking the planes of the multiverse, and are used normally 
  by the souls of the dead moving from their place of death 
  to their final resting place. On other planes, astral conduit 
  openings are difficult to find and often have unusual means 
  of accessing them.
  Cycle of Time
  On the Astral Plane, time does not pass the same as 
  it does across the rest of the multiverse, so there is no 
  measure of time that is useful or meaningful. This means 
  that a creature on the Astral Plane does not age for as long 
  as they remain on the Astral Plane, and they also do not 
  feel hunger or thirst. Travelers still “feel” the passage of 
  time – a minute that passes feels like a minute anywhere 
  else, and this time distortion doesn’t affect spells or other 
  time-based effects.
  Surviving
  The Astral Plane is not hostile to life, and some quirk of 
  the “air” in the plane means that any creature that breathes 
  anything can breathe in the Silver Void. Creatures that can 
  only breathe water can travel side-by-side with another 
  creature that breathes only rock. In this way, there are few 
  friendlier planes in the multiverse for simply existing.
  However, because time does not pass as it normally 
  would, creatures cannot regain hit points by spending 
  hit dice during a rest and they do not regain hit points 
  during a long rest. Magical healing functions as normal, 
  but bodies do not register time as passing so they don’t 
  heal naturally. Certain areas on the Astral Plane, such as 
  the Inn of the Silver Lantern, have special properties that 
  overcome this aspect of the plane.
  Getting There
  The simplest way to enter the Astral Plane is through the 
  use of the astral projection spell. Using this spell, travelers 
  into the Silver Void have their spirit forms transported 
  only, leaving their material bodies behind. A special 
  connection called a silver cord links the spirit form to the 
  physical body, allowing the targets to traverse the Astral 
  Plane at will. If the traveler’s spirit form is reduced to 0 
  hit points, the silver cord simply pulls back the person 
  back to their physical body. Unfortunately, one of the most 
  frequently encountered hostile creatures on the Astral 
  Plane – the githyanki – have special weapons that allow 
  them to cut a silver cord, severing the tie and killing the 
  target immediately.
  Gates exist across the multiverse linking the various 
  planes to the Astral Plane as well, but these are generally 
  hidden and require a key of some sort to activate. The key 
  for such a portal does not need to be a physical object, 
  it can possibly be a gesture or series of actions instead. 
  Volumes of gate lore are recorded by planar scholars 
  across the multiverse; the most extensive catalogue 
  belongs to the library of Arx Infinitus, home to the Codex 
  Keepers in the Ethereal Plane.
  Once a traveler has reached the Astral Plane, finding a 
  way out is very straightforward. Floating portals exist in 
  the Silver Void called color pools which link to other gates 
  in other planes. The colors of these pools reflect their 
  destination – ruby for the Nine Hells, emerald green for 
  the Beastlands, jet black for Limbo, and so on. This makes 
  the Astral Plane an ideal stopping point for finding a portal 
  to another plane, as it is the only place where such gates 
  are easily identifiable and discovered.
  Traveling Around
  As a realm of thought, moving around in the Astral Plane 
  is not so much a physical act as a mental one. Creatures 
  on the Astral Plane have a flying speed equal to 3 x its 
  Intelligence score while traveling on the plane. Physical 
  movement is possible as well, but it’s clumsy, so a creature 
  relying on its walking speed has a flying speed equal to half 
  its walking speed. Creatures that can swim or fly can move 
  normally, choosing to use their Intelligence, swimming, or 
  flying speed to move around.
  Distance is a very abstract concept on the Astral Plane 
  as well. While the plane is theoretically infinite, reaching 
  a specific destination relies more on willpower and a clear 
  mental picture than anything else. Traveling to a location 
  on the Astral Plane requires a number of hours based on 
  how familiar the traveler is with their destination. Use the 
  following chart as a guide.
  
  Astral Plane
  82
  astRal plane tRavel times
  familiaRity
  tRavel time
  Very familiar 
  2d6 hours
  Studied carefully
  1d4 x 8 hours
  Seen casually
  2d4 x 8 hours
  Viewed once
  1d6 x 16 hours
  Description only
  2d6 x 16 hours
  A “very familiar” location is one the traveler has been 
  to multiple times. “Studied carefully” is a well-known 
  place that the traveler has been to at least once. A 
  color pool used previously would usually fall under the 
  “studied carefully” category. “Seen casually” is a place 
  witnessed from a distance, or one that is similar to a 
  better-known location – a color pool of the same color as 
  used previously, for example. “Viewed once” would be a 
  place seen through magic, and “description only” could be 
  related to the traveler verbally or written by a third party.
  The nature of the Astral Plane means that there are no 
  encumbrance penalties for travel.
  Powerful & Mighty
  To date, no overarching power has been found to be 
  lurking behind the Astral Plane, and most planar scholars 
  agree that no such entity or intelligence exists. That 
  doesn’t mean other organizations and powerful creatures 
  haven’t found the Silver Void to their liking, and travelers 
  into the Astral Sea should best be knowledgeable about 
  these groups and their desires.
  Godsblood Fellowship
  Across the history of the multiverse, there have many 
  gods that have perished. Some violently, but most through 
  simple loss of worshippers, depriving them of their 
  deific power until they eventually fade away. Or at least, 
  they fade away from their plane of residence. As a god’s 
  power wanes and fades, a peculiar island appears in 
  the Astral Plane, representing the memory of the fallen 
  deity coalesced as a rocky formation. They bear little 
  resemblance to their former power, but each is unique and 
  contains untapped potential for power.
  Or so the members of the Godsblood Fellowship believe. 
  These researchers, wizards, scholars, treasure hunters, 
  and necromancers have gathered together to study and 
  utilize the god-isles that float through the Astral Plane. 
  They were founded by a pair of priests who had lost faith 
  in their god long ago, but after some tragedy returned 
  to the faith – only to find the faith gone as the god had 
  “died.” They scoured the Silver Void until they found 
  their deity’s god-isle, and upon it they built a home to live 
  and watch over their fallen god. During this time they 
  discovered strange creatures called husks that manifested 
  some power, and fascinated they began to research what 
  properties lay in the physical remnant of their god’s power.
  What they learned surprised them, and eventually they 
  came across others of like mind, and together they formed 
  the Godsblood Fellowship. They turned their home into 
  the Godsblood Citadel, a center for learning, though not 
  all members were interested in simple research. The two 
  priests still operate the fellowship as stewards but they 
  keep the doors to their citadel open for any that show an 
  interest in the god-isles of the Astral Plane and the power 
  that they may hold.
  Holders of the Silver Lantern
  It is not uncommon to find travelers lost in the Astral 
  Plane. Perhaps they were searching for a color pool and 
  got lost in a psychic storm, or they got caught up in a time 
  ripple that robbed them of their memories. The most 
  common problems though are lost travelers that run afoul 
  of one of the plane’s many dangers – githyanki raiders, 
  psurlon psychics, soul leeches, and other monstrous 
  creatures that prowl the Astral Sea. But, for the lucky, a 
  visit from the Holders of the Silver Lantern can be a true 
  beacon in the Silver Void.
  The Holders of the Silver Lantern are a loosely 
  organized band of monks dedicated to protecting travelers 
  across the Astral Plane through any means necessary. 
  They were started by an astral deva named Monaccus 
  who rescued an elder monk grandmaster from a githyanki 
  raiding ship. The two formed an instant friendship, and 
  together they worked to protect those not ready or able 
  to face the threats of the Astral Plane, guiding lost souls 
  and travelers through the Silver Void. Hearing of the 
  grandmaster’s work, other monks came to his side, and 
  more astral devas joined in as well.
  On a rocky chunk of Material Plane sucked into the 
  Astral Plane long ago they built a home for wayward 
  travelers called the Inn of the Silver Lantern. The monks 
  and astral devas use this as their base of operation, 
  and magical spells cast over the multi-storied building 
  allow rest and relaxation to benefit those inside. The 
  grandmaster of the Silver Lantern was captured by the 
  githyanki long ago, and the astral deva Monaccus has been 
  searching for him ever since in his ongoing quest to keep 
  the Astral Plane safe for the innocent.
  Lich-Queen of the Githyanki
  Without a doubt, when most people think of the Astral 
  Plane they think of the githyanki, and with good reason. 
  The githyanki have taken to the Silver Void and claimed 
  it as their own as much as possible, with their astral 
  ships seeking out threats of all kind and well-constructed 
  fortresses lending support to invasions across the 
  multiverse. They have developed powerful magical 
  advances since arriving in the Astral Plane, and most 
  of that can be attributed to the will and might of their 
  leader, the Lich-Queen Vlaakith. She has ruled the city 
  of Tu’narath, built on the hollowed-out god-isle of some 
  forgotten deity, with an iron-like grip, and under her rule 
  Tu’narath has grown into the largest metropolis on the 
  Astral Plane.
  
  Astral Plane
  83
  Vlaakith is a power-hungry despot whose word 
  is absolute law in Tu’narath. The githyanki call her 
  the Revered Queen, and most follow her commands 
  without question out of blind loyalty. She is a powerful 
  necromancer and wields formidable magic in her god-skull 
  throne room atop the spire of Sussurus, the Palace of 
  Whispers. From there, it is said that she hears any word 
  whispered by a githyanki anywhere in the Astral Plane, 
  and she is known to strike quickly and decisively against 
  would-be rivals to her throne.
  Vlaakith wields her power for the glory of the githyanki, 
  and she yearns to conquer the rest of the multiverse. As 
  an immortal lich on a plane where time stands still, she 
  has learned patience, and she is careful not to overextend 
  the impressive military might of the githyanki too hastily. 
  But over the centuries, Vlaakith has been plotting 
  invasion forces, and she sees the Material Plane as the 
  perfect location for housing the base of her multiversal 
  empire. Already teams of githyanki assassins and spies 
  have scoured the portals of the Silver Void, charting the 
  destinations and learning the secrets of the other side. She 
  was thwarted once in the past in her invasion attempt, so 
  she has learned to be more cautious and to account for 
  meddling teams of heroes that may interfere.
  Three Minds of Menndryntaerth
  Some travelers in the Astral Plane have reported 
  encounters with a very large, very strange dragon. 
  He is a copper wyrm of ancient descent known as 
  Menndryntaerth, but something has happened to his once 
  formidable intellect that has created a mental schism. The 
  result are three distinct and separate personalities within 
  the mind of Menndryntaerth, each with its own goals and 
  agendas.
  The copper dragon keeps to himself, moving about the 
  Astral Plane and never settling in one place, so tracking 
  Menndryntaerth down has proven difficult if not impossible 
  for those seeking him out. And when found, it is never 
  known which of the three minds of the copper dragon are 
  going to be in control. One of the minds is known to be 
  that of Menndryntaerth as he always was – a good-natured 
  prankster with a sharp intellect and a love of riddles and 
  good conversation. In this personality, the copper dragon 
  seeks only to help, though he is constantly searching for 
  his lost treasure hoard.
  The second mind of Menndryntaerth is greed, miserly, 
  covetous, and suspicious. When this personality is in 
  charge, the copper dragon shies away from company and 
  has been known to strike out at githyanki astral ships 
  and innocent travelers in search of lost treasure. Though 
  unpredictable, this mind of Menndryntaerth usually keeps 
  the dragon hidden from sight.
  The third mind is the most dangerous, and it is 
  one possessed with primordial anger and rage. 
  Menndryntaerth in this mind sees everyone as enemies 
  and spies and doesn’t hesitate to use all of his powers to 
  destroy them as punishment for stealing his lost hoard. 
  He has been known to work with fiends of all kind in this 
  mind, and it is rumored the copper dragon is owed a great 
  favor by a demon prince of the Abyss.
  All three of Menndryntaerth’s minds are occupied with 
  finding the dragon’s lost treasure to some degree, leading 
  some planar scholars to believe it was something in that 
  hoard that caused the great dragon’s fractured mental 
  state. No one has so far been able to piece together enough 
  information about Menndryntaerth’s background to find 
  more information on his lost treasure, however.
  Redfang Reavers
  It’s not just the githyanki that have discovered the Astral 
  Plane’s amenable position as a base of operations for raids 
  into the multiverse. Smaller outfits with a bit of planar 
  knowledge utilize the Silver Void as well, and the most 
  successful so far has been a group known as the Redfang 
  Reavers. The leader of the Reavers is a cunning gnoll 
  warrior named Redfang from the Material Plane, and 
  his raiding crew of goblins, hobgoblins, ogres, and other 
  humanoids has grown in size since he stumbled upon a 
  portal to the Astral Plane decades ago.
  Part of Redfang’s success comes from his patience. He 
  and his most trusted advisors, which include twin goblin 
  sorcerers and a minotaur priest, have charted many portals 
  in the Silver Void, and they are careful not to over raid one 
  too much. They cycle through them as much as possible, 
  raiding and pillaging in one for a period before moving on 
  for years at a time. The spoils of their raid are kept in a 
  secret base somewhere in the Astral Plane, the location 
  of which is kept from all but Redfang’s most trusted 
  lieutenants. The rest of the raiders are blinded leading 
  to and from the base using the goblin sorcerer’s magical 
  powers.
  In truth, Redfang and his reavers are still pretty small 
  when compared to the might of the githyanki army, but 
  they are growing fast and have enjoyed great success 
  over the years. The raiders are ruthless and cunning, and 
  Redfang has learned many tricks of the Astral Plane to 
  avoid complications with his more powerful neighbors.
  Creatures & Denizens
  Though it is commonly understood that few monsters are 
  inherently native to the Astral Plane, over the ages many 
  creatures have settled on it as their permanent place of 
  resident.
  Aberrations
  The Astral Plane has become home to numerous creatures 
  from across the multiverse who have found the thought-
  powered realm a natural fit for their unnatural existence. 
  Aboleths have been encountered in some of the floating 
  dead god islands, having created a nice personal territory 
  from which to expand their influence, and the slave-taking 
  neogi have used the Astral Plane as a regular conduit for 
  generations. Astral stalkers glide through the Silver Void, 
  striking silently at their prey, and even beholders have been 
  found from time to time. Berbalangs are skulking hoarders 
  of secrets that constantly scour the dead god islands for 
  new tidbits to gather and steal away.
  
  Astral Plane
  84
  Mind Flayers. Mind flayers and their ill, including elder 
  brains and neothelids, have carved out large sections of 
  the Silver Void for their own personal empires, and many 
  planar scholars believe the Astral Plane was the central 
  bastion of the mind flayer empire that once dominated vast 
  swaths of the multiverse. Their rule was broken and now 
  only fragments remain, but there is a dream among some 
  of the Astral Plane mind flayers to once again rise up and 
  conquer. The githyanki, former slaves of the illithids, do 
  their best to keep this from happening.
  Psurlons. Psurlons are wicked, worm-like beings that 
  have managed to avoid outright confrontation with the rest 
  of the multiverse. They are, nonetheless, thoroughly evil 
  and bent on total domination, and they have spread into 
  the Astral Plane from their original home without ever 
  looking back. They are psychic monsters with considerable 
  powers at their disposal, but for the time being they 
  are content to put long-reaching plans into motion and 
  not draw attention to themselves. They possess hidden 
  crystalline fortresses all across the Silver Void, but few 
  have seen or encountered them and lived to tell the tale.
  Humanoids
  Humanoids from across the multiverse use the Astral 
  Plane as a convenient travel route between the planes of 
  existence, and some of them have stopped to stay awhile. 
  The time-freezing nature of the Silver Void makes it 
  especially tempting for older mortal beings who have try 
  to prolong their life outside unnatural means. Wizards, 
  sorcerers, and warlocks often setup homes within floating 
  fortresses on the Astral Plane, as they usually have the 
  magical means to travel to and from the plane without 
  needing to search constantly for a portal.
  Githyanki. The only humanoid race to truly make the 
  Astral Plane their home are the githyanki. Raiders, pirates, 
  and reavers, the githyanki were once part of a single race, 
  the gith, and served as slaves under a mighty mind flayer 
  empire long ago. They threw off their shackles of servitude 
  but the race was split by different ideologies. One, the 
  githzerai, wanted only to find peace and serenity, and they 
  left to colonize the plane of Limbo. The githyanki wanted 
  revenge and they stayed in the Astral Plane to hunt down 
  the illithids, and over time that mentality has extended to 
  much of the multiverse. They’ve become excellent raiders 
  and soldiers who have honed their fighting techniques to 
  take ultimate advantage of their surrounding terrain. Most 
  githyanki recognize the ultimate authority of the Lich-
  Queen in the city of Tu’narath, built on the corpse of a dead 
  god, and they serve her whim without question. Others see 
  different paths for themselves, though the authority and 
  reach of the Lich-Queen is long and her memory vast.
  Monstrosities
  Numerous creatures that defy easy categorization make 
  their way through the vast silvery wasteland of the 
  Astral Plane. The most dangerous of these are the astral 
  dreadnoughts, enormous forces of appetite and destruction 
  originally created by a deranged god to devour creatures 
  using the Astral Plane as a waypoint in the multiverse. 
  Soul leeches may be one of the only actual native creatures 
  of the Silver Void, and while they don’t seem sentient they 
  do possess instincts of survival that put them above mere 
  beasts. They gestate in a larval stage before consuming 
  mortal beings and growing larger, and they often lurk 
  around color pools in order to trap travelers.
  Hazards & Phenomena
  Travelers to the Astral Plane should be aware of the 
  various hazards that can wreak havoc on their journey, 
  such as psychic storms and time ripples. Remembering 
  which color pool leads to which plane can be helpful as 
  well, along with knowing what to expect from the tubes of 
  astral conduit that crisscross the Silver Void.
  Astral Conduit
  The Astral Plane has few natural occurrences, but the 
  conduit system that connects up the various planes of the 
  multiverse is considered one of them. Conduits are similar 
  to portals in that they link two locations on separate planes 
  to each other, but the difference is in the transportation. 
  Portals are like doors – start in one plane, step through a 
  portal, and you’re now somewhere else entirely. Conduits 
  are tubes that can be viewed and interacted with outside of 
  their entrances and exits and they all use the Astral Plane 
  as a middle ground.
  The most common use of an astral conduit is invisible 
  and unknown to most people. When a creature dies, 
  its soul instinctively moves to the nearest conduit that 
  correlates to their plane of final rest. They move into the 
  conduit, travel through the Astral Plane, and are deposited 
  at their destination. Simple as that. Living creatures can 
  use astral conduits, and the effect can be disorientating 
  as the mind and body of the traveler is hurled through the 
  length of the conduit for several minutes before reaching 
  the exit.
  Astral conduits are difficult to locate as they don’t show 
  up on typical searches, and many conduits only allow 
  travel by physical bodies under certain circumstances, like 
  a specific moon phase or time of day or night. They don’t 
  require keys as a rule and they tend to be more stable than 
  standard portals. They also only allow one-way travel.
  Astral conduits can be directly affected on the Astral 
  Plane. The githyanki are known to have a special spell that 
  allows them to pierce an astral conduit, and it’s through 
  these tears that drift souls are known to spill out of. An 
  astral conduit self-heals over time, leading some planar 
  scholars to theorize they are living organisms, but no 
  definitive conclusion has been reached.
  
  Astral Plane
  85
  Astral Traveler
  As the Astral Plane touches all of the other planes of the 
  multiverse, it is a natural pathway for many creatures 
  seeking other planes. Whether it’s Material Plane wizards 
  exploring new portals, raiders and pirates choosing 
  their next target, fiends mounting assaults on faraway 
  fortresses, or celestials watching over the order of the 
  multiverse, almost any other type of intelligent creature 
  can be encountered in the Silver Void.
  You can use the table below to inspire an astral traveler 
  randomly encountered in the Silver Void. Some can be 
  encountered alone (such as a beholder or lich), while it 
  makes sense for others to have a group of one or more 
  with them (such as the pit fiend or hobgoblin warlord). You 
  can also roll on the Astral Traveler Purpose table to help 
  outline the nature of the encounter.
  RandOm astRal tRaveleR
  1d100
  astRal tRaveleR
  01-03
  Deva
  04-06
  Planetar
  07-09
  Solar
  10-12
  Beholder
  13-15
  Cambion
  16-18
  Death knight
  19-21
  Balor
  22-24
  Marilith
  25-27
  Erinyes
  28-30
  Horned devil
  31-33
  Pit fiend
  34-36
  Drow priestess of Lolth
  37-39
  Dao
  40-42
  Djinni
  43-45
  Efreeti
  46-48
  Marid
  49-51
  Githzerai monk
  52-54
  Night hag
  55-57
  Hobgoblin warlord
  58-60
  Lich
  61-63
  Mind flayer
  64-66
  Mummy lord
  67-69
  Oni
  70-72
  Rakshasa
  73-75
  Death slaad
  76-78
  Succubus
  79-81
  Vampire
  82-84
  Arcanoloth
  85-87
  Ultroloth
  88-90
  Archmage
  1d100
  astRal tRaveleR
  91-93
  Assassin
  94-96
  Chromatic dragon
  97-99
  Metallic dragon
  00
  Roll twice
  RandOm astRal tRaveleR puRpOse
  1d20
  astRal tRaveleR puRpOse
  1-4
  Searching for a color pool
  5-8
  Hunting a target on the Astral Plane
  9-12
  Hiding from a rival
  13-16
  Looking for a specific site
  17-20
  Meeting another creature (roll again on 
  the Astral Traveler table)
  Color Pool
  The Astral Plane is famous for its color pools – easily 
  discovered portals to all of the other planes in the 
  multiverse. Each color pool appears on the Astral Plane 
  as a two-dimensional circle, 1d6 x 10 feet in diameter, 
  completely filled in by a single dominant color. The 
  colors match to other planes, though each color pool has 
  a unique and fixed destination point on the other side. 
  Unfortunately, these are general traits, and there are some 
  color pools that do not behave as expected.
  Most color pools are one way, which means there is no 
  return journey possible. A rare few are two-way portals, 
  and these tend to be jealously guarded by creatures native 
  to the plane on the other side (for protection against 
  invading githyanki if nothing else!).
  Roughly 5% of color pools are incorrect in color, so 
  where a traveler might think the amber color pool they’re 
  moving through is going to take them to Bytopia, it could in 
  reality deposit them somewhere in the Nine Hells.
  Also, some color pools do not have a fixed location and 
  instead drop the traveler at a random location on the 
  destination plane. It’s about 5% of color pools that fall into 
  this category as well.
  When a color pool is encountered, roll 1d20. If the result 
  is a 1, the color of the pool does not match the destination; 
  roll randomly on the Color Pool Table below to see where 
  it actually leads. If the result is a 2, it’s a color pool without 
  a fixed location. When the characters move through it, they 
  arrive in a random location on the destination plane. Look 
  to the destination plane for possibilities. If the result is a 
  20, it’s a rare two-way color pool with a way to access it 
  from the destination plane.
  cOlOR pOOl destinatiOn
  1d100
  plane
  pOOl cOlOR
  01-04
  Ysgard
  Indigo
  05-08
  Limbo
  Jet black
  09-12
  Pandemonium
  Magenta
  13-16
  The Abyss
  Amethyst
  
  Astral Plane
  86
  1d100
  plane
  pOOl cOlOR
  17-20
  Carceri
  Olive
  21-24
  Hades
  Rust
  25-28
  Gehenna
  Russet
  29-32
  The Nine Hells
  Ruby
  33-36
  Acheron
  Flame red
  37-40
  Mechanus
  Diamond blue
  41-44
  Arcadia
  Saffron
  45-48
  Mount Celestia
  Gold
  49-52
  Bytopia
  Amber
  53-56
  Elysium
  Orange
  57-60
  The Beastlands
  Emerald green
  61-64
  Arborea
  Sapphire blue
  65-68
  The Outlands
  Leather brown
  69-72
  Ethereal Plane
  Spiraling white
  73-76
  Plane of Air
  Pale blue
  77-80
  Plane of Earth
  Moss granite
  81-84
  Plane of Fire
  Fire emerald
  85-88
  Plane of Water
  Dark blue
  89-00
  Material Plane
  Silver
  Dead God
  The rocky remnants of gods floating in the Astral Plane 
  aren’t really the bodies of gods – gods have no true 
  physical form. Instead, they are the physical remains of 
  memories, heroes, wars, promises, regrets, hopes, and so 
  much more, and the Astral Plane is where these powerful 
  fragments coalesce into solid matter. God-isles, as they are 
  sometimes referred to as, look at first glance to be made 
  of rock and unworked stone, and though they occasionally 
  offer a hint in their formation they are just as likely to be 
  large unidentifiable chunks of terrain.
  The Godsblood Fellowship and certain sects of the 
  githyanki are obsessed with cataloguing these godly 
  fragments and understanding what powers can be pulled 
  from them. Some god-isles spawn husks, undead monsters 
  that hold a spark related to the dead god upon which 
  they roam, but not all of them do. Most god-isles have 
  “godquakes” that shake them violently, occurring every few 
  dozen decades or longer, and during these catastrophic 
  events strange things can happen. Godsblood scholars 
  believe a godquake to be a memory shuddering through 
  the physical remains, and there have been occurrences of 
  creatures and effects appearing as a result.
  Some god-isles have been mined to reveal veins of 
  otherworldly metal, while others possess strange auras 
  and properties that defy description. Each one is unique, 
  and learning the nature of the god that it represents 
  can offer insight into what treasures and dangers might 
  be lurking beneath the rocky surface. The Godsblood 
  Fellowship is dedicating to uncovering as much about the 
  god-isles as possible, and the self-serving githyanki are 
  always looking for an edge in their extraplanar conflicts.
  Psychic Wind
  The Astral Plane is not completely devoid of natural 
  phenomena. Psychic winds are not actual storms, but 
  instead a wave of lost memories and thoughts that gather 
  naturally in the Silver Void from points all across the 
  multiverse. What causes a psychic wind to form is not 
  understood, but they travel through the Astral Plane and 
  can wreak havoc on travelers and natives alike.
  The arrival of a psychic wind is preceded by a darkening 
  of the silver landscape, but by that point there is no escape 
  – the phenomena moves too quickly and encompasses too 
  broad of an area for creatures to escape. Within minutes of 
  the darkening, the force hits, sending travelers tumbling in 
  a wild chaotic jumble of powerful thoughts and battering 
  emotions. 
  Psychic winds have two effects. The first is a 
  disorientation, which cannot be avoided. Roll on the 
  Psychic Wind Location Effect table to determine the result. 
  The second is a mental one, and intelligent creatures 
  caught in a psychic wind must succeed on a DC 15 
  Intelligence saving throw or suffer a random effect from 
  the Psychic Wind Mental Effect table.
  psychic Wind lOcatiOn effect
  1d20
  psychic Wind lOcatiOn effect
  1
  Pushed forward; reduce travel time by 1d6 
  hours
  2-8
  Diverted; add 1d6 hours to travel time
  9-12
  Blow off course; add 3d10 hours to travel 
  time
  13-16
  Lost; at the end of the travel time, characters 
  arrive at a location other than the intended 
  destination
  17-20
  Sent through color pool to a random plane 
  (roll on the Astral Color Pools table)
  psychic Wind mental effect
  1d20
  psychic Wind mental effect
  1-8
  Stunned for 1 minute; you can repeat the 
  saving throw at the end of each of your turns 
  to end the effect on yourself
  9-10
  Short-term madness (see the Dungeon 
  Master’s Guide for details)
  11-12
  11 (2d10) psychic damage
  13-16
  22 (4d10) psychic damage
  17-18
  Long-term madness (see the Dungeon 
  Master’s Guide for details)
  19
  Unconscious for 5 (1d10) minutes; the effect 
  on you ends if you take damage or if another 
  creature uses an action to shake you awake
  20
  You suffer the effects of a failed saving throw 
  against the feeblemind spell
  
  Astral Plane
  87
  Time Ripple
  Time behaves strangely on the Astral Plane, and one of 
  those strange effects is a time ripple that moves through 
  the plane. A time ripple appears as black and white tear in 
  the Silver Void, miles wide and dozens of feet tall. It moves 
  rapidly and is preceded by the sound of crackling. Unlike 
  a psychic wind, characters can avoid a time ripple if they 
  know what it is by making a DC 17 Intelligence saving 
  throw. On a success, they are able to propel themselves out 
  of the way of the incoming anomaly and do not suffer any 
  ill effects.
  On a failure, the character is caught in the time ripple. 
  Roll on the below table to determine the effect.
  time Ripple effect
  1d20
  time Ripple effect
  1
  You age 1d100 years
  2-4
  You age 1d6 years
  5-8
  You lose all hit dice; they are regained after a 
  long rest spent outside the Astral Plane
  9-12
  You lose access to any ability or effect that 
  is usable one per short or long rest; they are 
  regained after a long rest spent outside the 
  Astral Plane
  13-16
  Any spell slots for levels 4 or higher you have 
  are reduced to 0; they are regained after a 
  long rest spent outside the Astral Plane
  17-19
  Any spell slots of any level you have are 
  reduced to 0; they are regained after a long 
  rest spent outside the Astral Plane
  20
  You gain insight into the future. Roll 1d20 and 
  record the result. You can replace the die roll 
  of any ability check, saving throw, or attack 
  roll you make with that result. Once you do so 
  this ability is lost.
  Timelessness
  The Astral Plane exists outside of normal time. Creatures 
  on the Astral Plane do not need to eat, breathe, or drink, 
  and they do not age naturally. The flip side of this is that 
  wounds do not heal naturally; a creature that takes a short 
  rest cannot expend Hit Dice to regain lost hit points, and 
  no hit points are regained after a long rest. This does not 
  affect other abilities that are regained after a short or long 
  rest.
  Sites & Treasures
  The Astral Plane may seem like an empty place, but it 
  holds more mysterious locations and hidden treasures 
  than most planar travelers give it credit for. Whether it’s 
  uncovering the secrets within the Corpse of the Blood 
  Lord, searching for the mythical Colorless Pool, or 
  infiltrating the githyanki capital of Tu’narath, there is plenty 
  of opportunity for adventure and danger in the Silver Void.
  Bonecloud
  Relatively mindless undead like skeletons and zombies 
  have a difficult time on the Astral Plane, a plane where the 
  power of one’s intellect drives many aspects. At some point 
  in the past, a large quantity of zombies and skeletons were 
  pulled into the Silver Void in a single event by mistake, 
  and they floated together without purpose or direction. 
  This marked the beginning of the Bonecloud, and it’s only 
  grown since then.
  Essentially, the Bonecloud is a mass of writhing zombies 
  and bony skeletons held together by some unknown force. 
  It is now miles across and moves slowly through the Astral 
  Plane, directionless and without inherent purpose. The 
  individual undead creatures inside the Bonecloud have no 
  need to feed and feel no passage of time, so they simply 
  float on psychic winds. The formation has grown so large 
  that it has begun to pull new mindless undead creatures 
  into its bulk, and for those travelers brave enough to try 
  the Bonecloud can actually be walked upon. There are so 
  many skeletons and zombies that the threat from any one 
  individual to a visitor is nearly nullified.
  But that doesn’t mean the Bonecloud is safe. When the 
  collective mass senses life nearby, it moves to engulf it. 
  It’s still very slow, so it’s possible for reasonable travelers 
  to avoid it, but that also means it hides a mass of secrets 
  under its undead bulk.
  Colorless Pool
  The legend of the Colorless Pool started with a drunk 
  wizard, who swore that he had found a massive portal that 
  could lead anywhere on the Astral Plane. The rumors said 
  that it was not made of color, but instead sound, as it was 
  connected to every other plane in the multiverse through 
  some unknown link. The drunk wizard’s claims of having 
  found it were scoffed at, but some planar travelers took 
  note of it, and it turns out it’s not just a rumor.
  The Colorless Pool exists, and it is a strange phenomena 
  in a plane that redefines strange on a regular basis. It is 
  several hundred feet wide and completely invisible, but it 
  can be heard for miles around it. The sounds of whispers, 
  scratches, yelling, talking, fighting, and so much more 
  originate from it, all contained within a dull cacophony that 
  sits just below normal hearing. Some trick of the plane 
  keeps travelers from finding it the normal way, but getting 
  close enough by happenstance can lead someone with 
  sharp hearing to the location.
  
  Astral Plane
  88
  Using the Colorless Pool requires only thinking about 
  a destination and then moving through, which otherwise 
  functions as a normal color pool. The githyanki have been 
  searching for the Colorless Pool for years, but the rumors 
  say it is watched closely by the mind flayers.
  Corpse of the Blood Lord
  God-isles float through the Astral Sea like great rocky 
  debris, each a unique memory fragment of a fallen god. 
  The Godsblood Fellowship keep careful records of each 
  that they find for identification and exploitation, but one 
  in particular stands out among the rest. It’s been dubbed 
  the Corpse of the Blood Lord, and its red rock bulk is 
  unusually large for a god-isle. The Godsblood Fellowship 
  has established a base nearby to study the god-isle, one 
  of the few ongoing research efforts they have across the 
  Astral Plane.
  It’s pretty clear from the spawned husks that the 
  Corpse of the Blood represents a fallen god of blood, but 
  there seems to be more to it than that. Debates rage, but 
  the prevailing theory is that it was a god of blood and 
  vengeance, as godquakes on the god-isle have resulted in a 
  strange crimson mist that drives visitors insane with rage. 
  But, those same godquakes have revealed trickles of a 
  thick black syrup that holds unique healing properties.
  The Godsblood Fellowship holds a strong position 
  overlooking the Corpse of the Blood Lord, but they must 
  continually defend their claim from githyanki warlocks 
  and greedy fiends. The Holders of the Silver Lantern 
  refuse to go near the site, claiming that the god-isle moves 
  and breathes, a trait not shared by any other dead god in 
  the Astral Plane. The fellowship maintains that its just a 
  period of unusual godquake activity, but even they have 
  been unable to adequately explain some of the stranger 
  occurrences that have been recorded on the Blood Lord’s 
  Corpse.
  Field of Stars
  One of the more curious sights in the Astral Plane is a site 
  known as the Field of Stars. Encompassing an area dozens 
  of miles across, the region is filled with multicolored 
  spheres of pulsating energy. Each sphere is about 10 feet 
  in diameter and produces no harmful energy, and they 
  each change color at random intervals, shifting between 
  shades of blue, red, orange, yellow, and purple. A creature 
  can move inside one of the spheres, a sensation not unlike 
  moving through a color pool, but no transportation occurs 
  and nothing adverse has been known to happen.
  
  Astral Plane
  89
  What are the balls of light? What purpose do they serve? 
  A team of githyanki surveyors studied the Field of Stars for 
  several years until they finally concluded that it was simply 
  a natural phenomena of the Silver Void with no intrinsic 
  value. However, other travelers in the region have spotted 
  psurlon activity in the Field of Stars, and there is evidence 
  that one of their hidden crystalline fortresses is nearby. Did 
  the mysterious psurlons create the spheres of light? Or is it 
  a byproduct of something they did – or are doing?
  Frozen Fire Forest
  As a general rule, elemental energy from the Inner 
  Planes behaves normally on the Astral Plane. Fire burns, 
  water flows, earth exists, and air floats. But occasionally, 
  some quirk of the plane, perhaps an errant time ripple 
  interacting with a color pool, creates something truly 
  strange. The Frozen Fire Forest is one such example. It 
  is a shifting area containing tall pillars of red and orange 
  flames, each suspended in time. They retain all of the 
  properties of fire, so they burn objects and creatures that 
  touch them, but they consume no more or less than what 
  they did when they arrived on the Astral Plane. Each pillar 
  of fire is between 5 and 20 feet tall and they float through 
  the Silver Void, clustered together to form the “forest.”
  In recent years, the Frozen Fire Forest has become 
  a popular meeting spot for clandestine gatherings in 
  the Astral Plane, as it’s unique features make it easy to 
  describe and for others to find.
  Grayholde the Stolen City
  Long ago, the city of Grayholde sat on the Material Plane. 
  It was a center for learning, and boasted the impressive 
  College of Wizardry that catered to magical research 
  and study. Everything in Grayholde was centered on the 
  College of Wizardry, from the shops and commerce to the 
  students and faculty. Then, one day, something happened 
  within the college, and in the blink of an eye Grayholde 
  was transported wholly from the Material Plane to the 
  Astral Plane.
  But the residents of Grayholde were not so lucky. 
  Whatever effect pulled them into the Silver Void attracted 
  or created a huge quantity of soul leeches. The voracious 
  eaters descended upon the stunned city and in a matter 
  of hours no one was left alive. Some of the more prepared 
  wizards and students of the College of Wizardry managed 
  to flee, but most succumbed to the soul leeches. Now, 
  Grayholde floats in the Astral Plane, its buildings and 
  college devoid of any life except for the soul leeches that 
  haunt the empty streets. It is said that a monstrously huge 
  soul leech sits in the College of Wizardry’s center and 
  feeds upon the ambient magical energy of the place along 
  with the souls of those lost, but few have dared entered 
  Grayholde to risk the wrath of the new residents.
  Inn of the Silver Lantern
  Few places on the Astral Plane offer open hospitality, but 
  the Inn of the Silver Lantern is one of them. It is a three 
  story inn built on a floating rock island, with a tranquil 
  stone garden in front and doors that open freely. A radiant 
  silver and gold light spills out from the top of a slender 
  tower that extends above the inn’s roof. Above the door 
  hangs a sign bearing the silver lantern symbol of the inn 
  and the monks that operate it. Inside, a feeling of peace 
  and welcome washes over visitors, and the monks that 
  tend the place greet all who come in with a smile and a 
  wave. They do not serve alcohol, but simple foods and 
  beverages are available, and an enchantment has been 
  placed over the entire inn to allow travelers to gain the 
  full benefits of a long and short rest, as their time dictates. 
  Astral devas are a common site in the inn’s common room.
  At all times, an astral deva sits in the tower that stands 
  over the Inn of the Silver Lantern. They maintain a relic 
  called the Silver Lantern that prevents the safe haven 
  from being found by those wishing to do harm to it or to 
  someone held inside. In this way, the Holders of the Silver 
  Lantern have built a neutral refuge for people fleeing 
  githyanki or other terrors of the Astral Plane, and beyond. 
  In exchange, the monks that operate the inn ask only 
  that peace be maintained within the inn’s grounds. They 
  accept donations but the operating costs for the inn are 
  covered through the aid of the astral devas and the monk 
  volunteers.
  Ka’la’taa Shipyard
  Githyanki astral ships are a magnificent sight. Each one is 
  built in a similar style to a sailing ship found on a Material 
  Plane ocean, but the githyanki use a special wood and 
  enchant the vessel so that it is receptive to the collective 
  mental power of the onboard githyanki. The result is a ship 
  capable of delivering large numbers of raiders and soldiers 
  across the Astral Sea vaster than they would be able to 
  travel individually.
  These ships are engineered and constructed in a secret 
  base called the Ka’la’taa Shipyard, the location of which 
  is jealously guarded by the githyanki. The shipyard is 
  built around a rare two-way color pool to a Material Plane 
  forest that grows the unusual trees used in astral ship 
  construction. Githyanki workers toil tirelessly to build the 
  ships of the Lich-Queen’s fleet, but working with the rare 
  wood is a delicate process and they do not produce as 
  many ships as their queen would like.
  Nonetheless, Ka’la’taa Shipyard represents a vital 
  component in githyanki supremacy on the Astral Plane, 
  and it is protected from attack by the finest warriors and 
  defenses. Visitors are not allowed on site, but there was an 
  uprising by the native Material Plane population in recent 
  years that caused a slowdown in astral ship construction. 
  The natives were put down by ruthless githyanki enforcers 
  and they have not had any trouble since.
  
  Astral Plane
  90
  Midnight Prison
  There is a strange region of the Astral Plane known as 
  the Deadmind, where no psychic winds blow. It is not 
  very large, but at its center is a granite fortress meant to 
  house cursed magical items from around the multiverse. 
  The dwarf clan that runs it calls it Hornpike Hall, but 
  across the Silver Void It’s known as the Midnight Prison. 
  The Hornpike Clan has operated the Midnight Prison for 
  centuries, starting out as a simple experiment to see the 
  effects of the Astral Plane on a cursed magical battleaxe 
  that had been in the family for generations.
  Over the years, their reputation for being able to contain 
  cursed items has grown to the point where they need 
  to build more containment cells within Hornpike Hall 
  in order to house the increasing number of dangerous 
  items. From bloodlust-filled swords, to amulets that 
  turn their wearer inside out, and a host of other terrible 
  items, the Hornpike dwarves have devoted their efforts to 
  understanding and eventually dismantling these items. 
  The current clan matriarch, Helenna Hornpike, is a 
  shrewd negotiator who demands top coin for her clan’s 
  efforts from any potential client. The previous clan leader 
  was held responsible for a cursed magical mirror getting 
  loose, sending dozens of evil doppelgangers of everyone in 
  the Midnight Prison through the halls. Helenna has vowed 
  never to let such a lapse in security happen again.
  River of Memories
  The River of Memories isn’t a traditional river in the same 
  way the Astral Sea isn’t a traditional sea, but it exists 
  nonetheless. It snakes its way through the Silver Void, 
  appearing as a misty ribbon of multicolored turbulent 
  energy, bending and winding to some unknown will. 
  The River of Memories is the dumping ground for stolen 
  memories on the River Styx, which is a planar feature that 
  connects the Lower Planes together.
  When an intelligent creature loses its memories to 
  the River Styx, the River of Memories grows wider as it 
  absorbs those lost thoughts. If a creature moves into the 
  River of Memories, they are bombarded with a multitude 
  of stolen psychic fragments and must make a DC 14 
  Intelligence saving throw, suffering 36 (8d8) psychic 
  damage on a failure, or half as much damage on a success. 
  The saving throw and damage repeats every 1 minute.
  It is rumored that there is a way for a person to retrieve 
  lost memories stolen by the River Styx, but it takes more 
  than simply swimming into the River of Memories to get 
  them back. Finding the exact strain of memories among 
  the jumble is one thing, and then extracting them into the 
  original mind is another. It’s a tricky process and one that 
  only a few claim to have completed. One of them is the 
  master elven bard Dalynn Moonsong, who can often be 
  found at the Inn of the Silver Lantern, entertaining guests 
  with her soothing music.
  Shattered Land
  Random chunks of earth, whether from god-isles or just 
  planar debris, are not uncommon in the Astral Plane, as 
  over time physical fragments gather together in clumps 
  that have been pulled through various color pools. It’s rare 
  to find more than a few together, but in the region known 
  as the Shattered Land, a great field of rocky detritus floats 
  for miles and miles. It is widely assumed that the rock 
  chunks are the result of meddling by a dao wizard on the 
  Plane of Earth, which created a one-way ever-spewing 
  fountain of stone, but none have witnessed new rocky 
  island being pulled in. Perhaps the color pool is invisible, 
  or perhaps it was a one-time incident.
  Some of the earthen fragments are hundreds of feet 
  across, and the largest one observed was over a mile wide, 
  but most are much smaller. They float aimlessly together, 
  knocked about by psychic winds and time ripples, and the 
  rocky islands have become a popular vacation spot for 
  dao nobles from the Sevenfold Mazework. Perhaps some 
  larger secret lies hidden in the heart of the Shattered 
  Land, and recently agents of the Great Khan of the 
  Dao have been seen scouring the debris field for some 
  unknown reason.
  Silver Mountain
  Astral diamonds are rare precious gemstones with unusual 
  magical properties that make them ideal for holding 
  powerful enchantments. Githyanki love them and use 
  them as a sort of “super” currency, and the vaults of the 
  Lich-Queen are said to be overflowing with hundreds of 
  thousands of stored astral diamonds. These gemstones 
  come from one place on the Astral Plane, a site known 
  as the Silver Mountain, but it’s not a typical mountain as 
  most think about. It’s a massive semi-solid cloud of silver 
  vapors, nearly invisible in the Astral Plane. Within its 
  bulk, the githyanki have created tunnels propped up by 
  special braces that keep them from collapsing, and they dig 
  through the ooze-like substance of the Silver Mountain to 
  unearth the astral diamonds.
  Githyanki have undisputed control over the Silver 
  Mountain, but it is a very large feature – about three miles 
  tall and wide – so its near impossible for them to assert 
  their dominance across its entire surface. Raiders of all 
  sorts sneak into abandoned tunnels and try to get away 
  with some astral diamonds of their own to sell or trade, 
  and enough have made it into regular circulation that the 
  githyanki cannot rightfully claim sole ownership of them 
  all. Several astral stalkers are known to lair in the Silver 
  Mountain as well, and they hunt indiscriminately any that 
  cross their path or get their attention.
  
  Astral Plane
  91
  Tu’narath, Githyanki Capital
  Built on the husk of a vaguely humanoid-shaped dead 
  god, Tu’narath is the largest and most important of the 
  githyanki cities on the Astral Plane. Its fortified buildings 
  and ominous towers are examples of the githyanki mindset 
  – simple, effective, and built to last. The arms and legs of 
  the god-isle are adorned with mooring towers and landing 
  platforms that allow astral ships to dock, and the city is 
  protected by the largest single githyanki fleet in the Astral 
  Sea. Over 100,000 githyanki call Tu’narath home, and they 
  all serve at the whim of Vlaakith the Lich-Queen.
  The Lich-Queen’s home is an obsidian palace at the head 
  of the god-isle known as Susurrus, the Palace of Whispers. 
  From there she surveys her Astral dominion and through 
  magical effects and items she is able to see and hear 
  nearly any point she chooses to focus on across the plane. 
  Her royal palatial guards are picked from the elite of the 
  elite of the githyanki military, and she commands a cadre 
  of assassins that have claimed more lives than the Lich-
  Queen has had years of unlife. The obsidian palace of 
  Susurrus is said to trap the souls of any who die inside, the 
  whispers of which can be heard by anyone inside.
  While githyanki dominate the city streets of Tu’narath, 
  the merchant district does welcome other astral traders as 
  long as they adhere to the codified laws of the city. Blood 
  enemies of the githyanki, such as the githzerai and the 
  mind flayers, are killed or captured onsite, and harboring 
  such fugitives is punishable by the same, but the rest of 
  the laws are strict but tolerable. A secret spy network run 
  by the psurlons is said to operate in the merchant district, 
  but to date the githyanki secret guards have not uncovered 
  proof of its existence.
  Adventure Hooks
  Most planar-savvy creatures consider the Astral Plane 
  devoid of any interesting features, but they are missing out 
  on a whole realm of adventure and possibility.
  Strike of the Redfangs. The characters find themselves 
  traveling through a region on the Material Plane when they 
  run into a family fleeing for their lives. They are running 
  from raiders that stole their goods and burned their home, 
  and these raiders have appeared every 10 years out of 
  nowhere. Tracking the bandits down reveals them to be 
  members of the Redfang Reavers that operate out of the 
  Astral Plane, and there’s a two-way color pool not far from 
  the ruined farmhouse. The characters have a chance to 
  strike back at the nefarious raiders and help make the 
  region safe for future generations.
  The Lost Souls. While staying at an inn, the characters 
  are awakened by a commotion, and when they go down 
  to investigate they find a group of displaced drift souls 
  making inadvertent trouble downstairs. One of the drift 
  souls is aware enough to explain that they were all lost on 
  their way “home” and they beg the characters to help. The 
  way “home” for the drift souls is through an astral conduit, 
  but once it’s found a tear is discovered in it that needs to 
  be closed. What monster has chewed its way through the 
  conduit on the Astral Plane?
  Curses and Corpses. The characters are at the 
  epicenter of a magical disaster that causes all sorts of 
  problems. Getting to the bottom of the disaster reveals a 
  dead thief and a strange cursed magical item that defies 
  destruction. A sage points them to the Midnight Prison on 
  the Astral Plane as a safe location to deposit the item, so 
  the characters must travel to Hornpike Hall and convince 
  Helenna to take the item.
  Fear and Loathing in Tu’narath. Githyanki raiders steal 
  a valuable item from a local noble, and she desperately 
  needs it back to ward off some calamity to her family. 
  She hires the characters to follow the githyanki into the 
  Astral Plane and recover the item, which leads the party 
  to Tu’narath itself. Navigating the laws and streets of the 
  githyanki city requires caution and finesse, and it turns out 
  the raider is part of a larger network of thieves operating a 
  smuggling ring inside the city’s walls.
  Island of Memories. The Godsblood Fellowship has 
  found a new god-isle in the Astral Sea and it bears a 
  strange connection to one of the characters. Through 
  divination and research, the fellowship connect the 
  worship of the dead god to the character’s past, and they 
  come asking for more information about their family 
  tree. A trip to the god-isle reveals a rocky island adrift in 
  the Silver Void with husks protecting something hidden 
  beneath the surface.
  Random Encounter Tables
  The below table can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling around the Astral Plane.
  Astral Plane
  1d100
  astaRl plane encOunteR
  01-05
  Time ripple
  06-10
  Psychic wind
  11-15
  1 bebilith
  16-20
  1d4 mind flayers
  21-25
  1 astral stalker
  26-30
  1d4 psurlon
  31-35
  2d6 githyanki warriors
  36-40
  1d8 githyanki knights
  41-45
  2d6 drift souls
  46-50
  1 devourer
  51-55
  1 astral deva
  56-60
  Dead god
  61-65
  Color pool
  66-70
  2d6 larva soul leeches and 1d6 adult soul 
  leeches
  71-75
  1 greater soul leech
  76-80
  1d6 nightmares
  81-95
  Astral traveler
  96-00
  1 astral dreadnought
  
  Ethereal Plane
  92
  Ethereal Plane
  “What is the purpose of the Ethereal Plane? The question has 
  plagued scholars for countless generations, but the question helps 
  to frame the discussion around the Ethereal Plane. Its comparison 
  to a great waveless sea is not without merit, with the shallow or 
  border sections touching the Material and Inner Planes while the 
  Deep Ethereal holds undreamt of mysteries and dangers, and in 
  this comparison we find a potential answer. Is the Ethereal Plane 
  the breeding ground of existence itself? Certainly demiplanes 
  spawn in the Deep Ethereal, giving us glimpses to the raw 
  potential contained in those gray depths. Was the Material Plane 
  once a demiplane like the others, adrift in the waveless sea? We 
  may never know for sure, but the Ethereal Plane holds wonders 
  and mysteries like none other.”
  Lillandri the Moon Mage
  The Ethereal Plane is a realm out of phase with the rest 
  of the multiverse. In this way, it is similar in minor ways 
  to the echo planes (Shadow, Faerie, and Dream), but 
  the Ethereal Plane is more than a mirror of the Material 
  Plane. Where it touches the Material Plane and the rest of 
  the multiverse, in a region known as the Border Ethereal, 
  the gray vapors and swirling mists obscure the natural 
  features of the Material Plane but do not offer substantial 
  differences.
  Savvy planar travelers view the Ethereal Plane as simply 
  a means to an end, a plane to visit when you want to get 
  somewhere else. In this way, it shares several traits with 
  the Astral Plane, and these two are known as the transitive 
  planes for this exact reason. But the Ethereal Plane holds 
  more than just a mode of planar travel.
  The Border Ethereal can offer sanctuary to travelers 
  seeking a quick escape from the Material Plane, but other 
  creatures have adapted to use this tactic as well. The most 
  common are ghosts, who exist in both the Border Ethereal 
  and the Material Plane and can “manifest” in one or the 
  other as a means of defense and attack. Ethereal filchers, 
  thought eaters, xill, and all manner of other creatures call 
  the Ethereal Plane home, and those that live off the flesh of 
  living things learn to hunt in the Border Ethereal.
  Beyond the region of the Border Ethereal, the plane 
  becomes deeper, and here is where it earns its nickname 
  as the “waveless sea.” The Deep Ethereal is a fathomless, 
  endless region of dark gray misty tendrils, and it’s there 
  that the demiplanes of the multiverse reside. What creates 
  them? Who creates them? Powerful wizards and clerics 
  are known to create small demiplanes, but the bigger 
  ones have more mysterious origins. Who created the 
  Nightwalker Pit, the Demiplane of Chains, or the Engulfing 
  Hunger? What sustains them?
  Other regions in the Deep and Border Ethereal are 
  just as mysterious, such as the Pyramid of the Lost, the 
  Tower of Iron Will, and the ghostly metropolis known 
  as Bleakmore. Travelers that find themselves lost in the 
  waveless sea of the Ethereal Plane can encounter plenty 
  of mysteries and dangers to keep them interested in the 
  fog-shrouded plane.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of the Ethereal Plane as characters explore and 
  travel through it. These are suggestions of elements 
  that can be used in descriptions of the landscape and 
  denizens with the goal of actualizing the “outside” nature 
  of the multiverse beyond the Material Plane. Use them 
  to incorporate into encounters and adventures on the 
  Ethereal Plane.
  Echoes of Life. Most visitors interact with the Ethereal 
  Plane in its “shallow” end, the Border Ethereal, and here 
  the plane reflects a shadowy, indistinct echo of the adjacent 
  plane. Everything is washed out in shades of gray before 
  dissipating into nothingness at a short distance, but the 
  actions and movements of creatures on the adjacent plane 
  can be viewed while on the Border Ethereal. They appear 
  as wispy, shadowy versions of their original forms, but this 
  strange effect – a stronger echo than the echo planes like 
  the Plane of Shadow – is very disconcerting for travelers 
  at first.
  Protomatter. Beyond the Border Ethereal, the Deep 
  Ethereal is a vast gray realm of possibility. Elemental 
  chunks float in globular chunks known as protomatter, and 
  these eventually combine with other chunks and germinate 
  into demiplanes. Protomatter is a strange substance 
  comprised of all the elements at once – It’s solid, liquid, 
  gas, and flame all at once, constantly morphing and re-
  morphing as it drifts through the endless gray sea.
  Slow Weightlessness. Physical form has no direct 
  impact on the Ethereal Plane, and the best way 
  visitors have to describe this sensation is a feeling of 
  weightlessness. Creatures on the plane can move up, 
  down, left, and right through otherwise solid echoes on the 
  adjacent plane, though moving up or down is somewhat 
  more taxing due to the unusual nature of the Ethereal 
  Plane. Gravity extends to the Border Ethereal, however, so 
  unattended objects fall though at a slower rate. Everything 
  moves at a slightly slower pace, as if moving through thick 
  mud.
  Lay of the Land
  In the larger view of the multiverse, the Ethereal Plane 
  surrounds the Material Plane and Inner Planes and 
  provides a link between them all. Some planar scholars 
  theorize that the only reason the Material Plane exists 
  at all is because of the Ethereal Plane, which transfers 
  the raw elemental building blocks of the Inner Planes to 
  the worlds that make up the Material Plane. In fact, it is 
  thought that the demiplanes in the Deep Ethereal could 
  one day become fully fledged Material Planes, they just 
  need some sort of “push” to get them out of the deep 
  region.
  
  Ethereal Plane
  93
  Border Ethereal
  The region of the Ethereal Plane that overlaps with 
  the Material and Inner Planes is known as the Border 
  Ethereal, and this is the “shallow” end of the waveless sea. 
  The Border Ethereal is like looking at the world through a 
  smoky crystal – everything is distorted and gray but most 
  of the features can be made out. Swirling gray vapors fill 
  the Border Ethereal, limiting vision. Weather events on 
  the Material Plane or Inner Plane can be viewed from the 
  Border Ethereal but do not affect creatures or travelers 
  fully in the Ethereal Plane.
  Distance is very relative in the Ethereal Plane, but 
  beyond the Border Ethereal the vapors grow thicker and 
  the Deep Ethereal starts. The Border and Deep Ethereal 
  planes are separated by a strange colorful force known 
  as an ethereal curtain. A traveler moving from the Border 
  Ethereal into the Deep Ethereal passes through one of 
  these curtains without realizing it, but the return trip 
  requires locating the specific ethereal curtain that leads 
  back to where they came from. The curtains are colored 
  based on the plane that it leads to.
  Deep Ethereal
  Entering the Deep Ethereal, a traveler comes to the 
  part of the plane without end, with globs of protomatter 
  floating casually around. Vision is even more limited here 
  due to the dark gray tendrils of thick fog that envelop 
  everyone and everything. The Deep Ethereal is where the 
  demiplanes are born, either by deliberate magic, accidental 
  power, or through some other unknown force. Each one 
  is unique, though many carry the aspects of one or more 
  Inner Planes. Life often forms in a demiplane, usually 
  nothing more intelligent than an elemental, but exceptions 
  have occurred.
  Each demiplane in the Deep Ethereal appears as a 
  great mass of swirling protomatter, changing color wildly, 
  but they are all unique. A traveler can study the patterns 
  on a demiplane to help determine what elements may be 
  more dominant, which function as ethereal curtains for 
  all intents and purposes. Passing through one typically 
  requires only the will to do so, and in doing so the traveler 
  feels as though they are walking through thick slime for 
  a moment before they emerge on the other side into the 
  demiplane itself. Demiplanes have defined borders, unlike 
  normal planes, but the size outside is not necessarily 
  indicative of the size inside.
  Cycle of Time
  Time in the Border Ethereal passes the same as it does 
  for the adjoining plane, which is normal for the most part. 
  Creatures feel hunger and thirst at the normal rate while in 
  the Border Ethereal, and rest provides the normal benefits. 
  Similarly, in the Deep Ethereal, creatures age and grow 
  hungry at the normal rate, though there is no mechanism 
  on the plane to mark the passage of time.
  Surviving
  Perhaps owing to its nature as the primordial soup of 
  the planes, creatures that breathe air have no difficulty 
  breathing in the vapors of the Ethereal Plane. Creatures 
  that breathe water have no difficulty breathing either.
  Getting There
  The most straightforward way to travel to the Ethereal 
  Plane is through the casting of the etherealness spell, 
  which transports the spellcaster (and others, if the spell 
  is cast at a higher level) directly into the Border Ethereal. 
  Magical items also exist that allow users to transport 
  themselves into the Border Ethereal, and some characters 
  – such as the spectral warden ranger and the ghostwalker 
  sorcerer – can view and interact with creatures in the 
  Border Ethereal.
  Portals and gates exist scattered about the Material 
  Plane and Inner Planes that lead into the Ethereal Plane. 
  Some of these portals require specific actions or items 
  to open, while others act as cracks between the planes 
  that allow some of the ethereal to bleed out. Such areas 
  usually have a gray pallor to them, choked with strange 
  thick mists, and are often found at the site of horrendous 
  magical accidents involving transmutation magic.
  Traveling Around
  Movement in the Ethereal Plane, both Border and Deep, 
  is unrestricted by gravity or physical objects and creatures 
  on the mirroring plane. Creatures can move up or down, 
  though doing so costs 2 feet of movement for every 1 foot 
  moved. Flying or swimming speeds have no special affect 
  on the Ethereal Plane, though a creature can use its fastest 
  movement speed regardless of the mode while traveling.
  In the Border Ethereal, the mists are thick and swirling, 
  limiting vision to 60 feet. Traveling within the Border 
  Ethereal is otherwise unrestricted by the physical objects 
  or terrain of the adjoining plane, though notable exceptions 
  exist. Spells or effects that create or manipulate force 
  magic, such as the wall of force spell, can affect creatures 
  in the Border Ethereal. The wealthiest and most paranoid 
  of residents in the Material and Inner Planes have paid 
  alchemists large sums of gold to mix gorgon’s blood into 
  traditional mortar and built rooms or even whole castles 
  using the mixture, which also stops ethereal travel. The 
  private chambers of the Grand Sultan of the Efreet in the 
  City of Brass is said to have been constructed using these 
  materials.
  Gravity does exist in the Border Ethereal, so non-
  animate objects fall at regular rates and seem affected 
  by physical objects and barriers as if they were on the 
  adjoining plane. Planar scholars agree that the presence 
  of life in the Ethereal Plane is what supersedes the object 
  permanence of the adjoining plane, though exactly how or 
  why is still a hotly debated topic.
  
  Ethereal Plane
  94
  In the Deep Ethereal, the thicker gray mists limit vision 
  to just 30 feet. Distance becomes very relative in the Deep 
  Ethereal, and traveling to a specific location requires 
  concentration in the form of a group Wisdom (Insight) 
  check and 1d10 x 10 hours of travel. The DC is based on 
  how well known the location is among the group using the 
  following chart as a guide.
  deep etheReal tRavel difficulty
  lOcatiOn familiaRity
  insight dc
  Frequently visited
  10
  Visited once
  13
  Second-hand account
  16
  Visually described
  19
  Vaguely outlined
  22
  Failing the group check has a 10% chance of stumbling 
  upon a similar but different location, as determined by the 
  Dungeon Master. Otherwise, the time is simply spent and 
  the characters are no closer to arriving at their intended 
  destination.
  Powerful & Mighty
  Though the Ethereal Plane appears empty save for some 
  wandering monsters, great and powerful beings still work 
  behind the scenes. Most of them are located in the Deep 
  Ethereal, creating a space for an advanced creature to rule 
  a section in the Border Ethereal.
  Etherfarer Society
  Few organizations have studied the Ethereal Plane and 
  its mysteries as well as the Etherfarer Society, and few 
  libraries across the multiverse are as complete on the 
  nature of demiplanes and other wondrous sites in both 
  the Border and Deep Ethereal. The society was founded 
  several hundred years ago by a gnome wizard Erskin 
  Figfallow who traveled into the Ethereal Plane searching 
  for the Seed of Creation, a legendary item that is said 
  to give its possessor untold command over protomatter. 
  Erskin did not find it, but he did find a semisolid chunk of 
  ethereal matter in the Deep Ethereal that seemed unique. 
  He explored it, found it to be benign, and then worked with 
  his industrious family to construct a home there.
  Eager to learn as much as he could about the Ethereal 
  Plane, Erskin called upon scholars to join him in the 
  plane, and some did, adding their knowledge to that of 
  Figfallow. They formed the Etherfarer Society as a joint 
  venture in scholarly learning and adventurous pursuits 
  in the Ethereal Plane, and Erskin’s small home grew 
  considerably. The grandest building became known as the 
  Motherhouse, containing the library of the society and the 
  private residences of its most esteemed members, but the 
  rest of the community grew up quickly around it. It gained 
  the name Freehold after a band of radical priests seeking 
  divine enlightenment arrived, having been banished from 
  their own Material Plane for unpopular beliefs in the 
  nature of ghosts and the Ethereal Plane.
  Today, Erskin Figfallow still functions as Member First 
  of the Etherfarer Society, but many others have joined over 
  the years. Induction into the Etherfarer Society requires 
  approval by two-third members, and they are all ranked 
  according to the order in which they joined. Membership is 
  for life, and they have to date never re-ordered – Member 
  Third and Member Fourth both died while cataloguing an 
  unknown demiplane in the Deep Ethereal, and others have 
  fallen in the line of duty. The Etherfarer Society believes 
  in the free transfer and sharing of information as long 
  as it is between society members, who all must agree to 
  document their findings and writings of the Ethereal Plane 
  in the Motherhouse of Freehold.
  Royal Court of Bleakmore
  Across the width and breadth of the Ethereal Plane, no 
  greater bastion of civilization exists than Bleakmore, 
  Castle of Ghosts. It hovers at the ephemeral edge between 
  the Border and Deep Ethereal regions, allowing it to exist 
  just outside of every Border Ethereal in some strange and 
  unknown way. The sprawling castle is ruled by members 
  of the royal court, including a king, queen, and several 
  princes and princesses. They bicker, argue, fight, and 
  maneuver politically against one another, but their ghost 
  forms and strange nature of Bleakmore keeps them from 
  ever truly dying.
  In name at least, the royal court is ruled by King Tristan 
  Whitlock, a bitter and miserly old man who lost his crown 
  long before Bleakmore was pulled into the Ethereal Plane. 
  His wife, Queen Geraldine Whitlock, has a face like a 
  prune and an attitude like a snake. In life on the Material 
  Plane, the king and queen had two sons and a daughter, 
  but their eldest son was killed in battle under mysterious 
  circumstances. His betrothed, Lady Zola Nisbett, is filled 
  with vitriolic rage at the circumstances of being denied 
  rulership of Bleakmore, which passed to Prince Foster and 
  his wife Sibyl. Foster is a hollow shell of a man controlled 
  completely by his wife, who gloats over Lady Zola at every 
  opportunity. The feuding between Lady Zola and Lady 
  Sibyl is the most acrid in the castle.
  The youngest daughter of the king and queen is Mable 
  Whitlock who is possessed by some outside power and is 
  wracked by fits of powerful and chaotic magic. Other times 
  she is the most lucid of the royal court, and it is through 
  her intervention that keeps the worst of her family at bay. 
  The royal court keeps ghostly soldiers in defense of the 
  castle and a small number of dukes and duchesses that 
  dwell in the outlying sections of Bleakmore, but these are 
  just pawns in the petty efforts of the Whitlock royal family.
  As splintered as they are, the ghosts of the royal court 
  of Bleakmore have some control over lesser ghosts, and 
  since the time that their castle was pulled into the Ethereal 
  Plane they have mounted assaults on outside regions. The 
  nature and purpose of those assaults has varied over the 
  centuries as one member of the royal court gains influence. 
  For example, for a period King Tristan held sway, and 
  during that time ghostly warriors were sent out to conquer 
  a neighboring kingdom he was convinced was moving 
  against him. This “neighboring kingdom” turned out to an 
  unassuming nation in the Material Plane that found itself 
  under attack by phalanxes of ghost warriors!
  
  Ethereal Plane
  95
  The Splintersoul
  In the Deep Ethereal, it is widely known that the 
  protomatter floating around forms the basis for the 
  demiplanes that spawn there. Most of the demiplanes are 
  landscapes filled with wildly varying environments, but 
  occasionally something else is born in the ethereal mists. 
  The Splintersoul is one such anomaly. It is a massive 
  crystalline structure composed of irregular diamond-like 
  towers and spires floating in the Deep Ethereal, and it has 
  a singular intelligence. It can communicate telepathically 
  with beings that stand upon its surface as well as anyone 
  holding a shard of it, which tend to break off naturally 
  and float through the mists. In this way, shards of the 
  Splintersoul have reached across the multiverse, and those 
  that pick them up hear a faint voice telling them what to 
  do. Some shards wield mental powers that allow them 
  to control weaker willed targets, but most are simply the 
  voice of the Splintersoul.
  What does the Splintersoul want? This has been difficult 
  to determine. Some of the shards seek to return home 
  and bring as many intelligent creatures with them, which 
  has led some planar scholars to believe the entity feeds 
  on intelligence somehow. Other shards sow chaos and 
  dissent without a need for reunification with the whole, 
  and others seem benign and offer genuinely helpful advice 
  to their holder. Most Splintersoul shards do have the ability 
  to create humanoid shapes made up of ethereal mists, 
  creatures known as Splintersoul slaves, that obey the will 
  of the shard.
  In the Deep Ethereal, the Splintersoul itself is just as 
  maddening to deal with, but there is some effect that 
  leeches intelligence from creatures that remain in contact 
  with the structure for periods of time. Splintersoul slaves 
  are common on the structure, moving around to correct 
  fractures in the structure or to reunite lost shards back 
  into the collective.
  One consistent quirk of the Splintersoul is its reference 
  to itself as a group. It uses “we” and “us” when speaking 
  of itself, leading most to believe there is perhaps a group 
  intelligence at work. So far, the Splintersoul has remained 
  an enigmatic mystery with tendrils across the multiverse, 
  with plans and plots that have yet to reveal themselves on 
  the smaller scale.
  Tatha’Nalla the Spinner of 
  Secrets
  Secrets are a precious commodity across the planes, and 
  there are numerous brokers and traders of them in the 
  major planar metropolises, including the City of Brass, the 
  City of Glass, Dylath-Leen, and the Sevenfold Mazework. 
  The demiplane known as the Web of Worlds, bobbing in 
  the Deep Ethereal, is the home to a powerful figure in the 
  secret business. She is Tatha’Nalla, the Spinner of Secrets, 
  and she is a phase spider of tremendous size, age, and 
  power. Tatha’Nalla uses her powers to spin portals across 
  the multiverse from the Web of Worlds, and has an army of 
  informants and a network of spies in every major place.
  Tatha’Nalla is a selfish and cowardly creature at heart, 
  however, and she has made sure that certain protections 
  keep her from harm should the wrong secret pass into 
  the wrong hands. Demon lords, devil princes, elemental 
  kings, celestial guards, and more have learned to trust 
  the Spinner of Secrets only so far as they must, but her 
  information is reliable and she tends to have the right 
  piece of data at the right moment to squeeze the most 
  out of a needy person. Tatha’Nalla isn’t interested in gold 
  or jewels, though certain magical items and relics have 
  caught her attention. Her main commodity is in favors, 
  and she uses her well-placed network of spies, assassins, 
  and informants to work for her when she needs to call in 
  a favor. Few resist, and the Web of Worlds has special pits 
  for those that dared cross the Spinner of Secrets.
  Xill High Clans
  The xill are a strange race, and one of the few intelligent 
  native species of the Ethereal Plane. They are divided 
  into two types. The low clans are the barbaric, savage 
  marauders of the plane, using their powers to shift into 
  and out of the Border Ethereal in order to steal humanoid 
  creatures to use as living incubators for their egg sacs.
  The high clans, however, are civilized, and dwell in caves 
  made of random protomatter across the Deep Ethereal. 
  The largest is a region known as the Scarlet Caves, so 
  named because of the extensive tunnels carved into the red 
  clay, and it goes on for several miles. The xill high clans 
  communicate with one another telepathically, across any 
  distance, and they coordinate their actions like a highly 
  efficient single organism. The low clan xill serve the high 
  clans as workers, soldiers, and slaves, allowing the more 
  advanced creatures to plan for grander scale movements. 
  What is their ultimate goal? Some say it is a total takeover 
  of all Material Planes, while others say they are searching 
  for something more tangible across the multiverse.
  High clan xill are easily recognized from their low clan 
  brethren because of their radically different skin color. 
  Low clan xill have a deep crimson skin color, while high 
  clan xill can have nearly any other color. Midnight blue, 
  dull yellow, mottled green, pale white, and more have 
  been documented. There doesn’t seem to be an obvious 
  hierarchy to the coloration, and it seems as though no 
  high clan xill is more in charge than any other. Psychically 
  attuned adventurers that have probed into the mind of a 
  high clan xill have uncovered a vast mental array where all 
  the minds of all high clan xill are linked, but the intruder 
  was detected almost immediately. In the city of Freehold 
  in the Deep Ethereal, there is a tavern called the Thirsty 
  Pagan that now serves as the home of this brain-fried 
  adventurer.
  
  Ethereal Plane
  96
  Creatures & Denizens
  The Ethereal Plane is populated by monsters that can 
  affect both the Material Plane and their native plane, so 
  they can strike unsuspecting creatures from positions of 
  surprise. From the massive dharculus to the smaller but 
  no less deadly ethereal marauders, attacks from monsters 
  dwelling in the Border Ethereal keep many paranoid 
  warriors up at night.
  Aberrations
  There are strange creatures that dwell in the Border 
  and Deep Ethereal Planes, lurking and waiting for their 
  moment to strike. The dharculus is one of the largest and 
  most feared, with a mass of tentacles that draws in victims 
  to satiate its never-ending hunger. Spectral lurkers are 
  invisible predators that wait in the misty, shadowed halls of 
  forgotten castles on the Border Ethereal before reaching 
  out to suck in victims, draining them of their nimbleness 
  and leaving nothing but a dried up husk behind.
  Perhaps the strangest inhabitant of the Ethereal Plane 
  is the thought eater. It can exist only in the Ethereal Plane, 
  and it feeds off magic on the Material and Inner Plane. It 
  appears as a skeletal platypus, sickly gray in color, with a 
  cowardly tendency and a voracious appetite.
  Monstrosities
  The monsters that stalk through the Ethereal Plane 
  are well-adapted to the strange and somewhat spiritual 
  nature of the realm. Ethereal marauders are aggressive 
  triangular-shaped creatures that can leap in and out of 
  the Ethereal Plane to ambush prey and drag them in to 
  the Border Ethereal to feast away from any of the victim’s 
  allies. Similarly, phase spiders are adept at injecting 
  victims with a paralytic poison before dragging them into 
  the Border Ethereal.
  Xill. One of the most fearsome foes in the Ethereal 
  Plane are four-armed, reptilian xill. They are dangerous 
  monsters, exhibiting features of both reptile and insect, 
  and are renown across the Material Plane for leaping 
  suddenly out of the Ethereal Plane and implanting their 
  eggs into unwilling victims. It isn’t commonly known that 
  the xill actually divide themselves into two castes, high and 
  low xill. The low xill are the common savage marauders 
  with little more thought than survival. High xill are much 
  rarer and possess a level of culture and civilization on 
  par with most humanoid cities. They remain dangerous 
  monsters, but a high xill often has larger ulterior motives 
  behind its atrocities.
  Undead
  Most scholars and adventurers associate the Ethereal 
  Plane with its best known inhabitant – ghosts. If a living 
  creature dies with powerful emotions left unattended, 
  it’s possible their spirit gets trapped in the adjacent 
  Ethereal Plane and remains there as a ghost, an undead 
  apparition caught between the land of the living and that 
  of the spiritual dead. Regular ghosts can come from any 
  source, but the more powerful ancient ghost have used 
  their undead state to increase their own personal power 
  and can live for centuries on end. Hunger ghosts are the 
  savage undead spirits that can take the form of a skeletal 
  humanoid or a great black mastiff, but they are always 
  hungry for life and brutal in their methods.
  Hazards & Phenomena
  Some planar travelers claim the Ethereal Plane is a barren 
  wasteland, devoid of real hazards, but these travelers are 
  simply wrong. From ether cyclones to elemental gashes, 
  the realms of the Ethereal Plane are filled with strange 
  phenomena and hazards capable of challenging any who 
  would sail its waveless sea.
  Deadwave
  The Positive and Negative Energy Planes stand adjacent 
  to the Ethereal like the rest of the Inner Planes, but their 
  connection is unique and not fully understood. Ghosts 
  and other spiritual beings are both a part of the Ethereal 
  Plane and have strong ties to the Negative Energy Plane, 
  but other undead creatures do not share this trait. And 
  occasionally, deadwaves rock out from the Deep Ethereal, 
  which are powerful currents of necrotic energy that 
  originate from some rippling of the border between the 
  Negative Energy and Ethereal Planes.
  A deadwave appears as a black ribbon of crackling 
  energy, almost like lightning, that washes over creatures 
  and objects with two effects. The first is a forceful push as 
  strong as a hurricane. Parties traveling through the Border 
  Ethereal are pushed back by the deadwave 1d6 x 500 feet, 
  and in the Deep Ethereal the deadwave adds 1d6 hours 
  to any travel time. The second effect is deadlier. Living 
  creatures must succeed on a DC 14 Wisdom saving throw, 
  suffering 22 (4d10) necrotic damage on a failure, or half as 
  much on a success.
  
  Ethereal Plane
  97
  The deadwave has no effect on the adjoining planes, 
  though creatures with connections to death may feel a 
  wave of cold wash over them.
  Demiplane
  The Deep Ethereal is a primordial sea of protomatter 
  which can form budding new realms of existence known as 
  demiplanes. Demiplanes can form naturally or deliberately 
  through powerful magic, though in theory they follow the 
  same basic principles. Demiplanes are distinct regions 
  of semi-stable protomatter within the Deep Ethereal that 
  exhibit unique traits. No two demiplanes are exactly alike 
  as the forces that create them are unique as well, so even 
  with two formed primarily of elemental fire differences 
  arise in the exact nature. Accessing a demiplane from the 
  Deep Ethereal requires passing through a multicolored 
  ethereal curtain with no easily discernible marks, though 
  canny planar travelers have learned to pick up some of the 
  elemental traits by observing the flow of the curtain for a 
  period of time.
  Beyond the curtain, the demiplane reveals itself. Some, 
  like the Demiplane of Chains and Web of Worlds, are filled 
  with strange terrain that makes moving around difficult or 
  impossible. The Engulfing Hunger is a unique demiplane 
  that is possessed of a supernatural intelligence craving 
  living material, but its natural geography looks like an 
  idyllic Material Plane region. The Nightwalker Pit is a 
  bleak demiplane of howling darkness reminiscent of the 
  Abyss or the Nine Hells.
  Demiplanes can be randomly generated using the below 
  tables for inspiration. To randomly generate a demiplane, 
  start with the planes of influence. You can roll on this 
  table one or more times to help give the demiplane a basic 
  outline. Once you’ve settled on the influential planes, roll 
  1d4+1 times on the demiplane characteristics table to 
  guide the core idea of the demiplane. Many demiplanes 
  are inhabited by creatures, which you can roll for in the 
  demiplane inhabitants table. Generally only a single roll 
  is required on that table. The final table determines the 
  rough size of the demiplane, from 10 feet in diameter to 50 
  or more miles.
  Some of the results may not make sense, but such is 
  the nature of the Deep Ethereal. Trying to tie disparate 
  elements from random tables together can yield 
  surprisingly interesting results.
  demiplane influential sOuRce
  1d20
  plane Of influence
  1-2
  Plane of Air
  3-4
  Plane of Earth
  5-6
  Plane of Fire
  7-8
  Plane of Water
  9-10
  Positive Energy Plane
  11-12
  Negative Energy Plane
  13-14
  Plane of Faerie
  15-16
  Plane of Shadow
  17-18
  Plane of Dreams
  19-20
  No influential plane
  demiplane chaRacteRistics
  1d20
  demiplane chaRacteRistics
  1
  Dead magic – Magic spells and effects don’t 
  function
  2
  Gelatinous
  3
  Swampy
  4
  Mountains
  5
  Forested
  6
  Storm-wracked
  7
  Oceanic
  8
  Jungle
  9
  No landmass
  10
  Poisonous
  11
  Ordered
  12
  No gravity
  13
  Sentient
  14
  Dry
  15
  Metallic
  16
  Wild magic – All spells cause wild magic surges
  17
  Frozen
  18
  Misty
  19
  Fast – All creatures act as if affected by the 
  haste spell
  20
  Slow – All creatures act as if affected by the 
  slow spell
  
  Ethereal Plane
  98
  demiplane pRimaRy inhabitant
  1d20
  demiplane inhabitants
  1
  None
  2
  Mundane Material Plane creatures
  3
  Mundane Inner Plane creatures
  4
  Demons
  5
  Devils
  6
  Elves
  7
  Dwarves
  8
  Gnomes
  9
  Humans
  10
  Minotaurs
  11
  Goblinoids
  12
  Illithids
  13
  Beholders
  14
  Giants
  15
  Dragons
  16
  Undead
  17
  Yugoloths
  18
  Lycanthropes
  19
  Sahuagin
  20
  Powerful adventurers
  demiplane size
  1d20
  demiplane size
  1
  10 feet diameter
  2
  100 feet diameter
  3-4
  1,000 feet diameter
  5-6
  2,000 feet diameter
  7-8
  1 mile diameter
  9-11
  2 miles diameter
  12-13
  3 miles diameter
  14-15
  6 miles diameter
  16-17
  12 miles diameter
  18
  25 miles diameter
  19
  50 miles diameter
  20
  50 miles + roll again and sum the results
  Elemental Gash
  Sometimes, catastrophic events in the Ethereal Plane or 
  Inner Plane can cause fissures to open up, bleeding raw 
  power from the neighboring plane into the ethereal. These 
  elemental gashes can be dangerous when they occur, 
  though the natural properties of the plane heal such planar 
  wounds within an hour. Roll 1d4 to determine the nature of 
  the elemental gash, which spews forth elemental damage 
  in a 500-foot diameter cloud. Creatures in the cloud must 
  succeed on a DC 14 Dexterity saving throw, suffering 21 
  (6d6) damage of a type determined by the gash origin on a 
  failure, or half as much on a success.
  elemental gash damage
  1d4
  element
  damage type
  1
  Air
  Lightning
  2
  Earth
  Acid
  3
  Fire
  Fire
  4
  Water
  Cold
  Ether Cyclone
  Despite its nickname as the waveless sea, the mists of the 
  Ethereal Plane hold an energy in their twisting and moving 
  that can surge suddenly and without warning. The result 
  is an ether cyclone, birthed under unknown circumstances 
  in the Deep Ethereal, that moves through the realm as a 
  serpentine column of powerful force and energy. An ether 
  cyclone can be detected 1d4 rounds before it appears with 
  a DC 15 Wisdom (Perception) check, marked by a low 
  hum in the surrounding ethereal mists. Unless a creature 
  can move out of the Ethereal Plane in that short window 
  they are struck by the ether cyclone. Roll on the below 
  table to determine the effect.
  etheR cyclOne
  1d20
  etheR cyclOne effect
  descRiptiOn
  1-12
  Extended journey
  Make a group DC 15 
  Charisma saving throw. 
  On a success, travel is 
  extended by 1d10 hours, 
  while failure doubles 
  travel time
  13-19
  Pushed into curtain
  The party is pushed 
  into a nearby ethereal 
  curtain (roll randomly to 
  determine which one)
  20
  Astral rift
  The party is flung into 
  the Astral Plane
  Being blow off course by the ether cyclone is the most 
  common occurrence, but it is not rare to be hurled into 
  a nearby ethereal curtain and pushed into the Border 
  Ethereal of a strange region. Rarely the fabric of the 
  multiverse is ripped and a rift into the Astral Plane is 
  created, but it has been known to occur.
  
  Ethereal Plane
  99
  Ethereal Curtain
  The Border Ethereal regions of the various overlapping 
  planes are separated from the Deep Ethereal by great 
  barriers known as ethereal curtains. Ethereal curtains 
  are colored based on their origin and are seen only by 
  creatures in the Deep Ethereal; passing from the Border 
  Ethereal deeper into the plane passes no clear markers, 
  only a spectral darkening of the surrounding mists. From 
  the Deep, however, the ethereal curtains are known as the 
  Wall of Color and they ebb and flow like the tidal waters 
  of a massive ocean. However, owing to the vision limiting 
  nature of the Deep Ethereal, creatures only see a small 
  portion of the curtain at a time.
  The known colors of the ethereal curtain are listed 
  below in a random table.
  etheReal cuRtain destinatiOn
  1d20
  plane
  cuRtain cOlOR
  1-2
  Material Plane
  Bright turquoise
  3-4
  Plane of Shadow
  Dusky gray
  5-6
  Plane of Faerie
  Opalescent white
  7-8
  Plane of Dreams
  Deep sapphire
  9-10
  Plane of Air
  Pale blue
  11-12
  Plane of Earth
  Reddish-brown
  13-14
  Plane of Fire
  Orange
  15-16
  Plane of Water
  Green
  17
  Elemental Chaos
  Swirling mix of blue, 
  brown, orange, and 
  green
  18
  Positive Energy 
  Plane
  Radiant yellow
  19
  Negative Energy 
  Plane
  Reflective purple
  20
  Demiplane
  Maelstrom of all colors
  Passing through an ethereal curtain is like moving through 
  breathable gelatinous material for a few rounds, the 
  material resistance of the planar boundary pushing against 
  the traveler for a moment before ultimately yielding.
  Light Fall
  Deadwaves are the result of the Negative Energy Plane 
  affecting the Ethereal Plane while light fall is the result 
  of the Positive Energy Plane’s influence. A light fall is a 
  harmless event where drops of luminous white and yellow 
  drops of pure light streak down in a cloud roughly 1d4 
  miles in diameter. The light fall lights up the Ethereal 
  Plane and increases vision to 120 feet in both the Border 
  and Deep regions. Light falls last for 1d4 hours before 
  fading away.
  Protomatter
  The raw building blocks of demiplanes are the hunks of 
  protomatter drifting through the Deep Ethereal. They 
  appear as multicolored globules of jelly-like substance 
  with little mass and almost no weight, and they range in 
  size from fist-sized to as large as a continent. Sometimes, 
  when a chunk of protomatter drifts too close to an ethereal 
  curtain leading to one of the Inner Planes, it stabilizes 
  and forms a solid landmass, and it’s upon this that some 
  structures can be built or anchored to. The city of Freehold 
  is built on one such mass of protomatter, and the Scarlet 
  Caves of the High Clan xill are carved into another. To date 
  no one has successfully transported protomatter out of the 
  Deep Ethereal – the small samples that have been taken 
  out simply collapse into liquid form as soon as they enter 
  another plane of existence.
  Sites & Treasures
  The Ethereal Plane is filled with sites of adventure just 
  waiting for parties of heroes to explore and catalog, along 
  with numerous relics that are unique to this strange 
  transitive plane.
  Bleakmore, Castle of Ghosts
  Floating in a strange realm between the Border and Deep 
  Ethereal is an extensive castle, towers, and battlements 
  known now as Bleakmore, the Castle of Ghosts. It is a 
  hauntingly beautiful site now as the stones that make 
  up the structures have become faded white from the 
  swirling mists. The castle and towers were ripped from the 
  Material Plane hundreds of years ago by some unknown 
  force, and it pulled the residents with it. Nothing living 
  lives in Bleakmore now – only the ghosts of the Whitlock 
  family occupy it.
  On the Material Plane the site was known as Bluemore 
  Castle, and it was the seat of the Whitlock royal family 
  for generations. Over the years, infighting and squabbling 
  overtook the members of the family and, and in the current 
  generation the corruption and petty malevolence ran the 
  deepest. How did Bluemore get pulled into the Ethereal 
  Plane? The prevailing theory is a ritual gone awry that was 
  likely meant to kill or incapacitate one or more members of 
  the Whitlock family, though none of the ghostly court now 
  remember any of the details. They are each consumed with 
  ruling Bleakmore at the expense of everything else.
  Bleakmore is composed of a magnificent castle around 
  which stand a dozen smaller towers. The courtyards 
  are filled with dead trees and plants now sustained by 
  the same hate and loathing that keeps the ghosts from 
  moving on, and since their arrival in the Ethereal Plane the 
  Whitlock family has been busy at creating new and terrible 
  ways to maim each other. Little that they do affects each 
  other in their ghostly forms, but for any mortal trespassers 
  a host of traps, dungeons, and mazes await.
  
  Ethereal Plane
  100
  The City That Waits
  Few know anything about the unusual cityscape floating in 
  the Deep Ethereal. It’s not a demiplane but it appears as if 
  an entire city was pulled up from its roots and tossed into 
  the ethereal mists. The scale is broader than Bleakmore, 
  but the City That Waits as it is referred to now is not 
  occupied by ghosts. Its population are neither living nor 
  undead, but instead construct-like beings frozen in their 
  last moments before being pulled into the Ethereal Plane. 
  The cobblestone streets are filled with residents going 
  about their normal day, each one stopped in mid-action.
  It is rumored that one of the demon lords of the Abyss 
  stole this city and placed it into the Deep Ethereal for 
  some unknown reason. Perhaps it was meant to be a 
  sacrifice, or perhaps as a secret storehouse away from 
  prying eyes. The frozen occupants of the City That Waits 
  do not respond to pain or any other external stimuli, 
  though they can be killed. Adventurers that have stumbled 
  upon the eerie site claim a dangerous ephemeral monster 
  lurks amid the waiting citizens, a vestige of some powerful 
  entity – or perhaps the collected anger and resentment of 
  the population itself.
  Demiplane of Chains
  Outside of the prison plane of Carceri, the Demiplane 
  of Chains is one of the most secure prison sites in the 
  multiverse. It is a demiplane in the Deep Ethereal, only 
  about 6 miles in diameter, but filled completely with 
  intelligent but non-verbal links of chain. It is widely 
  believed the demiplane is alive, similar to the Engulfing 
  Hunger, and that each chain link acts towards the central 
  will of the plane itself. For all intents and purposes, that 
  central will seems dominated with holding prisoner 
  anyone or thing that enters its ethereal curtain. Angels, 
  devils, sorcerers, warlords, and more have become trapped 
  in the Demiplane of Chains.
  Is there a way out? A legendary thief now hiding out in 
  the City of Brass claims to know a way and he has the link 
  of chain from the demiplane to prove it. Getting someone 
  out of the Demiplane of Chains would prove a monumental 
  task as the sentient links move like great metal serpents to 
  ensnare and imprison anyone that enters.
  
  Ethereal Plane
  101
  Engulfing Hunger
  Few demiplanes are as alive as the Engulfing Hunger. This 
  massive, 50-mile diameter demiplane in the Deep Ethereal 
  is controlled by a single primitive intelligence that seeks to 
  devour anything and everything living that comes within its 
  borders. It has the intellect of a canny predator, and those 
  travelers that have escaped the Engulfing Hunger with 
  their life claim the demiplane enjoys toying with its victims. 
  Beyond its ethereal curtain, visitors are greeted with a lush 
  landscape of tropical jungle, but no birds or natural critters 
  can be seen or heard.
  When the Engulfing Hunger moves to strike it uses the 
  trees and even ground to swallow victims, pulling them 
  down into the heart of the demiplane where it crushes 
  them with stones and digestive acids. The demiplane can 
  manifest extensions of itself to chase and drive targets 
  into specific areas, all the while the sky darkens above 
  and the face of the alien entity can be seen looming like a 
  god. Why would anyone visit the Engulfing Hunger? Some 
  are pushed into it by an ether cyclone or stumble upon 
  it by mistake, but others seek it out deliberately. Rumors 
  persist that a rare and potent flower grows in the Engulfing 
  Hunger’s jungle interior with powerful restorative 
  capabilities. The exact nature of those capabilities hasn’t 
  been documented but it seems to respond to the needs of 
  the person who eats it.
  Is this a lure by the Engulfing Hunger to draw fresh 
  victims into its mass? Or is it a natural byproduct of the 
  demiplane’s existence? For those that need the flower in 
  the heart of the Engulfing Hunger, the answer is irrelevant.
  Freehold
  The city of Freehold is built on a floating mass of 
  protomatter in the Deep Ethereal and serves as one of 
  the only havens for scholarly learning in the plane. It is 
  the home of the Etherfarer Society, a group dedicated 
  to studying and cataloguing the wonders of the Ethereal 
  Plane, but they have a very casual attitude towards 
  travelers. The society runs the Motherhouse in Freehold, 
  the largest and oldest structure in the settlement, but other 
  smaller buildings have been built or conjured around it 
  to serve various needs. The Gallant Ghost Tavern serves 
  exotic wines and beers from around the multiverse, and 
  the Freehold Market holds numerous merchants that cater 
  to travelers and explorers.
  There is some friction among the older generations 
  of Etherfarers and newcomes that creates interesting 
  opportunities for adventurers of all types. The newer 
  society members believe that the group’s works should 
  be more accessible, and they work towards making their 
  findings public and available across the multiverse. Older 
  members believe that only Etherfarers should have access 
  to the information, thus keeping it restricted and valuable 
  for seekers of knowledge.
  Freehold is not a refuge for regular open conflict or bare-
  knuckle fights, though an occasional stabbing or magical 
  assassination has been known to occur. For the most part, 
  the residents of Freehold keep up appearances as civil 
  students devoted to the common good, though secretly all 
  have some detail they wish changed about the settlement.
  Goblet of Ether
  Crafted at the behest of a powerful king on the Material 
  Plane, the Goblet of Ether is a magnificent silver cup 
  adorned with opals and white diamonds along its rim. 
  The handle is smooth and supports the oversized cup 
  by balancing the weight with a polished platinum base. 
  Overall the relic gives the impression of opulence and 
  simplicity, but its real value comes from its magical 
  properties. The king who ordered its construction used it 
  as his personal wine vessel for many years, but when his 
  queen died the king sought a way to conquer death so that 
  he could see his lost queen. An enigmatic wizard offered to 
  enchant the king’s goblet to give him such a power, and so 
  the Goblet of Ether was born.
  When any amount of liquid is poured into the goblet, 
  it evaporates into ethereal mists that can be consumed 
  by the person holding the goblet. Doing so allows the 
  drinker to see and interact with creatures and objects 
  in the Border Ethereal as if they were on the Material 
  Plane. Unfortunately for the king, his deceased queen was 
  plotting against him and had returned as a ghost, so when 
  he drank from the Goblet of Ether he found himself at the 
  mercy of her fury. The Goblet of Ether passed away from 
  the king’s hands and fell into the lap of a trader, who take 
  it faraway without realizing its power. Where it is now is 
  anyone’s guess.
  Hatchery of Ul’lulaa’Mu
  High Clan xill enjoy their civil societies and look down 
  upon their Low Clan brethren as barbaric, savage, and 
  backwards. However, all xill reproduce by laying eggs in a 
  living humanoid host, but for the High Clan xill they have 
  kept such unpleasantness contained within a number of 
  secret locations. The largest is the Hatchery of Ul’lulaa’Mu, 
  a word pulled from an ancient dialect of Elven that roughly 
  translates as “place of life and tranquility.”
  It is, however, far from that. The Hatchery of Ul’lulaa’Mu 
  is a breeding ground for slaves of the High Clan xill. 
  Rumors persist that it is located in the Border Ethereal of 
  the Plane of Earth in a secluded cave cut off from the rest 
  of the realm, but few have even heard of the hatchery let 
  alone returned from it. The xill masters use all manner 
  of guards and traps to keep the stock of breeding slaves 
  docile and willing, going so far as to concocting powerful 
  magical drugs to sedate them. Caves are dedicated to 
  the hatching of eggs by powerful individual xill across 
  the Ethereal Plane, most of whom come to visit to lay 
  their eggs and perpetuate their species. The Hatchery 
  of Ul’lulaa’Mu is a nightmarish place of suffering and 
  subjugation that the High Clan xill do not openly admit to 
  outsiders even exists.
  
  Ethereal Plane
  102
  Mask of the Faceless One
  This evil item was found originally by a member of the 
  Etherfarer Society cataloguing a new demiplane in the 
  Deep Ethereal. It appears as a wooden mask meant to fit 
  over the face of a regular humanoid creature, but it has no 
  eyes or mouth holes. The wood is colored purple and gives 
  off a slight electrical hum when held by a living creature. 
  Wearing the mask bombards the holder with visions of 
  cyclopean cities, ancient pyramids of timeless stone, and 
  a deep-seated loathing for all living creatures. The mask 
  typically takes over its wearer in an instant and drives 
  them to commit horrendous acts of violence on as grand a 
  scale as it can muster.
  The society member that found it put it on in the 
  Motherhouse in Freehold, and the subsequent attacks 
  killed a dozen individuals and bystanders before the 
  wearer could be subdued. The Mask of the Faceless One, 
  as it became known as, gave its wearer supernatural 
  strength and endurance. It was taken into the vaults below 
  the Motherhouse of the Etherfarer Society for further 
  study, but it has thus far given no concrete clues as to 
  who made it or where it came from. A rare few have been 
  able to put on the mask for a short time and resist the 
  murderous urges brought on by its psychic control, and 
  those that have done so believe it is linked somehow to the 
  Pyramid of the Lost located in the Deep Ethereal.
  Nightwalker Pit
  Few darker demiplanes exist in the Deep Ethereal than the 
  Nightwalker Pit, both figuratively and literally. This isolated 
  realm is 12-miles deep but it’s not shaped like a typical 
  demiplane. Instead, the opening through the ethereal 
  curtain leads into a pitch black tubular realm about 1 
  mile in diameter. It extends into nightmarish darkness 
  for 12 miles which is filled with horrible monsters culled 
  from the most shadowed corners of the Abyss and other 
  lightless regions of the multiverse. Does some malevolence 
  draw these creatures to the Nightwalker Pit? Or are they 
  spawned naturally? What lays at the bottom? None have 
  found out and returned.
  The Nightwalker Pit is also the best example the 
  members of the Etherfarer Society have given showing 
  the Ethereal Plane can spawn demiplanes on its own that 
  are just as deep and varied as any created by a powerful 
  wizard or priest on the Material Plane. Nothing seems to 
  lay claim over the Nightwalker Pit, and the horrors inside 
  have no desire beyond tearing travelers limb from limb that 
  stumble into its feared ethereal curtain. Others say that 
  such an evil-tainted demiplane must have been created 
  by some external force, such as a devil prince or yugoloth 
  warlord, as no other demiplane of such pure evil has been 
  found since. Is there a strong connection to the Negative 
  Energy Plane in the Nightwalker Pit? Such a presence 
  would be suggested but so far not yet been proven.
  Pyramid of the Lost
  It’s not uncommon to come across bizarre sites in the 
  Deep Ethereal, but the massive structure known as the 
  Pyramid of the Lost is one of the most compelling and 
  mysterious. It is a truly enormous stepped pyramid with 
  its pyramidal nature reflected back on itself at its base, 
  creating a structure with a distinct pinnacle at the top and 
  the bottom. The “top” half is made of an unknown bluish-
  gray stone, while the “bottom” half is a reddish-brown 
  color. It floats among the ethereal mists without resting 
  on any protomatter, and in fact the natural protomatter 
  of the Deep Ethereal seems repelled by it somehow. Four 
  doors are set on its exterior, one on each side along its 
  center where the blue and red stones meet, and the doors 
  have no discernable top or bottom. They are made up of 
  an unknown golden metal and are marked with raised 
  symbols that have defied identification.
  The Etherfarer Society believes the Pyramid of the Lost 
  was built by a race of being called the ethergaunts in the 
  time before the Material Plane existed. Other smaller 
  structures have been found across the Deep Ethereal and 
  even in some Border Ethereal regions of the Inner Planes 
  that show these creatures to be vaguely humanoid with 
  stooped shoulders and long, thin arms and legs. Their 
  heads were set on skinny necks that rested in their chest 
  rather than atop it. The Mask of the Faceless One has been 
  linked to the ethergaunts and seems somehow connected 
  to the Pyramid of the Lost, though scholars in Freehold 
  are baffled as to how or why.
  What happened to the ethergaunts? Are any still alive in 
  the Pyramid of the Lost? No one to date has been able to 
  open any of its doors, but it radiates powerful necromantic 
  and enchantment magic under sorcerous scrutiny.
  Scarlet Caves
  The largest home of the High Clan xill on the Ethereal 
  Plane are a series of tunnels and towers carved out of 
  a large red island of protomatter. Known as the Scarlet 
  Caves, the xill here live in opulence, drifting in the Deep 
  Ethereal and confident in their own mastery. They forge 
  weapons and armor in one cave fed by elemental gashes 
  to the Plane of Fire, and in other complex they greet 
  guests with art and sculptures depicting the greatest in 
  xill philosophy and aesthetic design. Each High Clan xill 
  dwelling in the Scarlet Caves has a well-appointed home 
  attended to by numerous slaves, such as umber hulks and 
  other mindless beasts, but they do their best to pacify any 
  visitors that come to trade.
  As much as the xill in the Scarlet Caves like to pretend 
  at playing civil for the sake of appearances, they are not 
  above abducting visitors with brute force and carrying 
  them away to one of the many hatcheries across the 
  Ethereal Plane. Sometimes the xill keep unique prisoners 
  in elaborate dungeons within their cavern complex to be 
  used as bartering tools when dealing with visiting dao or 
  efreet from the Inner Planes. It’s worth noting that the 
  High Clan xill do not employ or use Low Clan xill to do 
  any of the work or defense of the Scarlet Caves – the two 
  factions of the race barely acknowledge one another’s 
  presence in the multiverse, and the High Clan xill seem 
  perfectly content in letting their Low Clan brethren raid 
  and scavenge in the Border Ethereal.
  
  Ethereal Plane
  103
  Seed of Creation
  The Seed of Creation is the kind of artifact that drives 
  regular explorers to travel to remote regions of the 
  multiverse on just the hint of its location. Even its exact 
  powers aren’t known, as tales vary wildly from one legend 
  to the next. Most agree that it contains a divine spark 
  normally reserved for the hands of gods, but exactly what 
  it can do is more nebulous. One story tells of a peaceful 
  monk that used the Seed of Creation to remove the fury 
  from 10,000 raging barbarians intent on destroying a 
  single monastery. Another legend claims a cleric used 
  the relic to restore life to a dead god floating in the Astral 
  Plane.
  Even the description of the Seed of Creation is vague 
  at best. Most stories claim it to be about the size of a 
  watermelon, oval, and possessing an inner light that 
  pierces any darkness. Holding it allows the possessor to 
  shrink the side, or perhaps it is the possessor and the rest 
  of the multiverse that grows in comparison? Perception 
  becomes distorted around the artifact, though it doesn’t 
  seem to possess an intelligence of its own.
  The gnome wizard Erskin Figfallow followed stories 
  about the Seed of Creation and believed it to have 
  originated in the Ethereal Plane. And not just anywhere, 
  but at the theoretically center of the Deep Ethereal from 
  which everything in the plane spreads. Erskin founded the 
  Etherfarer Society to help fund and shape his expeditions, 
  all of which were focused on finding the center of the 
  Ethereal Plane and its connection to the Seed of Creation. 
  He never found it, but tantalizing rumors have kept him on 
  the trail.
  The Splintersoul and Shards
  The Splintersoul is a complex crystalline structure free 
  floating in the Deep Ethereal. It has walkways, towers, 
  arches, and paths, all made out of a pale blue crystal that 
  curiously does not reflect light – it absorbs it. One of the 
  most curious thing about the Splintersoul is it seems to 
  have a psychic intelligence attached to it somehow, and it 
  can speak telepathically to creatures both on it and within 
  sight of it in the Ethereal Plane.
  What it wants, however, is much more of a mystery. 
  It refers to itself in the third person as “we” and “us” 
  and claims to have no name for itself, though it uses 
  Splintersoul as the title bestowed upon it by travelers. 
  It was first discovered by a pair of Etherfarer Society 
  members who got blown off course by an ether cyclone, 
  and they were astonished at what they uncovered. The 
  Splintersoul created humanoid representatives of itself 
  which the pair dubbed splinter slaves, and it used these to 
  guide the travelers around the complex tunnels and mazes 
  of blue crystal architecture. However, things took a dark 
  turn when they reached a hub of some sort and the two 
  society members tried to flee. One escaped, but the other 
  was caught and kept by the splinter slaves. Her fate is still 
  unknown.
  One of the curious things about the Splintersoul are the 
  large number of shards that have broken off from its main 
  “body” and drifted into the Ethereal Plane and out into 
  the multiverse. These shards are usually only fist sized, 
  but they each contain a fragment of the Splintersoul’s 
  personality and power. The shards can create splinter 
  slaves away from the Ethereal Plane, and they each seem 
  to want something else entirely. Some want to reunite with 
  the Splintersoul, others seek to bring peace and harmony, 
  while others are interested only in warfare and bloodshed.
  Web of Worlds
  Tatha’Nalla, the Spinner of Secrets, is a phase spider of 
  enormous bulk that lives in the demiplane known as the 
  Web of Worlds. She is a broker of information, and from 
  her small realm in the Deep Ethereal she has created 
  secret portals to much of the rest of the multiverse. 
  Exactly how is a mystery and one that Tatha’Nalla has not 
  divulged, but some planar scholars believe the webs of her 
  demiplane interact with the mists of the Deep Ethereal in 
  a unique way that allow her to “phase” into other planes of 
  existence.
  Inside, the Web of Worlds is a gray sticky mess, only 
  about 6 miles in diameter, with Tatha’Nalla spinning more 
  webs and plots from its center. She has a large number of 
  phase spiders completely devoted to her and the Web of 
  Worlds at her beck and call, but the information broker has 
  on occasion invited guests into her demiplane home. Such 
  guests report being ushered into rooms that resemble 
  large cocoons of thick webbing, and that Tatha’Nalla was 
  always guarded by protective armor made from the same 
  webs.
  Adventure Hooks
  Despite its reputation as a simple means to planar travel, 
  the Ethereal Plane has much to offer a band of adventurers 
  of nearly any level.
  Unusual Excavations. A local baron begins to act 
  strangely, ordering crews of servants to dig in a remote 
  forest at the edge of his domain. The party becomes 
  involved when the baron’s mercenaries come to round up 
  more slaves and won’t take “no” for an answer. It turns the 
  baron has a shard of the Splintersoul, and it’s commanding 
  him to dig into the earth at a specific location in order to 
  find “the truth.” The baron and the shard are inexorably 
  linked now and drawn to the site. What is revealed in the 
  excavation? Why does the shard of the Splintersoul want it 
  uncovered?
  The Karlsholm Ghost. A particularly intelligent and 
  cunning plasm is pushed from the Ethereal Plane into 
  the Material Plane, and it finds the plane to its liking. It 
  takes residence in a mining complex close to the remote 
  settlement of Karlsholm, and from there the plasm uses 
  stories of a local ghost legend to bully the populace. A 
  family leaves Karlsholm after their patriarch is killed by 
  the “ghost” and the party begins investigating. The plasm 
  has a superstitious tribe of mountain warriors that it uses 
  to keep people from the mine. With luck and determination 
  the characters can root out the plasm and restore the mine 
  to working condition for the people of Karlsholm.
  
  Ethereal Plane
  104
  When Ethereal Tentacles Attack. While staying in a 
  favored tavern, the characters witness a stranger burst in 
  with a wild look in her eyes. She rushes over to the party 
  and explains she is from the Etherfarer Society, and that 
  she is being followed by some ethereal stalker that has 
  dogged her every movement. She offers to pay the party 
  to protect her, but during the offer the creature strikes – a 
  dharculus! The party can take up her mission by laying 
  claim to an Etherfarer charm that allows them to travel to 
  Freehold. What was the member investigating? Why did 
  she draw the ire of a dharculus?
  Ghost of a Chance. The royal squabbles of the royal 
  court of Bleakmore spill over into the Material Plane as 
  Lady Zola and Lady Sibyl move via proxies against one 
  another. They have chosen two tribes of orcs as their 
  pawns and the characters find themselves in the middle 
  of the struggle. On one side is the Hollow Tusk Tribe 
  orcs under the sway of Lady Zola who is possessing the 
  tribal chief, while Lady Sibyl controls the eldest shaman 
  in the Black Blood Tribe. The two ancient ghosts must 
  be expelled before the orc war spills over into the nearby 
  communities.
  Favor of the Xill. The characters receive an invitation 
  from a strange source asking them to arrive at a certain 
  place at a certain time for a gala extraplanar celebration. 
  The invitation is from Kla’ta’naka, a High Clan xill seeking 
  to make friends with the party so that it can ask them a 
  favor. Kla’ta’naka lives in the Scarlet Caves and believes 
  one of its rivals is plotting against it – it wants the party 
  to act as bodyguards and spies in the xill home to help 
  uncover the plot. But is Kla’ta’naka being honest? And 
  what about the secret caravans being sent deeper into the 
  Ethereal Plane with cages of humanoid slaves? The High 
  Clan xill offer nothing more than innocent explanations for 
  the sinister doings.
  Random Encounter Tables
  The below table can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  is traveling around the Ethereal Plane. Two tables are 
  provided covering the Border Ethereal and the Deep 
  Ethereal.
  Border Ethereal
  1d100
  bORdeR etheReal encOunteR
  01-05
  A dharculus
  06-10
  A pack of ethereal marauders hunting prey
  11-15
  A pair of hunger ghosts seeking a meal
  16-20
  A lonely ghost wandering
  21-25
  A vengeful ghost looking for action
  26-30
  A nest of phase spiders
  31-35
  Phase spiders on the prowl
  36-40
  A single Low Clan xill lost
  41-45
  Low Clan xill returning with captives
  1d100
  bORdeR etheReal encOunteR
  46-50
  A plasm
  51-55
  A spectral lurker waiting in ambush
  56-60
  A thought eater sprinting away from a 
  predator
  61-65
  Deadwave
  66-70
  Light fall
  71-75
  Two basilisks
  76-80
  The cache of an ethereal traveler long dead
  81-85
  A cockatrice
  86-90
  A small band of ethereal travelers looking 
  for someone
  91-00
  Ether cyclone
  Deep Ethereal
  1d100
  deep etheReal encOunteR
  01-05
  An ancient ghost with servants
  06-10
  A host of hunger ghosts lost in the mists
  11-15
  A lich returning to its demiplane
  16-20
  Several plasm traveling towards an ethereal 
  curtain
  21-25
  A thought eater hiding behind protomatter
  26-30
  A High Clan xill traveling in a carriage 
  pulled by umber hulks
  31-35
  A caravan of captured slaves bound for a xill 
  hatchery
  36-40
  Demiplane
  41-45
  Elemental gash
  46-50
  Deadwave
  51-55
  Light fall
  56-60
  Great hunks of protomatter
  61-65
  A pair of elementals (randomly determine 
  the type)
  66-70
  A noble efreeti looking for a xill outpost
  71-75
  A tiny pocket demiplane holding the remains 
  of a wizard
  76-80
  An expeditionary force from the Etherfarer 
  Society
  81-85
  The lost journal and possessions of an 
  explorer
  86-90
  A noble djinni hunting xill slavers
  91-00
  Ether cyclone
  
  Plane of Shadow
  105
  Plane of Shadow
  “The Plane of Shadow, also referred to as the Shadowfell, is an 
  echo of the Material Plane. It overlaps the known world but it 
  remains separate, and a great gloom and sense of dread holds 
  sway over its gray, shadow-filled landscape. It is the opposite of 
  the Plane of Faerie, and there is strong evidence to support the 
  two echo planes are linked in some ephemeral way. I surmise that 
  the Plane of Shadow is a byproduct of the Negative Energy Plane 
  influencing the Material Plane, and that it represents a decaying 
  of the natural order inherent to all things and places in the 
  multiverse. Certainly the prevalence of necrotic energy and undead 
  horrors in the Shadowfell lends credence to this theory.”
  Lillandri the Moon Mage
  Gloom, despair, hopelessness, and loss are just some of 
  the words that can be used to describe the feelings that 
  weigh down travelers that enter the Plane of Shadow. It 
  is an echo of the Material Plane, but it holds only a dark 
  reflection filled with darkness and a creeping sense of 
  being watched. Forests hold sinister shadows, mountains 
  loom taller and more ominous, and everywhere the natural 
  order seems twisted and bent towards a darkly malevolent 
  end.
  The nature of the Plane of Shadow draws evil and 
  undead creatures to it, and this attraction has led many 
  planar scholars to link the realm to the Negative Energy 
  Plane. There certainly seems to be some truth to this 
  connection, and it’s worth noting that the Plane of Faerie 
  – another echo plane, but one filled with vibrant and often 
  violent life – seems just as strongly linked to the Positive 
  Energy Plane. Are these two sides of the Material Plane 
  the result of the Positive and Negative Energy Planes? Or 
  are the Positive and Negative Energy Planes a result of the 
  Shadowfell and Feywild? Debates continue in scholarly 
  circles.
  From a more conventional standpoint, the Plane of 
  Shadow is a place where fell creatures dwell, and its 
  location on the other “side” of the Material Plane makes 
  its interference much more common than other decidedly 
  evil outer planes, such as the Abyss or the Nine Hells. A 
  pervasive gloom in a forlorn crypt, the shadow cast by 
  a tombstone in the moonlight, or the yawning darkness 
  beneath a creaking gallows all can contain portals to the 
  Plane of Shadow, allowing monstrous creatures to slip 
  between the cracks and wreak havoc.
  The Shadowfell is also the home to the Domains of 
  Dread, unique and isolated realms locked away from 
  the rest of the plane by insidious Dark Powers. These 
  unknown macabre masters of darkness draw powerful 
  men and women away from the Material Plane at their 
  darkest moment, trapping them and their lands. Barovia, 
  home of the vampire lord Strahd von Zarovich, is the most 
  famous, but other domains exist, scattered across the 
  Plane of Shadow.
  Monsters of all types stalk the gloomy wilderness of 
  the Shadowfell, and between them havens of civilization 
  are hard to come by. The most famous is the city of 
  Gloomwrought with its legion of mysterious keepers 
  maintaining order. Other famous sites include the 
  Nightwyrm Fortress, the Onyx Palace of the Raven Queen, 
  the Moon Towers, and the Circle of Midnight Stones, just 
  to name a few. Truly, in a realm possessed of so much 
  darkness and despair, heroes are needed to push back the 
  encroaching shadow at every opportunity.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of the Plane of Shadow as characters explore 
  and travel through it. These are suggestions of elements 
  that can be used in descriptions of the landscape and 
  denizens with the goal of actualizing the “outside” nature 
  of the multiverse beyond the Material Plane. Use them to 
  incorporate into encounters and adventures on the Plane 
  of Shadow.
  Hidden Menace. The Plane of Shadow is infused with 
  a sense of dread and menace lurking just behind what’s 
  visible. Tree branches take on the shape of long claws, a 
  soft wind feels like the breath of a dangerous stalker, and a 
  thousand other sounds and sensations all add up to a very 
  real feeling of hidden terror. Whether it’s in the wilderness 
  or in a city, the Shadowfell conveys the idea that travelers 
  are being watched by sinister eyes at all times, and that 
  anything could jump out at any moment.
  Dark Mirror. As an echo plane, the Shadowfell is a dark 
  and twisted mirror of the Material Plane. This mirroring 
  is broad and can easily become distorted – a forest of lush 
  trees in the Material Plane may be a gnarled wood of dead 
  branches, or a mountain may hold innumerable caves 
  filled with darkness and chilling winds. Cities on the Plane 
  of Shadow are gloomy places where inky pools gather in 
  otherwise empty streets and sinister alleys.
  Perpetual Twilight. No sun or moon hangs in the sky 
  over the Plane of Shadow. Instead, a perpetual twilight 
  blankets the land in shades of gray and black, bathing 
  everything in monochromatic tones that heighten 
  the sense of dread throughout the entire plane. Time 
  passes here but there’s little to mark its passage, though 
  occasionally a noteworthy event – such as a full moon 
  – may create a disturbing equivalent in the Shadowfell, 
  something most view as a sign of ill portent.
  
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  Lay of the Land
  As an echo of the Material Plane, the Plane of Shadow 
  holds many of the same basic geographic features of its 
  mirror. However, they are distorted, often more brooding 
  and sinister in appearance. The sky is always dark, cloaked 
  often in thick gray clouds, but even when they pass there 
  is no moon, sun, or stars that shine overhead. Most major 
  natural features in the Material Plane have a “shadow-
  analogue” in the Shadowfell, such as mountains and 
  forests, and even cities have a dark mirror. Few of them are 
  inhabited in the Plane of Shadow, however.
  Just as in many Material Planes, twisting below the 
  ground of the Plane of Shadow is a labyrinthine maze 
  of tunnels and caves. Known as the Shadowdark, in the 
  Plane of Shadow this region is unnaturally cold and only 
  gets colder the further into the ground one explores. Some 
  planar scholars have theorized that there is a massive 
  portal or vortex leading to the Negative Energy Plane 
  somewhere in the Shadowdark, but if it’s true it has yet to 
  be found.
  There are some strange exceptions to these general 
  guidelines. The most prominent of which are the Domains 
  of Dread, each an isolated realm surrounded by obscuring 
  fog that reaches beyond the planar border. These pockets 
  of the Shadowfell are held together by powerful entities 
  known as the Dark Powers, though their exact makeup 
  and nature are a mystery, and each domain serves as a 
  prison for those trapped inside. The center of each domain 
  is a darklord – a creature, usually sentient but not always, 
  that has gained the favor of the Dark Powers and exercises 
  some control over the mists that bind the domain and 
  even some denizens within it. Each darklord is as much 
  a prisoner as other inhabitants, however, but through the 
  influence of the Dark Powers they have extended or even 
  immortal lifespans.
  The most famous Domain of Dread is Barovia, a gothic 
  land ruled by the powerful vampire darklord Count Strahd 
  von Zarovich. From his imposing seat of power at Castle 
  Ravenloft, Count Strahd works towards multiple ends, 
  including how to break free of the mists and return to the 
  Shadowfell proper. Another well-known and feared domain 
  is the Necropolis, a bleak region dominated by countless 
  mindless undead under the direct control of the region’s 
  scheming master, the lich Azalin.
  Finding one of these Domains of Dread is rarely a 
  chance encounter, and the mists the surround and bind 
  each one seems to be a direct extension of the Dark 
  Powers themselves. The mists can extend through the 
  multiverse, though they rarely move beyond the Material 
  Plane, and they can draw in unsuspecting people into their 
  prisons.
  Cycle of Time
  Time passes in the Plane of Shadow exactly the same as 
  the Material Plane, but not sun or moon exists to mark 
  the passage of time. Day and night are filled with the same 
  inky twilight with no discernible difference between the 
  two. Each of the isolated Domains of Dread within the 
  Shadowfell behave under their own rules, however. Most 
  do have a day-night schedule with a sun that rises and sets, 
  but it’s all part of the prison built by the Dark Powers and 
  maintained by the domain’s darklord.
  Surviving
  The Plane of Shadow seems to share the same air 
  as its mirror so creatures that can live and breathe in 
  the Material Plane have no inherent problems in the 
  Shadowfell. A creature can survive in the Plane of Shadow 
  as long as they can live off the brackish foul-tasting water 
  that runs in the lakes and rivers, and find food that hasn’t 
  spoiled (something that happens at an accelerated pace). 
  Any non-native humanoid that takes a short rest in the 
  Plane of Shadow risks fell despair (described under 
  Hazards & Phenomena).
  Getting There
  Spontaneous portals to the Plane of Shadow from the 
  Material Plane are common, and they only appear at 
  night. Few permanent portals are known to exist, and the 
  ones that are known exist below ground where the sun 
  never shines and darkness prevails. The appearance of a 
  spontaneous portal to the Shadowfell is difficult to predict, 
  but certain organizations such as the Tenebrous Cabal and 
  the Shadow Hand Guild have worked to understand and 
  catalog the triggers.
  A spontaneous portal appears in a place of darkness 
  and shadow and usually only when certain conditions are 
  met. Some of those conditions are known. For example, 
  nights where the moon or moons are obscured in the sky 
  on the Material Plane are prime triggers for spontaneous 
  portals, as are certain festivals and holidays that honor the 
  gods and goddesses of shadow and darkness. Cemeteries, 
  graveyards, and crypts can all hold portals to the Plane of 
  Shadow, often in new construction over old ground.
  Certain spells in older tomes and spellbooks are 
  known to pierce the veil between the Material Plane and 
  Shadowfell as well, but the secrets of these have been lost 
  to most of the current arcane world.
  
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  107
  Traveling Around
  Movement is no more hindered or helped in the Plane of 
  Shadow than the Material Plane, but distance becomes a 
  somewhat elastic concept over time. A group of travelers 
  that enters the Shadowfell from a forest within the 
  Material Plane may find themselves in a similar forest, 
  though dark and twisted. Traveling outside the forest, 
  however, the travelers can find the landscape take on larger 
  deviances, but these differences are fluid. Maps are usually 
  without merit on the Plane of Shadow.
  However, this landscape distortion can be a boon when 
  utilized properly. Great distances can be traveled over 
  much shorter timespans if an entrance to the Material 
  Plane can be found in the right region.
  While on the Plane of Shadow, light sources are greatly 
  diminished. Every light source provides radiance in half 
  of the normal area while in the Shadowfell, and spells 
  and effects that provide illumination have their durations 
  reduced by half. The ever-present darkness of the plane 
  seeks to snuff out all light that enters.
  Characters that take a short rest in the Plane of Shadow 
  risk suffering from fell despair; see the Hazards & 
  Phenomena section for details on this effect.
  Powerful & Mighty
  While there are no definitive rules of the Plane of Shadow, 
  there are enough powerful entities and influential 
  organizations to keep adventurers on their toes.
  Dark Powers
  What are the Dark Powers? Few know exact details. They 
  are malevolent entities of near god-like status that dictate 
  the creation of the various Domains of Dread. Within 
  each individual domain, a darklord or group of darklords 
  hold supreme power, including controlling the mists that 
  form the border between the realm and the rest of the 
  multiverse. But the Dark Powers are the true masters 
  behind the scenes, and it is by their will the darklords 
  suffer and rule in their pocket prisons.
  Some warlocks have reached out to the Dark Powers 
  to make bargains for power and influence, but these deals 
  are always done through a proxy of some sort. There 
  does seem to be multiple Dark Powers and sometimes 
  they seem to operate through agents against each other, 
  but for the most part their machinations are difficult to 
  discern. Shadow demons, shadows, and nightshades are 
  common representatives of the Dark Powers across the 
  multiverse, and there are some scholars who believe they 
  are advanced nightshades of monumental power.
  Gaining the attention of the Dark Powers is rarely a 
  boon to mortals. They tend to have a cruel sense of irony 
  when dealing with lesser creatures, a trait exhibited by 
  all of the darklords they choose to imprison within a 
  Domain of Dread. There are some wild theories that say 
  the Dark Powers are actually agents of benevolence, and 
  by removing powerful individuals and imprisoning them 
  in misty realms within the Shadowfell they are tipping the 
  scales of balance towards good.
  Warlocks and other beings that have dealt with the 
  proxies of the Dark Powers know that this is probably not 
  the case, or at least not the case with all of them. Perhaps 
  they are moving towards a cosmic balance, but it’s not out 
  of some sense of justice or temperance that they infuse evil 
  beings with great power and elevate them to the status of 
  darklords.
  The Raven Queen
  One of the great powers of the Plane of Shadow is the 
  enigmatic figure known as the Raven Queen. She has the 
  powers of a god, and she possesses great influence over 
  the spheres of death, winter, and fate. In the Material 
  Plane, cults have sprung up to worship her, and from these 
  followers the Raven Queen draws great strength. Does that 
  make her a god? It certainly seems to qualify, but some 
  planar scholars are not so sure.
  Little is known about the Raven Queen’s background. 
  Rumors says she was a mortal sorceress who impressed 
  an ancient god of death. Did she betray the god of death 
  and steal his power? Or did she simply claim what was 
  left behind? Can a god of death die? These questions all 
  swirl around the background for the Raven Queen, but 
  regardless she seems to have stepped into the mantle of a 
  deity with dominion over death.
  In the Plane of Shadow, she rules from the Onyx Citadel, 
  a massive structure that moves around the Shadowfell 
  at the Raven Queen’s wishes. Several temples run by 
  deranged cultists lay scattered about the plane as well, and 
  she has an ongoing feud with Orcus, Demon Prince of the 
  Undead. The two have sparred through proxies countless 
  times across the multiverse, but the Plane of Shadow is 
  where their most fierce showdowns have taken place.
  Shadow Hand Guild
  Thieves and rogues have a natural affinity towards 
  darkness, and many of them find solace in the gloomy 
  twilight of the Plane of Shadow. The Shadow Hand 
  Guild takes that a step further, however, and has actually 
  established a home on the Shadowfell in Gloomwrought, 
  the City of Midnight. Gloomwrought is a dark city ruled 
  by various factions of petty and corrupt nobles, but 
  underneath it all operates the Shadow Hand thieves. They 
  rule from an elaborate series of sewer tunnels beneath the 
  streets of the City of Midnight, and from there they run an 
  extensive network of spies and informants. They watch not 
  just the actions within Gloomwrought but as many major 
  cities as they can.
  Within their sewer tunnels, powerful wizards in the 
  Shadow Hand Guild have constructed viewing portals 
  that allow them visual access to many other cities. They 
  operate a series of two-way portals as well, partnering with 
  thieves’ guilds in major cities to provide easy access. Few 
  but the most powerful members of each of these external 
  guilds even knows about the Shadow Hand’s existence – 
  most just feel a slight breeze as a shadow passes from a 
  darkened corner into the night-filled streets.
  
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  108
  The masters of the Shadow Hand Guild seem interested 
  in accruing magical items and trinkets from across the 
  multiverse, and they hoard these in secret vaults hidden 
  within their sewer tunnels below Gloomwrought. Some 
  of these they use as tests for initiates into the guild, while 
  others are meant to deter or destroy uninvited guests.
  Tenebrous Cabal
  The Tenebrous Cabal is a loosely-knit organization of 
  wizards and clerics dedicated to death and necromancy. 
  They do not have much of a formal power structure 
  and usually operate as individuals with their plans and 
  schemes, but they do have one grand resource – the Bleak 
  Academy. This large school in the Plane of Shadow is 
  dedicated to the art of necromancy, and all members of the 
  Tenebrous Cabal are graduates of the academy.
  The Tenebrous Cabal was founded long ago by devotees 
  of the archlich Acererak, and they constructed the original 
  Black Academy over the site of the infamous Tomb of 
  Horrors as a means of honoring their patron and teaching 
  their skills to new generations. Through the actions 
  of heroes and the indifference of Acererak, the Black 
  Academy in the Material Plane was destroyed, but not 
  before much of the knowledge was secreted away by the 
  school’s vampire masters. They worked to recreate the 
  academy in the Shadowfell, and there they built a dark 
  and magnificent campus shaped like a great skull. They 
  renamed it the Bleak Academy and created the Tenebrous 
  Cabal to continue the study of the necromantic arts.
  Most members of the Tenebrous Cabal are evil, and 
  many are undead creatures seeking to expand their 
  mastery over magic. Many horrors have been birthed in 
  the shadowed halls of the Bleak Academy over the years, 
  but not all who pass through become undead-loving 
  necromancers. Some students and teachers are dedicated 
  to understanding necromancy and its place in the grand 
  arcane scale, and this kind of study does not lend itself 
  towards evil actions directly.
  The Umbral Chief
  Long ago, on a distant Material Plane, there was a great 
  barbarian chief from the savage tribes of the windswept 
  steppes. He rose up and united his people, and drove them 
  forth to conquer the civilized lands. He did this through 
  influence from the Shadowfell, and he commanded great 
  powers of shadow and deceit that he used in his bloody 
  path of conquest. His enemies called him the Umbral 
  Chief, and his legions of shadow-touched barbarians were 
  ruthless and without mercy.
  Eventually the Umbral Chief was defeated, but in defeat 
  he was pulled into the Plane of Shadow for all eternity. 
  Now he serves as a force for destruction and change in 
  the Shadowfell. The Umbral Chief still leads his shadow-
  fed army, and his most loyal followers are known as 
  umbral ones far and wide. They thunder on black shadow 
  steeds across the gloom-filled landscape of the plane, and 
  occasionally they cross into the Material Plane to wreak 
  havoc and vengeance against the light.
  The Umbral Chief is an undead behemoth of frightening 
  strength and cunning. The final resting place for his 
  bones lies in a secret barrow somewhere in the Plane of 
  Shadow, and rumors say that a single bone shard from 
  the Umbral Chief’s physical remains can grant fantastic 
  powers to mortal warriors. Few have found the barrow of 
  the Umbral Chief, but those that have sought it out say it 
  lies somewhere in a great valley of darkness, guarded by 
  hideous shadow monsters like no other.
  Creatures & Denizens
  Undead monsters are common in the Plane of Shadow, 
  owing to its strong connection to the Negative Energy 
  Plane. Other monsters do prowl the Shadowfell, however, 
  so travelers should be on the alert for more than just 
  undead.
  Aberrations
  There are many monsters that slither, lurk, or crawl 
  through the Shadowfell that defy easy categorization. 
  One of the most insidious are the balhannoth, who create 
  elaborate illusions by tapping into the memories of nearby 
  travelers in order to lure them into their lairs. Bone weirds 
  resemble vaguely-serpentined shaped piles of bones that 
  lurk in cracks and other darkened holes. They have the 
  ability to subsume the bones of victims, leaving them 
  paralyzed and weak. Few creatures compare to the vile 
  appetites of the banderhobbs, who are created under 
  rituals that infuse shadow with flesh; they are thankfully 
  rare even in the Plane of Shadow.
  The smallest of the Shadowfell’s native monsters is the 
  odem. Physically, they appear as little more than wisps of 
  grayish vapor, but they have the ability to completely uproot 
  the mind of a victim and take over for their own devices. 
  Their motives are mysterious, and there are some that take 
  their host bodies on “joy rides” of wanton mayhem and 
  destruction, but just as many use their time in control of a 
  physical body to study and learn about the world at large.
  Humanoids
  The Plane of Shadow is populated largely by humanoids, 
  many of whom transitioned to the Shadowfell generations 
  ago and simply made a life for themselves. Many cities, 
  such as Gloomwrought, are populated with a wide variety 
  of people that fall into this category. Humans, dwarves, 
  gnomes, dragonborn, and more all can be found among the 
  native inhabitants of the Plane of Shadow.
  Elf. A rare subrace of elves known as shadar-kai have 
  dwelled on the Plane of Shadow for generations. They 
  serve the Raven Queen, a powerful entity with command 
  over life and death, and watch the border between the 
  Shadowfell and the Material Plane for the choicest souls to 
  take to the palace of the Raven Queen. Physically, shadar-
  kai appear as withered pale elves, with ashen gray skin and 
  an overall corpse-like appearance. They are fearsome foes 
  who have mastered a wide variety of unique weapons and 
  combat tactics, making them dangerous in a fight.
  
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  109
  Meazel. Humanoids that escape into the Plane of 
  Shadow sometimes devolve into hateful creatures known 
  as meazels. These cowardly beings have given themselves 
  over to the hate and rage of the Shadowfell completely, 
  and they lurk near known gates and portals to the Material 
  Plane as “guardians” of their new home against any that 
  come in bringing hope or joy.
  Nagpa. The nagpa are among the most powerful of the 
  Raven Queen’s servants. They are hideous bird-like beings, 
  bent and corrupted by foul magic, who meddle in grand 
  affairs meant to bring calamity and catastrophe to the 
  world at large. They are power-hungry schemers with far-
  reaching goals of utter destruction, and they work behind 
  the scenes on an almost inconceivable scale to put plans 
  into motion.
  Skulks. Meazels are the result of travelers giving over 
  to the hate of the Shadowfell, but more often mortal 
  creatures simply succumb to the relentless despair. These 
  unfortunate victims become skulks, invisible wanderers in 
  the Plane of Shadow possessed of little more than simple 
  cruelty at any costs. Summoners can pull a skulk into 
  the Material Plane, but in the Shadowfell they gather in 
  large numbers in hollow ruins and the empty mirrors of 
  populated cities.
  Undead
  The Plane of Shadow has a strong connection to the 
  Negative Energy Plane, and it is widely believed that its 
  creation is the result of that plane’s influence over the 
  Material Plane (and by contrast, the Plane of Faerie is 
  from a similarly close connection to the Positive Energy 
  Plane). Regardless, undead of all sorts haunt the ruins 
  and dark wilderness of the Shadowfell, from zombies and 
  skeletons on up to the more powerful types. A crumbling 
  fortress may be the lair of a lich, while a death knight may 
  dwell within a castle it once held in life. Gwiddons are 
  undead druids who have given themselves over to the dark 
  power of the Plane of Shadow and tend to gardens filled 
  with dangerous plants, including shambling graveyards 
  and corpse flowers.
  Of special note are the nightshades. Massive and 
  powerful creatures born of necromantic energy and 
  shadow given form, there are three known types – 
  nightwalkers, nightcrawlers, and nightwings. They are 
  monsters of pure nightmare given form and anti-life agents 
  who seek nothing more than total annihilation of living 
  creatures.
  Hazards & Phenomena
  The Plane of shadow is a dangerous place for the 
  unprepared. The very air saps the will to live out of visitors, 
  and spontaneous hazards like necromantic seepage and 
  darklands can cause sudden and very real problems. 
  Travelers to the Shadowfell be warned!
  Darkland
  Darklands are regions of intense cold and dread in a 
  concentrated area on the Plane of Shadow. Typically, a 
  darkland covers a radius of 1d20 miles, but larger and 
  smaller zones have been encountered across the plane. 
  Creatures that take a short rest in a darkland cannot 
  spend any hit dice for healing and must succeed on a DC 
  14 Wisdom saving throw or suffer one level of exhaustion 
  from the deep numbing cold. Creatures that finish a 
  long rest within a darkland automatically gain a level of 
  exhaustion and do not regain any hit points or spent hit 
  dice.
  This effect is more than just a physical cold, however. If 
  a creature is immune to both necrotic and cold damage 
  it is immune to the effect of the darkland, but only if it is 
  immune to both damage types.
  It is theorized that darklands are regions where the 
  border between the Plane of Shadow and the Negative 
  Energy Plane is thinnest. Sometimes this has an obvious 
  source, and sometimes the source can be stopped so 
  that the power of the darkland eventually fades away. In 
  the Shadowdark below the surface of the Shadowfell, 
  darklands are much more common and less obvious in 
  their causes.
  
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  110
  Fell Despair
  An intangible but omnipresent feeling of dread and 
  despair hangs over the entire Plane of Shadow. Creatures 
  entering it from the Material Plane feel it immediately 
  – an oppressiveness, as if the darkness had weight and 
  was pressing in from all sides. It’s been described as 
  suffocating and insufferable. For characters, spending too 
  much time in the Shadowfell risks an effect known as fell 
  despair.
  After each short rest spent in the Plane of Shadow, 
  characters must succeed on a DC 10 Wisdom saving 
  throw. On a failure, the character is affected by fell despair. 
  Roll 1d20 and consult the following table to determine the 
  fell despair effect.
  fell despaiR effect
  1d20
  fell despaiR effect
  1
  Clumsy. Whenever you roll a 1 on an attack roll, 
  saving throw, or ability check, you fall prone.
  2
  Distracted. You suffer disadvantage on initiative.
  3
  Drowsy. You cannot make opportunity attacks.
  4
  Fatalistic. You suffer disadvantage on death 
  saving throws.
  5
  Hopeless. You suffer -2 on all saving throws.
  6
  Indifferent. You cannot use Inspiration.
  7
  Lethargic. You suffer disadvantage on 
  Constitution saving throws.
  8
  Sluggish. Your speed is reduced by 5 feet.
  9
  Unconcerned. You suffer disadvantage on 
  Dexterity saving throws.
  10
  Craven. You suffer disadvantage on Strength-
  based ability checks.
  11
  Insomnia. You regain only half normal hit points 
  from Hit Dice spent.
  12
  Mistrustful. You cannot move through allies’ 
  spaces.
  13
  Paranoid. You suffer disadvantage on Wisdom 
  saving throws.
  14
  Forgetful. You suffer disadvantage on 
  Intelligence-based ability checks.
  15
  Jealous. You cannot take the Help action.
  16
  Squeamish. You suffer disadvantage on your 
  first attack in a round against an opponent who 
  is at or below half their starting hit points.
  17
  Delusional. You suffer disadvantage on Wisdom-
  based ability checks.
  18
  Jittery. You suffer disadvantage on Dexterity-
  based ability checks.
  19
  Quarrelsome. You suffer disadvantage on 
  Charisma-based ability checks.
  20
  Surge of Hope. You gain a point of Inspiration.
  If a character is already suffering a fell despair effect and 
  fails the saving throw, the new despair effect replaces the 
  old one. Removing a fell despair effect requires spending 
  half of the character’s Hit Dice during a long rest and 
  succeeding at a DC 15 Wisdom saving throw. The calm 
  emotions spell removes despair, as does any spell or other 
  magical effect that removes a curse.
  Necromantic Seepage
  Pools of black and purple sludge occasionally bubble 
  up from the ground in the Plane of Shadow, creating 
  necromantic seepage. This thick fluid is lethal, and any 
  living creature that touches necromantic seepage must 
  succeed on a DC 14 Constitution saving throw. On a failure 
  the creature contracts a debilitating disease known as soul 
  rot.
  Soul rot takes effect immediately. Creatures suffering 
  from soul rot lose all of their available Hit Dice, and cannot 
  regain Hit Dice or spend Hit Dice while suffering from 
  the disease. They regain only half the normal hit points 
  from magical healing sources and regain no hit points on 
  a long rest. Victims show signs immediately as their skin 
  becomes pale and deep shadows appear under their eyes 
  and around the corners of their mouth.
  At the end of each long rest, the infected creature must 
  make a DC 14 Constitution saving throw. On a failure, the 
  character suffers necrotic damage equal to one half of their 
  maximum hit points. The infected creature must succeed 
  on two saving throws to end the soul rot. If the necrotic 
  damage suffered reduces the character’s hit points to 0 
  or lower, they die immediately and rise as a wraith in 1d4 
  rounds.
  Shadow Stain
  The Plane of Shadow’s connection to the Negative Energy 
  Plane is strong, and in certain areas that vibrancy can 
  increase the potency of undead creatures. These regions, 
  known as shadow stains, usually cover 60-foot radius 
  areas, and any undead creature inside the area of effect 
  regenerates 5 hit points at the start of their turn as long 
  as they have 1 or more hit points. In addition, any necrotic 
  damage suffered by a target in a shadow stain deals 
  maximum damage. It has been theorized that shadow 
  stains are the result of powerful undead creatures expiring 
  in the Shadowfell, and that some remnant of their strong 
  link between the two planes remains and empowers 
  similar creatures.
  
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  111
  Sites & Treasures
  The Plane of Shadow is rife with wicked locations, 
  evil cultists, and all manner of dangerous places, and 
  sometimes characters have a need to pierce the veil of 
  worlds and find these locations. Other times, they may find 
  that the borders between the Shadowfell and the Material 
  Plane are thin enough to draw out some of these fell sites 
  and objects!
  Balefire
  A sword forged by death giants long ago, Balefire is a relic 
  of ancient design and terrible purpose that drifts though 
  time according to some unknown will. It is possessed with 
  an intelligence that rivals many mortal wizards and has 
  the ability to transform itself from one type of sword to 
  another. It often disguises itself as a mundane dagger or 
  shortsword, waiting to be picked up by the right wielder, 
  before it latches its psychic tentacles into a target and 
  consumes them with a burning rage.
  Balefire can be commanded to ignite in purple flames, 
  similar to a flame tongue sword, but its flames deal psychic 
  damage rather than fire. The sword’s name also refers to 
  the curse of balefire that consumes wielders that choose 
  to hold on to it for too long – the insidious weapon causes 
  madness as its power burns through the brain of the 
  holder.
  Balefire seems consumed with destroying every last 
  vestige of death giant architecture and design, and drives 
  its wielder to hunt down and demolish strongholds and 
  cities once held by the powerful creatures. It holds some 
  unknown connection to Kazzak’tul, and it is rumored that 
  it was originally forged there and played some part in the 
  great castle’s downfall. The secret to unraveling Balefire 
  might be found somewhere in its vaults.
  Barrow of the Umbral Chief
  The Umbral Chief is a legendary figure within the Plane 
  of Shadow, an individual of great strength and conviction 
  who passed over from the Material Plane by sheer force of 
  will. Long ago, the Umbral Chief was a barbarian king who 
  united disparate tribes of the eastern lands in a distant 
  Material Plane, and he used the powers of shadows and 
  darkness to enhance his abilities. His horde conquered, 
  but eventually he fell and was interred in a great lavish 
  barrow high in the mountains of his homeland.
  Then, unexpectedly, the Umbral Chief rose in the 
  Shadowfell from where he was laid. He summoned 
  forth spectral and shadowy forces and now wanders 
  the darkened realm as a force of chaos. His barrow still 
  remains, however, but it has passed fully into the Plane of 
  Shadow. It holds the original bones of the Umbral Chief 
  in an elaborate and richly decorated burial chamber deep 
  beneath the mountains. It is guarded by the shades of 
  the great chief’s most loyal bodyguards, but inside lay 
  the treasure the conqueror collected in his legendary 
  campaigns.
  Bleak Academy
  Founded by a trio of vampire masters, the Bleak Academy 
  is a gothic school built in the Shadowfell focused on 
  advancing the arcane and divine arts of necromancy. It was 
  recreated from the pieces of the original site after being 
  destroyed in the Material Plane due to its location above 
  the legendary Tomb of Horrors, but since then it has seen 
  quite a revival in faculty, students, and forbidden lore. 
  The vampire masters formed the Tenebrous Cabal to help 
  further their goals, and over the years they have attracted 
  a large number of individuals with interests in the darker 
  magical arts.
  The Bleak Academy is built from bone white stone, 
  but the vampires that control it can cloak the ground 
  in a shadowy field to hide it from prying eyes. It also 
  moves, though it’s unclear if this is just a natural part 
  of the Shadowfell or if it’s a deliberate action by one or 
  more of the Tenebrous Cabal leaders. Several towers 
  spike up around the main building, which is shaped like a 
  grinning skull, and in the center sits a planar observatory 
  that only views the Negative Energy Plane. Intelligent 
  undead of all kind populate the halls, along with would-be 
  necromancers, death domain clerics, and others with an 
  interest and aptitude in necromantic magic.
  The library of the Bleak Academy is relatively small but 
  contains the largest collection of dark tomes known in the 
  Plane of Shadow. It is the prize of the Tenebrous Cabal, 
  and one of the vampire masters can always be found 
  within its book-laden chambers. Students and faculty are 
  allowed to peruse the library’s collection, but visitors are 
  not allowed to touch any of the books lest they risk the 
  wrath of the Bleak Academy curse (which may be just a 
  rumor, but so far has deterred most would-be thieves).
  Circle of Midnight Stones
  Scattered through the Plane of Shadow are curious circles 
  of tall, monolithic stone blocks carved out of a unique 
  and otherwise unknown rock. Known as midnight stones, 
  these circles have been found all over the Shadowfell, from 
  mountainous valleys to shadow-haunted forests to dismal 
  swamps. It isn’t even know if there are multiple circles, 
  or if there’s just one that moves around with greater 
  frequency than the rest of the plane, but wherever it lands 
  great evil manifests nearby. The prevailing theory is that a 
  (the?) Circle of Midnight Stones is a direct communication 
  tool to the Dark Powers that rule behind the scenes and 
  create the Domains of Dread.
  Thick billowing mists have been reported around 
  the stones as well, lending credence to the connection 
  with the Dark Powers, but to date no traveler or scholar 
  has discovered the truth and lived to tell the tale. Evil 
  creatures in the Shadowfell seem naturally drawn to 
  the Circle of Midnight Stones, and it’s not uncommon to 
  see nightshades in great number congregating around 
  them. Do the nightshades have something to do with the 
  midnight stones? No one knows for certain.
  
  Plane of Shadow
  112
  Evernight
  Cities on the Material Plane usually have a dark reflection 
  in the Plane of Shadow, but often these are empty, 
  eerie locations filled with ghostly sounds but no actual 
  inhabitants. One of the exceptions is the city of Evernight. 
  Some strange plane-warping property of the Shadowfell 
  creates a single Evernight but it is linked to every Material 
  Plane, usually as a mirror of a major Material Plane city. 
  On Faerun, the city of Neverwinter is located on the other 
  side.
  Evernight is a city ruled by undead monsters with no 
  regard for law or order. The living are viewed as nothing 
  more than chattel and food for the masses. Vampires, 
  liches, mummies, ghosts, skeletons, zombies, and more 
  wander the streets, and through some unknown accord 
  peace is kept within the confines of Evernight. They trade 
  and work in the shadow-filled city and though killings and 
  murders are commonplace events there are no formal 
  guards or laws.
  Rumors persist that certain nobles within Evernight can 
  grant living creatures a special boon that allows them to 
  pass as one of the undead within the monstrous city, but 
  finding and convincing one of the undead lords to do this 
  has thus far proven impossible. Evernight is viewed as a 
  safe haven for the living dead, but most of the inhabitants 
  are selfish, cruel, hate-filled creatures so “safe” should be 
  regarded as a very relative term.
  Gloomwrought, City of Midnight
  Gloomwrought is a thriving metropolis in the Plane of 
  Shadow that exists uniquely in the plane only. It does not 
  have a mirror in the Material Plane, and its construction 
  hints at greater mysteries within the Shadowfell itself. It is 
  situated on the shores of a storm-wracked sea of darkness, 
  and its gloom-filled streets are oppressive and cold. The 
  city is shaped like a crescent along a bay of similar size, 
  with the streets and buildings dipping lower the closer 
  it approaches the water’s edge, creating a bowl-like 
  depression.
  The city is ruled by Prince Rolan the Deathless, a 
  human noble who has ruled for many more years than a 
  human normally lives. He and the nobles of Gloomwrought 
  govern with the help of the mysterious keepers – strange, 
  somber, normally silent guardians and stewards of the city 
  itself. The keepers were there before the residents, and 
  the warlocks and priests claim they will be there after all 
  the mortals have been consumed by the darkness of the 
  plane. For their own part, the keepers seem interested in 
  maintaining the city itself rather than enforcing any laws or 
  keeping the peace.
  The Double Dagger Tavern is a popular watering hole 
  for travelers from the Material Plane seeking guides 
  and information about the Plane of Shadow. Most of 
  Gloomwrought’s citizens are transplants from other 
  planes, though a fair number of shadowborn beings call 
  the city home as well. The Raven Queen has a large 
  following in Gloomwrought, and the Tenebrous Cabal 
  maintains a strong position among the nobles as well.
  
  Plane of Shadow
  113
  Kazzak’tul
  Death giants are dangerous wanderers of the Plane 
  of Shadow, but once long ago they commanded great 
  respect from impressive castles. Kazzak’tul was one of 
  their greatest strongholds, and its ruins still dominate the 
  icy shadow-filled peaks where it now resides in ruin and 
  collapse. It was ruled over by four death giant warlords of 
  great power long ago, each one controlling one quarter of 
  the massive stronghold, but infighting and treachery tore 
  the death giants apart. Two were killed, one was driven 
  out, but it is rumored Kazzak’tul still holds the fourth, who 
  wanders the now empty halls, madness claiming her mind 
  and body.
  The vaults below Kazzak’tul were said to hold a great 
  treasure coveted by the death giants, but the stronghold’s 
  remote location has deterred most adventurers from 
  finding the site. Those that have found Kazzak’tul report 
  that ancient wards still protect the lowest levels, and the 
  remaining death giant warlord driven mad by some force 
  vexes travelers.
  Moon Towers
  The Plane of Shadow is the home to a subrace of elves 
  known as the shadar-kai. These mysterious beings 
  keep to themselves, usually shunning the company of 
  other creatures, and their works are rare and just as 
  confounding. Moon Towers are perfect examples of this. 
  These tall thin towers stand in remote regions of the 
  Shadowfell, the result of ancient shadar-kai construction 
  and shadow weaving. They are each roughly 300 feet tall 
  made of pale gray stone, and at the top sits an orb. The 
  orbs shed dim light in a short radius around the Moon 
  Tower, but within that light the shadows are deeper and 
  darker than the rest of the plane.
  No doors or windows exist to access a Moon Tower, but 
  somehow the shadar-kai are able to get in and operate 
  the orb on top. They can direct its light towards a target 
  up to several miles away, and the result is a deep well of 
  shadows that grants a shadar-kai enhanced power. The 
  exact nature of this power isn’t known, but it is thought 
  that these shadow elves have found a way to tap into a true 
  source of shadow power. Not just an aspect of Negative 
  Energy, but a profoundly deep darkness.
  Nightwyrm Fortress
  Constructed before much of the Material Planes were even 
  formed, the legendary Nightwyrm Fortress is the colossal 
  home of the ancient shadow dragon Urishtar. It sits not 
  on the Plane of Shadow but above it, in a titanic shadow 
  storm that swirls miles and miles above the ground. Within 
  the eye of the storm, the Nightwyrm Fortress moves across 
  the Shadowfell, resting on fossilized stones from the time 
  before the Inner Planes collided and formed much of the 
  multiverse. Urishtar is one of the oldest beings known to 
  exist, and it has collected treasures and secrets since time 
  immemorial and placed them within the walls of its flying 
  home.
  Urishtar rarely leaves the Nightwyrm Fortress, instead 
  using agents of shadow to do its bidding across the 
  multiverse. What the shadow dragon’s goals are is anyone’s 
  guess, as it seems to collect both powerful and mundane 
  items and transport them back to the fortress via powerful 
  shadow teleportation magic.
  Onyx Citadel of the Raven Queen
  Hidden away within the realm known as the Shadow of 
  Shadows is the seat of the Raven Queen herself. Rising 
  from a torrential tornado of souls stands her Onyx Citadel, 
  a grim and monolithic structure constructed of polished 
  black ice that resembles onyx at a distance. The soul storm 
  that surrounds the citadel keeps most intruders at bay, but 
  at the Raven Queen’s whim the storm can be abated to 
  allow for travelers to enter her sacred home.
  Within the Onyx Citadel the Raven Queen holds court. 
  The cold is so great that any living creature that remains 
  with its walls for more than a day freeze into solid blocks. 
  She is attended to by monstrous consorts of all sorts, 
  including massive undead shadows that she sends to do 
  her bidding across the Plane of Shadow. The Raven Queen 
  holds supreme power within the confines of the Shadow of 
  Shadows and it is whispered that she sees everything that 
  transpires within the Shadowfell through the use of her 
  raven spies that can be heard but rarely seen all across the 
  land.
  Sitting at the edge of the soul storm that surrounds 
  the Onyx Citadel is the Raven Queen’s greatest temple, 
  Zvomarana. Here, acolytes of the Raven Queen come to 
  attempt the grueling steps necessary to become one of her 
  chosen, a sorrowsworn. Most die in the process, but those 
  that succeed ascend to the Onyx Citadel and are tasked 
  with specific duties across the Shadowfell.
  Shadowdark
  Below the ground of the Plane of Shadow lurks a labyrinth 
  of tunnels and darkness deeper and more sinister than 
  most things found on the surface. This is the realm known 
  as the Shadowdark, and its tunnels stretch on for miles 
  and miles in twisting, confusing pathways. The tunnels 
  cross into massive caverns with lakes of necromantic 
  sludge, or shadow ice filled chambers of supremely 
  evil power. Most of the Shadowdark is enshrouded in a 
  darkland, making travel difficult if not impossible for the 
  unprepared, and monsters of darkness and death lurk in 
  the night-filled caves.
  There are rumors of a city of undead drow elves 
  somewhere in the Shadowdark along with illithid elder 
  brains and vampiric versions of normal Underdark 
  denizens. Few have found good reason to explore 
  the Shadowdark, and those that do come back with 
  nightmares and little to show for it. Legends say the source 
  of the Shadowfell, a great portal to the Negative Energy 
  Plane, sits deep beneath the Shadowdark, which would 
  explain the qualities of the underground realm. Could 
  this portal be closed? Could the connection between the 
  two planes be severed? It seems unlikely, but some planar 
  scholars believe the only constant in the multiverse is 
  change.
  
  Plane of Shadow
  114
  Ship of Horror
  Oceans of dark water exist in the Plane of Shadow, the 
  mirror images of Material Plane waters, but the storms 
  that wrack the shadow oceans are constant and rough. 
  Few travel them deliberately, but there is one vessel that 
  has been seen that heralds dark and foreboding times. 
  Sailors on the Material Plane refer to it as the Ship of 
  Horror, and it is a moving portal to the Shadowfell that 
  travels the seas, trapping ships in its shadowy wake and 
  sending them to a watery grave in the Plane of Shadow. 
  The Ship of Horror is said to be crewed by undead sailors 
  under the command of a necromancer of terrible power, 
  who is himself trapped aboard the vessel.
  The Ship of Horror is only encountered at night, and it 
  is always accompanied by thick mists that cut visibility. It 
  is thought that the ship is itself a Domain of Dread and its 
  captain a darklord, and certain aspects of the vessel bear 
  this theory out. Rare is the encounter with the Ship of 
  Horror that does not result in all hands being lost at sea 
  in the Plane of Shadow. What does the enigmatic captain 
  want? Some say he searches for a lost love that was swept 
  overboard by a rogue wave, while others say he seeks fresh 
  victims for his crew on their journey of the damned.
  Adventure Hooks
  The Plane of Shadow holds a wealth of adventure 
  opportunities for would-be heroes and treasure seekers. 
  It can inadvertently pull unsuspecting characters into its 
  depths, or powerful beings could try to push their way 
  into the Material Plane. The plots of the Raven Queen and 
  the Tenebrous Cabal can also lead to exciting adventure 
  opportunities.
  A Different Person. An acquaintance of the characters 
  begins to act very out of character and seems preoccupied 
  with death. It turns out the acquaintance is possessed by 
  an odem, and that its seeking to link up with others of its 
  kind in the city. How far has the odem infestation gone? 
  Who can be trusted? The characters are going to have to 
  investigate and keep their findings to themselves until the 
  time is right if they hope to expunge the parasitic forces.
  The Merchant’s Curse. A stranger comes to visit the 
  town the characters are in, peddling art and trinkets from 
  the Plane of Shadow. The stranger is trying to get rid of the 
  items but by curse cannot give them away – he must sell 
  them. When he tries to break the curse a pack of shadow 
  mastiffs show up and attack, and he begs the characters to 
  help him. Where did he find the cache of shadow items in 
  the first place? Is he telling the truth?
  Path of the Lost Soul. A shadowborn family in 
  Gloomwrought reaches out to the characters for help. 
  They are devotees of the Raven Queen, and when one of 
  their own passed away recently they learned the soul never 
  made it to the Onyx Citadel. The characters can track 
  down the missing soul, discovering that it was stolen by 
  a devil hiding in a remote shadow mountain castle along 
  with hundreds of others that it plans to sell on the soul 
  market in the Outer Planes.
  Sanctuary of Evernight. The characters face a powerful 
  undead foe, but their opponent flees to the sanctuary of 
  Evernight, taking valuable information and items with it. In 
  order to get into Evernight, the characters must somehow 
  disguise themselves as undead, and they can work with 
  a disenfranchised mummy lord who is looking to strike 
  revenge against other forces in the city. Can they trust 
  their new undead friend? What dangers lurk in a city full of 
  monstrously evil denizens?
  Wrath of the Shadow Horde. A horde of undead 
  barbarians breaks from the Shadowfell to the Material 
  Plane. They move only at night but they are merciless in 
  their ferocious rage. The only thing that can stop them is 
  a bone from the resting place of the Umbral Chief, and the 
  characters must hurry to find the item before the horde 
  decimates more innocent lives. The characters must 
  track down more information about the Umbral Chief 
  before they can find his final resting place in the Plane of 
  Shadow. The barrow is guarded by the warlord’s greatest 
  bodyguards, now undead shadow warriors, along with 
  traps meant to protect the treasure and final bones of the 
  great Umbral Chief.
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling through the Plane of Shadow. Look at each one 
  as a springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Plane of Shadow
  1d100
  plane Of shadOW encOunteR
  01-05
  A pack of zombies recently risen
  06-10
  A pool of necromantic seepage
  11-15
  Darkling thieves looking for easy marks
  16-20
  A necromancer and bodyguards
  21-25
  A pack of shadow mastiffs
  26-30
  A bone weird
  31-35
  A tribe of ghoul scavengers
  36-40
  An odem searching for a victim
  41-45
  A pair of shadow demons on assignment
  46-50
  The garden of a gwiddon
  51-55
  A bone golem gone berserk
  56-60
  A shambling graveyard
  61-65
  A pool containing several slime shadows
  66-70
  Darkland
  71-75
  A vampire teacher from the Bleak Academy
  76-80
  Shadow stain
  81-85
  A death giant searching for lost ruins
  86-90
  A tunnel caused by a nearby nightcrawler
  91-95
  A pair of nightwings seeking fresh prey
  96-00
  A nightwalker rising from a pool of 
  shadows
  
  Plane of Faerie
  115
  Plane of Faerie
  “The Plane of Faerie, sometimes referred to as the Feywild, is a 
  vibrant echo of the Material Plane, and in this it is similar to the 
  Plane of Shadow. Along with the Plane of Dreams, these echo 
  planes coexist with the Material Plane, highlighting and accenting 
  different aspects, and for the Feywild, life, nature, and its various 
  dangers are pushed to extreme levels. The seasons are varied 
  and static, changing from one to another in stark contrast in 
  varying regions, and the capricious archfey that rule over it all 
  have their own petty squabbles and political discourse. Lost relics 
  and overgrown ruins of ancient primordial elven people litter 
  the Feywild, but travelers should be warned that rarely are these 
  treasures left unprotected.”
  Lillandri the Moon Mage
  On the other side of a thin planar barrier surrounding the 
  Material Plane sits a place of wonder and beauty, terror 
  and darkness, hope and fear. It is the realm of ancient 
  archfey and powerful elves from times long since passed 
  where the seasons stand frozen at the whim of bickering 
  fey courts. This is the Plane of Faerie, also known as the 
  Feywild, and it is a place of terrible beauty and glittering 
  shadows.
  Like the Plane of Shadow and the Plane of Dreams, the 
  Plane of Faerie is an echo of the Material Plane, sitting 
  like an overlay over the entire plane. Most people do 
  not know it exists, though in certain areas known as ley 
  lines the border becomes blurred, and in other regions 
  spontaneous gates and portals open up allowing free travel 
  between the two. Capricious fey creatures, from sprites 
  and pixies to hags and quicklings, populate the realm. 
  Many owe allegiance to one of the faerie courts, including 
  the Summer Court, the Gloaming Court, and the Winter 
  Court, but not all do, and some actively work against the 
  powerful archfey that rule these powerful organizations.
  Fey are not the only inhabitants of the Plane of Faerie. 
  Long ago, a race of giants pierced the planar veil and 
  marched a mighty army through with intents to conquer 
  the lush and bountiful land. They were not successful, and 
  for their transgression they were cursed. These fomorians 
  lurk in the darkness and shadows of the Feywild now, 
  striking against all native creatures with as much power 
  as they can muster, and their ruined fortresses still dot the 
  landscape.
  The Plane of Faerie is a place of natural danger, where 
  the weather can turn deadly with no warning and the 
  beasts of the forest prey on travelers with malice and 
  hunger in their hearts. Time is a strange thing in the 
  Feywild as well, and some travelers that leave find that 
  more or less time has passed since when they left. For 
  immortal fey creatures, this isn’t a problem, but mortal 
  short-lived creatures can find their lives wasting away 
  the instant they leave. This is one of the many reasons 
  travelers to the Plane of Faerie end up staying.
  There’s also an intoxicating flavor that permeates the 
  plane, and for non-fey it can prove an addicting experience. 
  It’s difficult to describe – the air is thicker, more alive, 
  and all scents and aromas are enhanced a hundred-fold. 
  Beyond this olfactory enhancement, the very land of the 
  Feywild is lush and vibrant, filled with life and beauty, but 
  there’s always a trick in the Plane of Faerie. Sometimes, 
  a verdant forest clearing dappled with pure sunlight turns 
  mortals into gold, as is known to happen in the Golden 
  Glade, while in the vast swamp known as Murkendraw 
  creeping yellow vines obey the commands of the hag 
  covens that fill the region, choking and pulling down 
  travelers.
  Treasures abound in the Plane of Faerie as well, relics 
  from ancient kingdoms of primordial elves known as 
  eladrin. The Scepter of Starlight, the Diamond Staff, and 
  the Leaves of All Seasons all originated from the Feywild 
  and have found their way across the multiverse at one 
  point or another, yet they always seem to find their way 
  back to the Plane of Faerie. 
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of the Plane of Faerie as characters explore and 
  travel through it. These are suggestions of elements 
  that can be used in descriptions of the landscape and 
  denizens with the goal of actualizing the “outside” nature 
  of the multiverse beyond the Material Plane. Use them to 
  incorporate into encounters and adventures on the Plane 
  of Faerie.
  Vibrant Life. The Feywild is a plane of vibrant life in 
  all forms. Flowers are full and enormous, the grass is 
  lush, and the air teems with electric energy. Bird sing 
  beautiful melodies from barely hidden branches that fill 
  the air with songs that shift subtly between a chorus of 
  joy to discordant notes of sadness. A gentle breeze blows 
  through at all times, rustling trees and carrying the sweet 
  scent of powerful flowers. Everything in the Plane of 
  Faerie is alive and almost humming with energy.
  Striking Colorations. Everything in the Plane of Faerie 
  is colored with a palette from a mad painter with no 
  singular vision on the canvas. The grass is electric green 
  and shifts to shades of blue and red with the breeze, and 
  a valley filled with flowers contains every color in the 
  rainbow. The colorations of the objects around the Feywild 
  shift with the emotions of nearby travelers, the stronger the 
  emotion the stronger the color variance, so that a person in 
  deep mourning over the loss of a loved one creates a color 
  ripple of blue, black, and violet wherever they go, while the 
  thrilling touch of a romantic interest can shoot rays of red 
  and pink through the surrounding foliage. The unsettling 
  vibrancy of the color to otherwise mundane objects chills 
  travelers from the Material Plane and reminds them that 
  they are in a very different realm.
  
  Plane of Faerie
  116
  Dream-like Wonder. To an outsider, the Feywild is 
  a plane of shimmering beauty as if seen through a thin 
  gauze, and that thin gauze ripples and changes with each 
  breath and blink of the eye. A flower may suddenly grow 
  eyes and wink, while a bird’s song could whisper the 
  words of a long lost loved one before vanishing on the 
  wind. There is a very real sense of wonder that infuses 
  everything on the Plane of Faerie, creating moments that 
  seem pulled directly from a dream.
  Lay of the Land
  The basic geography of the Plane of Faerie is an echo of 
  the Material Plane, at least in rough shape. The further 
  one travels from a fey crossing or portal, the more varied 
  the landscape becomes, but when the two planes become 
  more in sync the spontaneous crossings appear. These 
  usually occur in out of the way places, where a bit of the 
  magic and wonder of the Feywild crosses over into the 
  Material Plane to create a magical if temporary bridge.
  Seasons and the sun’s cycle can vary wildly, however. 
  Geographic regions across the Plane of Faerie are frozen 
  in a season’s particular grasp, usually summer or winter. 
  The same holds true for the position of the moon and sun 
  – some areas never see the sun dimming, while others are 
  bathed forever in moonlight. The borders between these 
  regions can be extreme. A group of travelers may enter the 
  Feywild in a summer-filled forest where the sun never sets, 
  and while exploring they come upon a mountain range 
  frozen in winter’s fury where the moon hangs high and full 
  in the sky at all times.
  It is natural to connect these extreme seasonal changes 
  and day-moon phases to the powerful archfey that rule 
  much of the Feywild, but the truth is that only a few of the 
  mightiest exert any real influence over the plane itself on 
  such a grand scale. The Queen of the Summer Court has 
  been known to change a region from winter to summer, 
  or night to day, but these events are rare and usually 
  catastrophic to the natural beings that have taken up 
  residence in the affected area. Locally, however, the mood 
  of the most powerful denizen of a particular small area 
  can affect the surroundings in minor ways, such as the 
  gathering of storm clouds, the movement of brambles, or 
  the rushing of rivers with no apparent outlet.
  Below the ground in the Plane of Faerie twists an 
  endless maze of brightly lit tunnels known as the Feydark. 
  It is a mirror of the Underdark on the Material Plane, 
  but a natural light, akin to that of a star, infuses the stone 
  and prevents total darkness from blanketing any large 
  subterranean realm. Foul things dwell in the Feydark, 
  from the twisted fomorians cursed by the archfey for their 
  transgressions long ago to goblins and other unsavory 
  beings.
  There are regions beyond the strong seasonal variations 
  of summer and winter. Known as the Wild Lands, clouds 
  fill the twilight sky in these areas, and dark and twisted 
  things fester outside the domains of the archfey. Some 
  planar scholars say that the Wild Lands are what the 
  Plane of Faerie would be like without the influence of the 
  fey, and that it is held back only by the combined will of 
  the courts. Sometimes, the Wild Lands breach the barrier 
  between the planes and encroach upon the Material Plane, 
  creating an overgrown tangled nightmare that threatens all 
  creatures.
  Cycle of Time
  Time is a strange thing on the Plane of Faerie. The sun 
  does not set if it is risen, and the moon does not wax while 
  it is in the air. Time passes normally for creatures in the 
  Feywild, though it can be difficult to mark its passage 
  considering the unusual and stagnant cycles of day, night, 
  and the seasons. Leaving the Plane of Faerie, however, is 
  when time can catch up to a non-native suddenly. Refer to 
  the Fey Time Loss hazard for more details.
  Surviving
  There is nothing inherently violent or threatening in 
  the landscape of the Plane of Faerie, or at least nothing 
  that permeates the entire plane. Winter regions are cold 
  and unprotected travelers can certainly succumb to the 
  elements if they are not prepared, but this is typically no 
  worse than a winter on the Material Plane. Some specific 
  regions of the Feywild do have more localized threats that 
  travelers should be wary of, however.
  Getting There
  As an echo plane, the Plane of Faerie exists simultaneously 
  with the Material Plane, which can make passing between 
  the two surprising and sometimes frequent. There are 
  differences between the two, sometimes wildly different, 
  but when particular geographic and environmental 
  features line up, a temporary gateway opens up. This is 
  referred to as a crossing, a fey crossing specifically, and 
  they can last anywhere from minutes to days.
  Fey crossings are two-way portals between the Plane 
  of Faerie and Material Plane, allowing denizens of both 
  planes to cross over into the other. Often times, wicked 
  archfey and powerful hags follow the signs in the Feywild 
  and watch for these events to occur, timing their plans and 
  schemes to coincide with the appearance of a fey crossing. 
  Some of these plans involve conquest, but just as often 
  it’s to escape a curse or other magical detriment the fey 
  crossing bypasses.
  Portals and gates exist that lead to the Plane of Faerie as 
  well. Notably, Bytopia, the Beastlands, and Elysium in the 
  Outer Planes contain many portals leading to the Feywild, 
  allowing the good-aligned and often fey-aligned denizens 
  of those planar destinations to travel and trade freely with 
  the archfey and their fickle courts. The Ethereal Plane 
  contains numerous color curtains that lead directly to the 
  Plane of Faerie as well, and some planar travelers have 
  found color pools in the Astral Plane that can transport 
  them directly to the realm of the fey.
  In the Material Plane, a gate may exist to the Plane of 
  Faerie under specific circumstances. For example, when 
  morning sun pierces a halo of verdant leaves in an ancient 
  forest, the shimmering haze may just be a one-way portal 
  to the Feywild. Dormant gates may be activated by the 
  possession of a particular type of leaf or forest berry, or 
  by singing the correct incantation honoring the ancient 
  elves who founded many of the great cities in the Plane of 
  Faerie.
  
  Plane of Faerie
  117
  Traveling Around
  Travel within the Plane of Faerie is unimpeded by any 
  natural planar effect or hazard. Daylight dazzles brilliantly, 
  and even regions blanked by night are usually illuminated 
  by an unnaturally large moon (the exact definition of which 
  defies all logic, as it is not the moon of any Material Plane 
  and doesn’t appear to be any true celestial body). Summer 
  regions are the easiest to travel, and the winter-dominated 
  sections are no more difficult to travel than particularly 
  cold or snowy geographies in the Material Plane.
  Weather effects can be fierce and dramatic, however, but 
  these do not follow predictable or even logical patterns. 
  Instead, the weather of a region of the Plane of Faerie is 
  dictated by the whims of the most powerful archfey in that 
  region. Cloudless skies with light breezes are usually the 
  result of a content or happy archfey, but raging storms with 
  driving rain, howling blizzards, or other extreme effects 
  can spin up suddenly and without warning.
  Powerful & Mighty
  Powerful archfey, wicked hags, twisted fomorian kings, 
  and more lurk in the Plane of Faerie, each with their 
  agenda and plots. Some of those plots involve invasion, 
  some heroes would be wise to learn all that they can about 
  the movers and shakers of the Feywild before they blunder 
  into a castle belonging to someone much more powerful 
  than they are!
  Blighted Mothers
  Hags are as much a part of the Plane of Faerie as any of 
  the other fey creatures. They are typically solitary beings, 
  owing loyalty to themselves or a small group of sisterly 
  hangs known as a coven. But in the vast swamp known as 
  Murkendraw, the most powerful and wicked of the hags 
  in all of the Feywild have combined forces and formed 
  the Blighted Mothers, a particularly ruthless coven that 
  demands fealty from all other hags. There are four hags in 
  the Blighted Mothers, each representing a different type 
  commonly encountered in the Plane of Faerie. Mother 
  Brona is an annis hag, Mother Blagovesta is a bheur hag, 
  Mother Zabyna is a sea hag, and Mother Vaclava is a green 
  hag.
  The Blighted Mothers work in the deepest darkest heart 
  of the Murkendraw, and they honor the greatest hag of all 
  time – Baba Yaga. In her name, the four have performed 
  terrible atrocities across the Feywild and beyond, and they 
  have networks of spies and informants from the courts of 
  the archfey to the most influential nobles of the Material 
  Plane. Nothing moves in the Murkendraw without the 
  Blighted Mothers knowing about it, or so it is whispered, 
  and they are known to cast their spirits far and wide to 
  oversee their plots and schemes personally.
  What do the Blighted Mothers want? Their motives 
  seem rooted in spreading chaos and disorder in the name 
  of Baba Yaga as far and wide as possible. But the four hags 
  do not always see eye to eye, and they occasionally work 
  against one another. Direct conflict is forbidden by Baba 
  Yaga’s ancient decree, but the Blighted Mothers still use 
  their pawns to thwart or delay the plans of the other hags 
  in the coven. But when they are united, such as to recover 
  a stolen item or to fulfill some obscure prophecy, their 
  powers are formidable and their wills like iron.
  Courts of the Archfey
  Great swaths of the Plane of Faerie is under the direct 
  influence of powerful archfey, fey beings of enormous 
  power and age. Some are noble, some are wicked, but 
  many of them obey ancient traditions of the Feywild that 
  organize their powers into distinct courts. There are 
  four primary courts – the Court of Summer, the Court of 
  Winter, the Court of Green, and the Court of Coral. A fifth, 
  the Gloaming Court, was cast out originally for crimes 
  against the Feywild, but it remains an influential and 
  important member of the balance of power.
  The Court of Summer is ruled by Queen Titania, 
  arguably the most powerful archfey in the entire plane, and 
  her powers are near infinite while on the Plane of Faerie. 
  She is amused by the actions of mortal creatures and often 
  sends her agents to bring specimens back from Material 
  Plane to act and cavort for her and her attendees. But her 
  wrath when crossed is deadly and her moods can shift 
  suddenly and without warning. Queen Titania rules from 
  Senaliesse, a city built within towering silver trees.
  The Gloaming Court is ruled by the Queen of Air and 
  Darkness, whose real name has been lost to time. She 
  commands legions of unseelie faeries to do her bidding, 
  and she has engaged in a life-long cat-and-mouse game 
  with Queen Titania and the Court of Summer. Sometimes, 
  the Queen of Air and Darkness is able to convince one 
  of the other archfey courts to ally with her, especially the 
  Court of Winter which often finds its needs aligned with 
  that of the Gloaming Court. Truces and pacts among the 
  archfey are fleeting at best, however, and these alliances 
  rarely last more than a few decades.
  The Courts of Green, Winter, and Coral do not have 
  dedicated leaders, but they count many powerful archfey 
  among their members. Rarely do these lesser courts 
  convene together, as the individuals hold more sway over 
  local forces and regions, but Queen Titania has called all 
  of the courts together several times to discuss matters of 
  importance that affect all of the Feywild. Unseating the 
  Gloaming Court and casting out the Queen of Air and 
  Darkness was one of these times.
  All of the courts, and many independent archfey, operate 
  across the multiverse through the actions of proxies and 
  agents. Some of these agents are warlocks dedicated to 
  the power of the archfey, while others are simply mortals 
  caught in the wrong place at the wrong time. Often times, 
  the communicated desires of their patron to a fey agent 
  make little sense, such as moving a certain stone in a 
  certain place several feet in a single direction. There is 
  always meaning in these actions, however, it just requires a 
  level of perspective that most mortals do not possess.
  
  Plane of Faerie
  118
  King of Mag Tureah
  Long ago, a force of giants entered the Plane of Faerie with 
  dreams of conquest. They pushed into the Feywild through 
  faerie crossings and forced gates, and they established 
  several strongholds to fortify their positions. The largest 
  and most complete of these was the fortress-city known as 
  Mag Tureah, and from there the giants struck out against 
  the archfey with murderous intent. Ultimately, however, 
  the giants were defeated, but the archfey were not content 
  to simply cast out the invaders. They cursed the entire 
  race, turning them into hideously twisted fomorians and 
  spreading madness among their ranks. Mag Tureah, 
  once a beacon of conquest, was cast down deep into the 
  Feydark.
  A fomorian king has ruled Mag Tureah since, but each 
  has been afflicted with madness and insanity that seems 
  to far outstrip the rest of their kind. The current ruler is 
  King Jarrhild, and he is determined to master the network 
  of portals that exist below Mag Tureah. Fortunately for 
  the Material Plane, Jarrhild’s faculties are fleeting and his 
  mind scattered, so he continually seeks and finds the same 
  passages. Over the years, the fomorian presence in Mag 
  Tureah has been reduced, but other sinister and evil forces 
  still lurk within the fortress-city’s walls and tunnels. But 
  King Jarrhild is concerned with none of that.
  Queen of the Faerie Dragons
  Faerie dragons are native beings to the Feywild, and they 
  claim to be the first and oldest creatures of the entire 
  plane. This type of boasting is not uncommon for faerie 
  dragons, so few pay them any heed, but there is one that 
  might just prove it all to be true. Tasmiira is the oldest 
  faerie dragon in the multiverse, and she rules as the de 
  facto queen of the faerie dragons in the Plane of Faerie. 
  Her memory is long and flawless, but unlike many of her 
  kind her arrogance and pride do not cloud her judgment. 
  Tasmiira is interested in only two things – keeping her 
  subjects safe, and protecting the great treasure hoard of 
  her people.
  For years, Tasmiira has been the custodian of a great 
  treasure hoard, representing the accumulated wealth of 
  all faerie dragons everywhere. It is rumored that anytime a 
  faerie dragon gains treasure, a portion is given over to the 
  collected hoard through ancient magic, and the gathered 
  wealth has become quite legendary among certain seekers 
  and adventurers. Tasmiira and a small contingent of loyal 
  faerie dragons are the only ones that know the location 
  of this fabulous treasure, but it hasn’t stopped them from 
  being hunted down. To this end, the Faerie Dragon Queen 
  and her loyal subjects move from place to place within the 
  Feywild, sometimes even crossing into the Material Plane, 
  never settling in one location for too long. Their forced 
  exile is necessary to protect the wealth of their people, but 
  it wears on Tasmiira that she cannot find a home for the 
  faerie dragons.
  Star Children
  Stars are a funny thing in the Plane of Faerie. Those 
  regions that are blanketed under darkness have skies filled 
  with stars, but they are not the same stars as seen in the 
  night sky of the Material Plane. These stars, it is said, are 
  the spirits of powerful beings that have died in the Feywild 
  and have ascended to pure light. This may be true for 
  some of the lights in the night sky, but the Cult of the Star 
  Children believe that there is more up there than meets the 
  eye.
  The Star Children believe the night sky in the Plane of 
  Faerie opens up to a place of madness and utter chaos 
  known as the Far Realm, and that some of those stars 
  are actually openings between the planes. The Far Realm 
  exists outside the accepted boundaries of the multiverse, 
  or so most planar scholars believe, and it is an alien realm 
  home to beings that operate on completely different levels 
  of existence, mentally and physically. Most cannot even 
  exist outside the Far Realm, but the Star Children claim to 
  have seen and communicated with these entities through 
  the holes in the Feywild night sky.
  Followers of the Star Children are patient and 
  thoroughly malevolent, waiting in their twisted citadel for 
  the day when the stars are right and the Far Realm can 
  invade the Plane of Faerie once and for all. Membership 
  in the cult requires undergoing a secret ceremony, the 
  most prominent result of which is the hollowing out of the 
  member’s eyes and replacing them with black nothingness. 
  Most Star Children can disguise this unsettling feature for 
  a period to blend in with others, but in their citadel their 
  madness and cruelty hold supreme.
  Creatures & Denizens
  Numerous creatures inhabit the Plane of Faerie, from 
  dryads, pixies, and satyrs, to blink dogs, yeth hounds, and 
  faerie dragons. Some of these creatures are intelligent, 
  many are playful, and more than a handful hold a dim 
  view of mortal life. Travelers to the Feywild should trust no 
  one, as illusion magic is common and enchantments can 
  sometimes fall like rain.
  Beasts
  There are a great number of beasts prowling around 
  the Plane of Faerie. They resemble their Material Plane 
  counterparts in abilities but they often have striking 
  colorations and sharp, angular features that mark them 
  as natives of the Feywild. A bear may have green fur, while 
  a pack of wolves possesses striped bodies of alternating 
  black and purple lines. Many of these beasts are under the 
  direct sway of the fey that rule the plane and obey their 
  whims without question. Eladrin druids are especially 
  renown for having packs of wild animals at their beck and 
  call in the wilds of the Plane of Faerie.
  
  Plane of Faerie
  119
  Fey
  The fey are the original inhabitants of the Plane of Faerie, 
  and they come in an astonishing array of shapes, sizes, 
  colors, and temperaments. Every type of fey creature in the 
  multiverse can trace its origin to the Feywild at some point 
  in their past. Many dryads emigrate to the Material Plane, 
  but their bond with their chosen tree extends to the same 
  tree in the Feywild as well. A great number of fey pledge 
  allegiance to one of the Courts of the Archfey and serve as 
  spies, warriors, and guards to the archfey lords that rule 
  over the great cities.
  Outside the cities the overgrown forests and lush 
  wilderness is populated with creatures of all kinds. 
  Blind dogs run in packs, and many of the oldest regions 
  are protected by the boar-like triath. Gnashers are evil 
  monsters that prey on lost travelers but can be driven away 
  by sunlight. Nightlocks are fey spirits bound to poisonous 
  plants with a mean disposition that serve an agent of the 
  Queen of Air and Darkness.
  Though she does not dwell on the Plane of Faerie 
  anymore, the influence of the Queen of Air and Darkness 
  can still be keenly felt all across the Feywild. Gremlins 
  skulk about in the streets of the archfey cities, spying and 
  reporting back to their queen, while packs of yeth hounds 
  fly through the air on missions of cruelty and malice. 
  Quicklings are cursed to serve the queen and get into no 
  end of mischief within the Plane of Faerie and the Material 
  Plane.
  The Wild Lands, beyond the borders of the fey courts 
  and largely disconnected from the echo nature of the 
  Plane of Faerie, are dangerous realms filled with all 
  manner of dark and twisted fey creatures. Brambles are 
  the main denizens of these parts, with equal parts hate and 
  overconfidence filling their blackened hearts. Madcaps can 
  appear almost anywhere, springing from spilled blood to 
  run around in murderous glee.
  Darklings. The thieves and assassins of the Feywild 
  are the darklings. These shadowy hunters were once a 
  proud house of the Summer Court, but they betrayed 
  Queen Titania and were cursed by the vengeful archfey. 
  Queen Titania’s curse made sunlight age a darkling 
  rapidly, turning them into withered husks, and so they 
  quickly adapted to their new lifestyles in the darkness. 
  Nonetheless, they posses a great love of art in all its 
  forms and often find themselves taking risks in order 
  to appreciate a moment that may remind them of their 
  former lives in the Court of Summer.
  Eladrin. Eladrin are to elves as elves are to humans. 
  They possess powerful impulses and live passionate lives 
  around the seasons of nature in the Feywild, and they often 
  serve the archfey as ambassadors, diplomats, generals, 
  and lords. Eladrin are dangerous and whimsical, and their 
  moods are as difficult to predict as the weather of the day. 
  They do tend to look down upon lesser fey, and consider 
  elves of the Material Plane nothing more than common 
  rabble.
  Hags. The Feywild is home to all kinds of hags. They 
  are hateful, spiteful monsters who dwell in dark and ugly 
  parts of the plane, such as the Murkendraw and other fell 
  places. Annis hags, dusk hags, green hags, and bheur hags 
  are the most commonly encountered types, and they often 
  form covens out of greed and necessity. Their numbers 
  are large and their powers great, but they often bicker and 
  squabble among their kind, fighting over petty differences 
  instead of uniting to take on the archfey whom they loathe. 
  It is not uncommon to find hags allied with fomorians and 
  agents of the Queen of Air and Darkness, though these 
  relationships rarely last long.
  Humanoids
  Most humanoids that live in the Plane of Faerie have been 
  adopted by the fey, often times at an age where they’re too 
  young to protest. Many fey creatures, including sprites and 
  nymphs, adopt a mortal child from the Material Plane and 
  raise them as their own in the Feywild. The Autumn City of 
  Mithrendain is the most cosmopolitan of the great archfey 
  cities, and there are numerous families of humanoids 
  living and working in the sculpted boughs of that wondrous 
  metropolis.
  Elf. Elves have a natural connection to the Plane of 
  Faerie that draws many of them with its mysteries and 
  ancient wonders. Some elven myths claim that the Feywild 
  is the original home of all elves (others say it is in the 
  forests of Arborea where the elves originally made their 
  home), and the truth is likely a mix of all these stories. 
  Some of the archfey have elven houses in their court, and 
  a great number of elves and half-elves live in the Autumn 
  City as well. Drow are especially common in the darker 
  regions of the Feywild, often lurking around the ruins of 
  Cendriane.
  Firbolg. Firbolgs are well known as the gentle 
  shepherds of forests and other natural surroundings, 
  but they have a sizable presence in the Plane of Faerie 
  as well. They usually shy away from the grand splendor 
  and opulence of the archfey cities, preferring instead the 
  untamed regions of the magical wilderness. They are 
  allies of many fey creatures, and the skill of firbolg rangers 
  and hunters in tracking down lost things in the Feywild is 
  legendary.
  Hazards & Phenomena
  Travelers to the Plane of Faerie need to be wary of the 
  natural hazards that come with the region. The most 
  prominent and obvious is the forgetfulness and time 
  loss that can occur when leaving the Feywild, but other 
  phenomena should be known and avoided as well.
  Befuddling Rain
  Falling rain is not an uncommon feature in the Plane 
  of Faerie, especially around archfey or other powerful 
  denizens that have a deep sense of melancholy or 
  loneliness. Occasionally, however, the falling rain takes 
  on an otherworldly quality with an ability to confuse and 
  bewilder travelers. This befuddling rain is usually the 
  result of an archfey’s sour mood mixing with a natural 
  weather phenomena in the Feywild, so it’s difficult to 
  predict or control. Befuddling rain does not fall hard, but 
  the falling rain shimmers with all the colors of the rainbow 
  giving it a beautifully distinct look.
  
  Plane of Faerie
  120
  Non-fey creatures caught in an area of befuddling rain 
  must succeed on a DC 14 Wisdom saving throw. On 
  a failure, they are affected by the confusion spell for 1 
  minute. Befuddling rainstorms last only 1d4 x 10 minutes, 
  but some denizens of the Plane of Faerie have learned to 
  watch for the signs of the phenomena and strike affected 
  travelers. Gremlins especially love this tactic.
  Forgetfulness
  The Plane of Faerie is a land of magic, beauty, and 
  strange wonder, and for non-natives their memory of time 
  spent in the echo plane can fade to a simple dream-like 
  remembrance. This forgetfulness affects any non-fey 
  creature leaving the Plane of Faerie, though creatures with 
  the Fey Ancestry trait (like elves) are also immune. Other 
  creatures must succeed on a DC 10 Wisdom saving throw 
  when they leave the Feywild. On a failure, their memories 
  of their time spent on the plane quickly fade away and are 
  easily confused with dreams and fanciful imagination.
  Oblivion Moss
  Some darker forests and mountains in the Plane of Faerie 
  grow a strange plant known as oblivion moss in shadowed 
  corners. It never grows in full or partial sunlight, and some 
  innate defensive mechanism within the non-intelligent 
  plant retreats from such light automatically (albeit slowly). 
  Oblivion moss can sense creatures with memories 
  around it, and when it does so it shoots spores into the 
  air in a 30-foot radius sphere. Any living creature must 
  succeed on a DC 12 Intelligence saving throw or have 
  some of their memories leeched from their mind. While 
  affected, the target must roll a d4 and subtract the number 
  rolled from any ability check or attack roll it makes. The 
  memory loss becomes worse quickly, and after each 
  minute affected targets must succeed at additional DC 
  12 Intelligence saving throws. For every failure, the 
  memory loss penalty die increases, from d4 to d6, d6 to 
  d8, d8 to d12, and d12 to d20. The memory loss saving 
  throws stop when the target succeeds at one of the saving 
  throws, and the effect lasts until the target finishes a long 
  rest. A greater restoration or heal spell also restores lost 
  memories.
  Time Loss
  Time behaves differently on the Plane of Faerie than it 
  does on the Material Plane or elsewhere in the multiverse. 
  Non-native creatures that depart the Plane of Faerie after 
  spending at least 1 day on the plane roll 1d20 on the 
  Faerie Time Loss table below.
  plane Of faeRie time shift
  1d20
  time shift
  1-2
  Days become minutes
  3-6
  Days become hours
  7-13
  No change
  14-17
  Days become weeks
  18-19
  Days become months
  20
  Days become years
  Some powerful archfey have the ability to reverse this 
  effect, though none do it out of charity. Parties that find 
  great lengths of time have passed may need to deal with 
  one of the archfey courts in order to regain their lost time.
  Wild Thorns
  Between the lush and verdant lands of the Plane of Faerie 
  exists a twisted, gray region known as the Wild Lands. 
  Harsh thorns tear at flesh, hungry for blood and eager to 
  pull down living creatures into its dull expanse. The pain-
  filled nature of the Wild Lands affects creatures traveling 
  overland or flying over them, as the thorns and brambles 
  expand out to surround and pull down even flying targets. 
  Creatures that are not native to the Wild Lands traveling 
  through such regions must succeed on a DC 14 Dexterity 
  saving throw every hour of travel. On a failure, they gain 
  one level of exhaustion from the draining power of the wild 
  thorns that permeate the land. Any creature that takes a 
  short rest in the Wild Land automatically gains one level 
  of exhaustion as well, and taking a long rest results in an 
  agonizing death that only a wish spell can restore life from.
  
  Plane of Faerie
  121
  Sites & Treasures
  The Plane of Faerie is an echo plane filled with wonders, 
  strange sights, powerful denizens, and exotic treasures 
  from ancient fey kingdoms. It’s close proximity to the 
  Material Plane draws all sorts of adventurers and treasure 
  seekers into its realm, but all such travelers should be 
  cautious of the dangers and monsters that lurk in the 
  Feywild.
  Archfey Cities
  The greatest cities on the Plane of Faerie belong to the 
  courts of the archfey. While each member of the court 
  can hold sway over a castle, refuge, or individual site, 
  the leaders of each rule from sprawling cities that have 
  become beacons across the Feywild. Queen Titania of 
  the Summer Court rules from Senaliesse, a city built 
  in the boughs of towering silver trees the likes of which 
  have never been seen elsewhere in the multiverse. Rope 
  elevators lead guests honored enough to be invited to 
  Queen Titania’s home up into the heights of the treetops, 
  where the true breathtaking beauty of Senaliesse is beheld. 
  The city is constructed of delicate crystal stone that blends 
  naturally and effortlessly into the silver trees, creating a 
  sense of otherworldly wonder.
  Lord Oran of the Green Court rules from Shinaelestra, 
  a city that has become nearly engulfed by the Howling 
  Forest around it. The transition has been natural and 
  harmonious, with more and more of the city’s once elegant 
  stone streets and pavements becoming forested woodland. 
  It was claimed by Lord Oran as his home for its peaceful 
  quality and he does nothing to stem the flow of the 
  Howling Forest. It is rumored that Shinaelestra was once 
  a Material Plane city that was transported into the Plane 
  of Faerie by some ancient elven magic, but that was long 
  before Lord Oran took over.
  The Winter Court’s greatest archfey, the Prince of Frost, 
  rules from beneath a titanic mountain of crystal-clear ice 
  called the Summit of Stars. Kathrius, City of the Ice Moon, 
  sprawls beneath the mountain’s peak where night reigns 
  supreme. The brilliant moon and star-filled sky provide 
  ample illumination for the Prince of Frost’s court, who take 
  time to regularly gaze out through the icy mountain’s clear 
  exterior and into the wild night beyond.
  Elias and Siobhan Alastai are the archfey twins that 
  rule the Court of Coral and they command the smallest 
  of the archfey cities. The Lake of Dreams is a deep body 
  of water that pulls in currents from the twin rivers Azure 
  and Cerulean, creating a natural whirlpool in the center 
  that constantly draws objects and creatures to the bottom. 
  There, the city of Shale Dothore sits at the bottom, with 
  the Coral Court commanding the lake, current, and 
  surrounding region. Shale Dothore is constructed of 
  multicolored coral crystals naturally harvested from the 
  bed of the Lake of Dreams.
  The Queen of Air and Darkness rules the Gloaming 
  Court from no city, but she and her kin once held the city 
  of Cendriane as their home. When the other archfey courts 
  cast them out, Cendriane fell into ruin, and has since 
  become the home of numerous evil creatures, including 
  drow, spiders, and a powerful elven vampire.
  Each of these wondrous cities holds a common feature 
  – they do not allow visitors unless explicitly invited. The 
  archfey are capricious and follow their own strict sense 
  of morals and honors, but one of the threads learned by 
  planar sages is a disdain for mortals that do not follow 
  protocol. Accessing the greatest lords and ladies of the 
  Plane of Faerie requires no small amount of courtesy for 
  those that seek an audience with them for one reason or 
  another. 
  Cendriane, City of Fallen Stars
  Cendriane was once the beautiful home of the Queen of 
  Air and Darkness, in the time before her banishment from 
  the archfey courts. Its spires and towers were delicate and 
  radiant, and the wonders of Cendriane were unmatched by 
  any other city across the Plane of Faerie. Then, darkness 
  struck, and the Gloaming Court was created. The Queen 
  could no longer dwell in such a place as Cendriane, and 
  so she moved herself and her followers out in haste. Were 
  they pushed out? Did some ancient ward prevent her from 
  holding on to the ancient throne? None know for sure.
  Cendriane is now a dark, shadow-haunted ruin of elven 
  wonder. Giant spiders of all sorts can be found lurking in 
  the ruins, along with bands of drow from House Vrammyr 
  who have vowed to claim the ruined city for their own 
  home in the Plane of Faerie. Much of the city’s ancient 
  elven vaults still remain sealed in darkened tombs and 
  ancient holdings, protected by potent magical power. An 
  elven vampire, an original consort to the Queen of Air 
  and Darkness, commands a cult of blood-thirsty undead 
  that rule over a portion of Cendriane, with intentions of 
  reclaiming all of the city in his queen’s name. Rumors 
  persist that the city’s Great Library has yet to be recovered 
  by any faction, and that its knowledge could further arcane 
  and divine studies of all kind.
  Cendriane is hidden in a twisted forest covered in 
  summer night known as the Onyx Woods. Magical 
  protections keep the city from being discovered by 
  accident, but those that seek it out deliberately can 
  navigate the hidden forest pathways to the ruined archway 
  leading into Cendriane’s Avenue of the Gods.
  Citadel of the Star Children
  The most deranged cult in the Plane of Faerie are the Star 
  Children, who believe the stars in the sky of the Feywild 
  are actually gates and holes that lead to an otherworldly 
  alien place called the Far Realm. They believe this so 
  fervently that they work to bring their alien masters out of 
  the Far Realm, and they believe the Plane of Faerie is the 
  best chance for an invasion to start. The epicenter of their 
  efforts is a pulsating red crystal citadel where the most 
  favored Star Children tend towards the cult’s goals.
  
  Plane of Faerie
  122
  This citadel is located on a rocky mountain, and the 
  unnatural work done by the denizens inside has driven 
  all natural life from around the region, an unusual site in 
  the Feywild. The red crystalline structure was built by the 
  founder of the Star Children, an elven diviner now known 
  only as Hollow Eye, and the architecture of the citadel 
  defies logic and natural form. Angles inside and out are 
  incorrect, and anyone with an eye for engineering can 
  tell right away that the building should not stand upright. 
  But yet it does, in defiance to the natural order, and this 
  architectural oddity is but a taste of the terrors held inside.
  Diamond Staff
  On the Material Plane, in the realm of Toril, an artifact 
  has recently surfaced that has grabbed the attention 
  of numerous factions. Known as the Diamond Staff 
  of Chomylla, it was discovered to be in the lair of an 
  ancient dracolich, and forces moved to reclaim and study 
  its secrets. The exact location of the relic is currently 
  unknown, but rumors persist that it could unlock an 
  ancient elven vault. The truth is that it is one of a set, built 
  by ancient elves of the Plane of Faerie, and that its true 
  potential has yet to be revealed.
  Each Diamond Staff appears as a slender quarterstaff 
  constructed entirely of pale blue diamond. It is topped with 
  a transparent globe and carved from a single enormous 
  crystal. The construction of the Diamond Staves dates 
  back to a time when the line between the Feywild and the 
  Material Plane was thinnest, and the realm of Uvarean 
  straddled the line between the two planes. Ultimately 
  Uvarean was destroyed by a falling star, but the legendary 
  Diamond Staves survived the cataclysm. One of them, 
  possessed by the wizard Chomylla, was kept on the 
  Material Plane, but the others were scattered across 
  the Plane of Faerie. Their whereabouts are currently 
  unknown, but with the appearance of one in recent years, 
  the others are likely to turn up as well for good or ill.
  Golden Glade
  The Plane of Faerie contains its fair share of strange and 
  unexplainable phenomena. One of these is a small forest 
  meadow known as the Golden Glade hidden in the center 
  of the Heart’s Wish Woods. The summer sunlight that 
  dapples the region passes through the boughs of a series of 
  enchanted trees, with bark like gold, and when the filtered 
  light touches any material object it turns to gold. This 
  includes creatures as well as objects. Objects transformed 
  to gold through this process disintegrate when removed 
  from the Plane of Faerie, so would-be treasure seekers 
  have written the site off as a curiosity rather than a get rich 
  scheme, but the truth behind it has eluded planar sages.
  The golden oak trees seem to be the catalyst for the 
  transmutation power of the Golden Glade, but some 
  argue that the truth is hidden in the forest around it. The 
  Heart’s Wish Woods earned its name from a nymph who 
  fell in love with a mortal man. Their love was forbidden by 
  ancient decree, but they managed to conquer the odds and 
  the mortal moved into the Feywild to be with his beloved. 
  Or so she thought, for when he arrived, his heart’s desire 
  was not the nymph, but instead material goods. Stories of 
  the region say a golden statue of a man has been passed 
  around from collector to collector in the Plane of Faerie, 
  but so far it has not found a permanent home.
  Leaves of All Seasons
  The seasons of nature have a profound influence on the 
  Plane of Faerie, owing to its strong connection to the 
  Material Plane and the Positive Energy Plane. Spring 
  to summer, summer to autumn, autumn to winter, each 
  has its place and a distinct power over the landscape of 
  the Feywild. Ancient elven legends actually attribute this 
  connection to a single source, a tree of great power that 
  the elves held in highest reverence. The exact location 
  and nature of this tree has not yet been found, but leaves 
  from it have been uncovered across the Plane of Faerie, 
  and they are potent items in the hands of those who know 
  about them.
  Each Leaf of All Seasons appears as a broad oak leaf, 
  about a foot across, with a thick stem. The membranes 
  of the leaf are strong and course with radiant power, 
  giving off a scintillating glow that can illuminate as well 
  as any torch. When held by an elf or other creature with 
  a strong connection to the natural world, the leaf shifts 
  quickly between bright green, lush red, vibrant orange, 
  and sparkling white, representing the power of the four 
  seasons. The exact abilities of the Leaves of All Seasons 
  have not been catalogued, but stories say that possessors 
  have been protected from elemental damage and can 
  in turn command great elemental power, reflecting the 
  season of choice – acid for spring, lightning for summer, 
  fire for autumn, and cold for winter.
  Many assume that since the Leaves of All Seasons are 
  real, they must have originated from somewhere. Parties 
  have scoured the Plane of Faerie in search of the source of 
  the leaves, a mystical tree with command over the seasons 
  of the plane itself, but to date no one has found it. If the 
  archfey of the plane know its whereabouts, none so far 
  have revealed it, and no one fey lord claims dominion over 
  multiple seasons.
  Mag Tureah
  The greatest fortress of the giants that came into the Plane 
  of Faerie with dreams of conquest was undoubtedly Mag 
  Tureah. Built to be impregnable and to serve as the giant’s 
  base of operation in the plane, it was constructed using 
  powerful magical processes the giants had perfected. 
  The iron walls and towers were elegantly engineered, 
  ruthlessly beautiful and ornately purposeful, and it became 
  a beacon for the giants’ campaign of slaughter and 
  conquest.
  
  Plane of Faerie
  123
  Until the curse befell them, transforming them into 
  fomorians and casting aside their mighty weapons of war. 
  In a flashy display of power, the archfey courts banded 
  together and created a rift in the earth below Mag Tureah, 
  sending it tumbling into the Feydark. Most of the residents 
  were killed or driven off in the process. The world sealed 
  around the tumbled fortress-city, which now lay deep in the 
  Feydark, and the fomorians have been trying to reclaim it 
  ever since.
  By some strange quirk of the Feydark, Mag Tureah 
  sits on top of a massive network of portals that connect 
  to many other places in the multiverse. King Jarrhild 
  currently occupies the ruins with a force of goblins and 
  fomorians, but his mind and the minds of those around 
  him are corrupted by chaos, and so far they have been 
  unable to fully utilize the network of portals and gates 
  beneath Mag Tureah. Lord Oran and his consorts of the 
  Green Court keep an eye on the Feydark, and Mag Tureah 
  in particular, to ensure that the fomorians or any other 
  force do not reclaim the iron fortress-city or its portals.
  Maze of Fathaghn
  Dryads are no stranger to the Plane of Faerie, and many 
  owe allegiance to one of the archfey courts across the land. 
  But few argue that the strongest among them is Queen 
  Fathaghn, who guards the most sacred tree in all of the 
  Feywild – the Mother Tree. Fathaghn and the massive 
  sprawling oak tree lay hidden in the center of a maze that 
  bears her name.
  Travelers who stumble upon the Maze of Fathaghn find 
  themselves trapped in a forest of thick undergrowth that 
  resists fire and chopping. Passages open up suddenly, 
  allowing travel deeper into the maze, but the magic of 
  the maze keeps most from finding the Mother Tree or the 
  dryad queen at its heart. Minotaur warriors, more wood 
  than flesh, act as guardians of the Maze of Fathaghn as 
  well. It is said that a staff fashioned from a branch of the 
  Mother Tree has tremendous druidic potential, and that 
  the acorns that fall from it can be used to grow entire 
  forests. Queen Fathaghn takes her charge seriously, 
  however, and few have managed to deal with the testy 
  dryad and return alive.
  Mithrendain the Autumn City
  Senaliesse, Shinaelestra, Kathrius, and Shale Dothore are 
  the greatest cities of the archfey, each holding the most 
  powerful and influential members of the courts that rule 
  much of the Plane of Faerie. These cities are off limits 
  to strangers, however, so few have laid eyes upon them. 
  However, in stark contrast to this policy, the Autumn City 
  of Mithrendain welcomes all travelers from across the 
  planes to its forest-halls.
  Long ago, the Court of Spring held as much influence 
  as the others, but their leader found the bickering and 
  infighting among the archfey to be more and more 
  distasteful. King Oberon wished to open up the Plane of 
  Faerie to more trade and exchange ideas with the other 
  powerful races of the multiverse. This view was not shared 
  by any other archfey, so Oberon broke with tradition and 
  disbanded the Court of Spring and opened the gates of his 
  fair city of Mithrendain to the world. In doing so, the City 
  of Spring transformed overnight into the Autumn City, and 
  Oberon has ruled it ever since.
  Mithrendain is built in the boughs of the treetops within 
  the Sunset Forest. Like most ancient elven cities, it is a 
  beauty to behold, but unlike others King Oberon welcomes 
  travelers to Mithrendain. One quirk of the city is its 
  timeless nature – Oberon has a deep hatred for time, and 
  does everything he can to ensure no one notices and sees 
  the passage of time within the Autumn City. Magical wards 
  ensure time keeping devices and methods simply do not 
  function.
  In recent years, King Oberon’s forces have been 
  occupied with a growing connection beneath the Sunset 
  Forest to the Feydark. He has sent numerous expeditions 
  to cleanse the tunnels of goblins and fomorians in order 
  to keep Mithrendain safe, and so far his efforts have kept 
  travelers and his people safe. Oberon is loathe to ask for 
  help from the other archfey, most of whom have shunned 
  him and his ways, so he often turns to outside help to deal 
  with threats.
  Murkendraw
  The largest swamp on the Plane of Faerie is the 
  Murkendraw by far. As large as any sea, it stretches out 
  for miles, filled with weeping willows and gnarled roots 
  of the dead or dying plants. Night holds permanent sway 
  over the entire swamp, where unprepared travelers can 
  easily get lost or swallowed by patches of broad quicksand. 
  Numerous beasts prowl the Murkendraw as well, including 
  swarms of bloodthirsty insects and alligators the size of 
  dragons.
  The Murkendraw is the home of the hags, and many 
  dwell in the dank sodden swamp, living in magically 
  enchanted huts and hovels. The most feared hags are 
  the Blighted Mothers, who dwell in the darkest heart of 
  the Murkendraw, but it is rumored that the witch Baba 
  Yaga keeps a chicken-legged hut in the swamp on the 
  rare occasion of her visit. The Blighted Mothers do a 
  good enough job of keeping tabs on creatures coming 
  and going into the vast swamp, so travelers that wish to 
  remain unseen by the powerful hags had best take extra 
  precautions against their potent divination abilities.
  
  Plane of Faerie
  124
  Scepter of Starlight
  The symbol of Cendriane’s ruler is a potent relic known 
  as the Scepter of Starlight. It is a thin silver rod, roughly 2 
  feet long, topped with a scintillating blue and white crystal 
  shaped like a flaring star. The handle is decorated with 
  delicate golden runes that glow under detection spell with 
  abjuration and enchantment magic. The Queen of Air and 
  Darkness held the Scepter of Starlight when Cendriane 
  was at its height, but when she and her kind were banished 
  from the archfey courts the scepter was lost. Rumors 
  persist about its possession in the hands of the drow of 
  House Vrammyr who seek to occupy the City of Fallen 
  Stars and claim it as their own, but so far none have come 
  forth with the relic.
  Whomever possesses the Scepter of Starlight is said 
  to control the magical wards in and around Cendriane 
  itself, as well as command powerful bolts of star light that 
  can burn foes. It is also said that there are secret vaults 
  beneath the ruined Palace of Twilight that can only be 
  opened by the possessor of the scepter, and considering 
  how much the drow have controlled the city districts 
  around the palace and have not claimed such treasures 
  there seems to be truth to that rumor. Other tales say that 
  the possessor of the Scepter of Starlight can also ascend 
  to the status of archfey and rule a new court, thus making 
  it an attractive object for ambitious fey seeking to ascend 
  to higher heights.
  Silken Steel Forest
  The strongest fibers and ropes found in the Plane of Faerie 
  originate from the spiders that call the Silken Steel Forest 
  home. Spiders of all kind can be found in the dark forest, 
  from giant spiders to puppet spiders, but the true gem 
  are the steel spiders that weave delicate yet immensely 
  strong webs. With the appropriately skilled craftsman, 
  such webbing can be turned into armor that is a light as 
  leather but as strong as plate, making it a valuable item for 
  fashion-minded fey seeking protection. A gnome armorer 
  in Mithrendain is said to be the only known artisan capable 
  of such a feat, and she works for King Oberon himself as 
  his personal crafter.
  Tears of Endings and Beginnings
  Few sites in the Plane of Faerie are as breathtaking as 
  the coming together of the Azure and Crimson Rivers 
  over a near mile-high cliff face, creating a spectacular 
  waterfall of deep blue and bright red waters. Known as the 
  Tears of Endings and Beginnings, the mixing of the two 
  water sources cascading down over the cliff face creates 
  a magical place where memories can be cleansed or 
  returned. The stories about the waterfall say that anyone 
  that sheds tears at the top and then tumbles over the edge 
  with the water will have ancient memories restored or 
  painful memories erased. Unfortunately, there’s no way 
  to guarantee one or the other, and some creatures that 
  choose to take the plunge do not survive the fall to the lake 
  below.
  
  Plane of Faerie
  125
  Behind the Tears of Endings and Beginnings lay a series 
  of caves carved into the cliff. Some say these caves hold 
  portals that lead through time itself, allowing travelers to 
  walk back to the days when the Plane of Faerie was young 
  and more wild. Shadowy guardian creatures stalk those 
  caves, however, and some magic of the waterfall prevents 
  straight transportation through the curtain of blue and red 
  waters.
  Treasure-Hoard of Queen 
  Tasmiira
  The faerie dragons of the Plane of Faerie are playful and 
  enjoy cavorting around with no real purpose or direction. 
  They are carefree and truly belong in the Feywild, and few 
  things seem to bother them. Some owe fealty to one of 
  the archfey courts, but they all honor Tasmiira, the queen 
  of the faerie dragons, as their one and true sovereign. 
  Tasmiira doesn’t ask much of her subjects, except for one 
  thing – to never reveal the secret location of the treasure-
  hoard of their people. Few faerie dragons know the exact 
  location of the vast treasure, but most are aware that it 
  exists and that it holds wonders and splendors of all kind.
  Queen Tasmiira’s greatest charge is ensuring that their 
  treasure hoard does not fall into the wrong hands. Its 
  location is truly a secret, with some say that it exists in a 
  pocket dimension only accessible by faerie dragons, while 
  others whisper it has been shrunk down to miniscule size 
  and carried around in the stomach of the faerie dragon 
  queen herself. Many creatures have tried to pry the secrets 
  of the treasure out of Tasmiira and her loyal faerie dragon 
  knights, but to date none have successfully prevailed. And 
  with each passing year, the treasure of Queen Tasmiira 
  grows as faerie dragons across the multiverse send back a 
  portion of their own treasure to join the collective.
  What wonders does this massive treasure contain? 
  The rumors are beyond counting, but include powerful 
  magical items, ancient relics, and gold and silver beyond 
  counting. Queen Tasmiira knows all of the contents of 
  the faerie dragon hoard, down to the last copper, so if 
  there is an item that someone seeks that happens to be in 
  the treasure, the good-natured queen can sometimes be 
  inspired to part with it – for a good cause and under the 
  right circumstances.
  Adventure Hooks
  The Plane of Faerie holds adventure opportunity aplenty 
  for heroes of all experience levels. Its relative ease of 
  access allows even inexperienced adventurers to traverse 
  its wonders and deal with its dangers, while higher level 
  heroes contend with commensurately higher stakes.
  Fate of Old Tomarr. Nobody has heard from Old Tomarr 
  in a few months. He’s a hermit who spends most of his 
  days in a cave in the nearby hills, tending to a small flock 
  and coming into town once every month or so to trade 
  stories and restock his meager supplies. A local family is 
  worried and asks the characters to investigate, where they 
  find Old Tomarr’s cave empty save for strange oily puddles. 
  Investigating reveals a boggle, a small fey creature 
  attracted to loneliness, who torments the characters before 
  revealing that Old Tomarr angered a nearby warlock 
  who served the archfey. The boggle, Old Tomarr’s only 
  companion, asks to accompany the group to the warlock’s 
  cavernous abode nearby to help rescue his friend.
  Blood Mushrooms. The characters race to stop a 
  deranged cult in the forest, but arrive at the ritual site 
  too late to prevent all the sacrifices. The shed blood 
  and murderous intent summons a field of blood-red 
  mushrooms that sprout into redcap faeries. The characters 
  must deal with the cultists and the redcaps before the 
  murderous fey escape the area to wreak more havoc and 
  death. The mushrooms themselves are the key to stopping 
  these redcap as their summoning mingled with the cultist’s 
  plans.
  Turn of the Leaf. A curious oak leaf is offered for sale to 
  the party from a vendor with no knowledge of its qualities. 
  The item is a Leaf of All Seasons, having been passed 
  through collector to collector, and eventually came to the 
  merchant by way of a large auction lot. Taking the leaf, 
  the characters find themselves visited by a heavily cloaked 
  stranger who tries to steal the leaf. The darkling elder 
  and his darkling followers are agents of an exiled archfey 
  trying to get back in the graces of the Gloaming Court by 
  collecting the Leaves of All Seasons. Keeping the leaf leads 
  the characters on a path to stop the greedy archfey from 
  using the leaves with ill intent.
  Hag of Murkendraw. Local legends say that the nearby 
  swamp is haunted by the spirit of a powerful crone, but 
  it’s also the only place where a special herb grows that 
  can cure a burning fever running through the region. The 
  characters enter the swamp and find that the haunting is 
  actually a permanent fey crossing to the Murkendraw, and 
  that monstrous insects and other creatures pass through 
  regularly to feed. The herb the party seeks is in the garden 
  of a hag, who desires something from the characters 
  before she gives it up. There’s another hag that she wishes 
  to be destroyed in exchange for the herb, leading the party 
  deeper into the vast Feywild swamp.
  Vault of Fallen Stars. An object sought by the party is 
  determined to be in an ancient elven vault below one of the 
  libraries of Cendriane, City of Fallen Stars. The characters 
  travel to the Plane of Faerie and hunt down the ruined city, 
  where they must contend with drow and a host of giant 
  spiders and ettercaps in order to find the vault they need.
  
  Plane of Faerie
  126
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling through the Plane of Shadow. Look at each one 
  as a springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Plane of Faerie Wilderness
  1d100
  plane Of faeRie WildeRness
  01-10
  1d6 faerie dragons
  11-20
  1 triath
  21-30
  2d6 nightlocks
  31-40
  1d4 gremlins
  41-50
  1d8 satyrs
  51-60
  1d4 korred
  61-70
  Befuddling rain
  71-80
  Oblivion moss
  81-90
  1d6 clawrgs
  91-99
  1d4 fomorians
  00
  An archfey and retinue
  Mithrendain the Autumn City 
  Encounters
  1d100
  mithRendain encOunteR
  01-05
  An autumn eladrin working for King 
  Oberon on a mission
  06-10
  A gang of satyrs playing music
  11-15
  A pixie taking three blink dogs out on a 
  walk
  16-20
  Two dryads arguing over philosophy
  21-25
  A faerie dragon drunk on wine
  26-30
  A group of adventurers seeking employment
  31-35
  A band of elven knights protecting a box
  36-40
  A green hag and a sea hag haggling with a 
  merchant
  41-45
  A gnome archmage looking for spell 
  components
  46-50
  A winter eladrin agent of the Prince of 
  Frost
  51-55
  A grig fiddler enchanting everyone with a 
  song
  56-60
  An elven druid selling honey from her 
  personal bee hives
  61-65
  Several sprites playing games
  66-70
  A darkling elder spying on King Oberon
  71-75
  A warlock of the archfey being mysterious
  76-80
  Goblin pickpockets looking for their next 
  mark
  81-85
  A sprite champion in service to King 
  Oberon
  86-90
  A curious feystag hiding in an alcove
  91-95
  A quickling on a dire mission
  96-00
  King Oberon and personal bodyguards
  
  Plane of Dreams
  127
  Plane of Dreams
  “Most creatures dream, some more intensely than others, but 
  few realize the true reach that their dreams can achieve. There is 
  a unique echo of the Material Plane we call the Plane of Dreams, 
  also known as the Dreamland, where sleepers touch upon in 
  their deepest slumbers. It is a place that can be visited by those 
  with the means and knowledge, however, and it’s so much more 
  than just the imaginings of the sleeping. Nightmares, beauties, 
  wonders, and more all wait in the Dreamland, in a place where 
  prophecy and divination can take real and terrifying form.”
  Lillandri the Moon Mage
  What happens when people dream? Most people assume 
  their dreams are simply the product of their imaginings, 
  and this is partially true. But they can also tap into a much 
  broader realm, where sense is expanded and the world 
  is similar but not quite the same. This is the Plane of 
  Dreams, also known as the Dreamland, and it sits like a 
  mirror over the Material Plane – and beyond.
  Most dreams exist in tiny fragments of the Plane of 
  Dreams known as dreamscapes. These are small bubbles 
  that form around the dreamer specifically, and from the 
  Dreamland they appear as hazy incomplete shadows and 
  forms for those that know where to look. Interacting with 
  a dreamscape is a dangerous prospect, but some gods and 
  powerful entities do it to send messages and warnings 
  to their followers. Nightmarish creatures can sometimes 
  do it as well, producing sweat-soaking terrors capable of 
  sending the most hardened warrior into shrieking fits.
  But the Plane of Dreams can be visited, through portals 
  and gates similar to the Plane of Shadows and the Plane 
  of Faerie. The Dreamland shares fewer traits with the 
  Material Plane than the other echo planes, perhaps 
  owing to the malleable nature of dreams themselves, 
  but sometimes dream crossings can appear when the 
  landscapes line up close enough. Everything is heightened 
  in the Plane of Dreams – shadows loom larger, light 
  shines brighter, sounds echo further, and emotions are 
  felt stronger. Incidents and events in the Dreamland can 
  trigger powerful emotional responses in visitors.
  Powerful entities have crawled, slithered, or awoken 
  within the Dreamland as well, so travelers should be wary 
  of them as well as the natural elements of the plane. In 
  places where the Plane of Dreams touch the Plane of 
  Shadow, Nightmare Lands are created, and though no one 
  being presides over them the sinister and enigmatic figure 
  known as the Nightmare Man always seems to be present 
  in them. Creatures that generate and feed on fear are 
  known to dwell in Nightmare Lands as well.
  One curious aspect of the Plane of Dreams is the moon 
  that appears at night. It is large and singular, regardless 
  of the number of moons on the corresponding Material 
  Plane, and can actually be visited through magical or flying 
  transportation. The Moonscape is a strange land where 
  moon-beasts howl in service to their dark god, who is said 
  to dwell in the center of the Dreamland moon.
  Incursions from the Far Realm are an altogether too 
  common occurrence in the Plane of Dreams, where the 
  crawling unfathomable entities of that outer place have 
  found the terrain more suited to their forms. The Dweller 
  in Darkness is the greatest and most feared among the 
  things that have slithered out of the Far Realm to take 
  residence in the Dreamland, and on the Plateau of Leng 
  horrendous spiders and goat-like folk worship the foul god-
  like being with abhorrent savagery and sacrifice.
  Not all of the Plane of Dreams is dismay and evil, 
  however. The port city of Dylath-Leen sits as a beacon of 
  trade for travelers of all kind across the multiverse, though 
  its docks are dry as the adjoining Sea of Mists hold silvery 
  fog for as far as the eye can see. The dream cats of the city 
  of Ulthar are known to befriend lost wanderers from time 
  to time, assuming one doesn’t offend or attack one of their 
  own, and a host of other strange beings – some hostile, 
  most not – populate the forests, mountains, and valleys of 
  the Dreamland.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of the Plane of Dreams as characters explore 
  and travel through it. These are suggestions of elements 
  that can be used in descriptions of the landscape and 
  denizens with the goal of actualizing the “outside” nature 
  of the multiverse beyond the Material Plane. Use them to 
  incorporate into encounters and adventures on the Plane 
  of Dreams.
  Warping Mirror. Everything in the Plane of Dreams 
  is a warped mirror of the Material Plane. Some of it is 
  whimsical, such as endlessly curling flowers and twisting 
  buildings built at impossible angles, but just as much is 
  disturbing. And everything moves in subtle ways, reacting 
  in innumerable small ways to the countless creatures 
  sleeping in the Material Plane, so the landscape itself 
  undulates and writhes in an unsettling fashion.
  Cloaked in Mists. Water is a scarce resource on the 
  Plane of Dreams for some unknown reason. In its place, 
  the realm has misty vapors that act like water, flowing 
  through creek beds, down mountainsides, and even filling 
  lakes and seas. In the morning and evening, the mists rise 
  up to envelop the landscape before dissipating back down, 
  and many monsters of the Dreamland use these times to 
  stalk and hunt unsuspecting prey.
  Emotional Responses. More than any other echo plane, 
  the Plane of Dreams reacts to the emotions of travelers. 
  Within a specific dreamscape the effect is pronounced and 
  obvious, but even just passing through the landscape, the 
  Dreamland senses the emotional state of outsiders and 
  reacts accordingly. Frightened creatures manifest shadowy 
  forms behind every tree and bush, while joyful visitors 
  blossom flowers and create rainbows. The ebb and flow 
  of changes to the landscape in response to the emotional 
  state of creatures makes navigating the Dreamland difficult 
  and disturbing at times.
  
  Plane of Dreams
  128
  Lay of the Land
  As an echo plane, the Plane of Dreams shares some 
  physical characteristics with the Material Plane, similar to 
  the Plane of Shadows and Faerie. However, perhaps due to 
  the evolving nature and power of the plane itself, it differs 
  in many more ways than the other echo realms. Mountains 
  on the Material Plane may be a desolate desert of white 
  sand dunes in the Dreamland, and water especially doesn’t 
  translate well across the thin planar barrier.
  Nonetheless, common geographic features can be 
  found across the bulk of the Plane of Dreams. Most of 
  them have some exaggerated feature – a unique color, a 
  strange and unseasonable weather pattern, or unusual 
  size. These regions do not correspond to natural laws, 
  and owing to the malleable nature of the plane itself any 
  region is subject to sudden change, usually minor but 
  enough to make a difference. Maps are near useless in the 
  Dreamland.
  The Plane of Dreams is home to a number of small 
  settlements of humans mainly, but they all pale in 
  comparison to the port city of Dylath-Leen. It is a 
  metropolis built on the ruins of at least three other 
  metropolises, creating a maze of collapsed tunnels, ruined 
  buildings, and abandoned streets, but the harbor district 
  remains lively. No water laps at the docks of Dylath-Leen, 
  as it sits on the Sea of Mists where thick fog takes the 
  place of water. Specially enchanted ships sail the misty 
  sea, and those that fall overboard plunge into an endless 
  abyss of misty doom from which there is said to be no 
  return.
  Moonscape
  During the overlong night of the Plane of Dreams, one 
  of the most startling features of the realm can be seen 
  hovering in the starless sky. There, the moon of the 
  Dreamland hangs huge, gray, and craggy, appearing so 
  large because it is unusually close to the surface. Flying 
  creatures and others with such capabilities can actually 
  travel to the Moonscape, as it is known, and the moon-
  beasts that live there are vile, evil-minded creatures 
  that worship loathsome gods from the Far Realm. It 
  wasn’t always that way, and there are still ruins of past 
  civilizations above and below the Moonscape.
  The Moonscape is a sphere in the sky of the Dreamland, 
  marking it different from the base plane itself which is 
  theoretically infinite. The thin air is breathable on the 
  moon, where the surface rocks range in color from pale 
  gray to pitch black. Looking up from the moon presents the 
  viewer with an impenetrable black starless wall, obscuring 
  the land and sun of the plane. Some natural brightness in 
  the rocky terrain illuminates half of the Moonscape, but on 
  the other side darkness and shadows prevail. Even moon-
  beasts rarely travel to the Dark Side, where it is said the 
  Dweller in Darkness lurks, a harbinger of the alien gods 
  from the Far Realm.
  Underworld
  Beneath the terrestrial Dreamland is an echo of the 
  Material Plane’s Underdark known as the Underworld. 
  The twisting caverns are filled with all sorts of terrible, 
  horrendous, and hungry creatures, but none are so 
  voracious or as plentiful as the ghour. These savage 
  humanoids have pale hairless skin, a canine-like jaw, and 
  a hunger for flesh. They have been compared to ghouls but 
  the ghours are not undead. They once built large cities and 
  communities in the Underworld but they have recessed to 
  a savage state.
  Cycle of Time
  Day and night passes in the Plane of Dream in a rough 
  24-hour cycle, but the days last only about a quarter of 
  that time. Night in the Dreamland is rarely pure black, as 
  the luminescent and ever-present moon provides ample 
  illumination, and during the day the relatively small sun is 
  distant and provides little warmth.
  Surviving
  Beyond emotional pulls that can drive travelers to action, 
  the atmosphere and landscape of the Plane of Dreams is 
  not hostile to denizens of the Material Plane. Same goes 
  for the Underworld, though the air is usually stale and 
  motionless, and even in the Moonscape the air is thin but 
  breathable.
  Getting There
  Visitors to the Plane of Dreams come in two forms. 
  The first is the most frequent and easiest to do – simply 
  fall asleep, and if the plane is aligned well enough with 
  the Material Plane, a small dreamscape forms in the 
  adjoining Dreamland and the sleeper’s mind wanders 
  there. Dreamscapes are small isolated bubbles that house 
  a dreaming sentient creature from the neighboring plane, 
  and they are mostly invisible. In a dreamscape, few things 
  can harm the dreamer physically, but psychic or mental 
  attacks are possible.
  The other way is to visit the Plane of Dreams bodily 
  through a portal, gate, or similar opening. Spontaneous 
  portals known as dream crossings occur, usually at night, 
  when the Dreamland and the Material Plane are closely 
  aligned. These are usually found in shadowed alcoves, 
  darkened stairwells, and beneath beds of older homes that 
  have an echo in the Plane of Dreams. Unlike the Plane of 
  Shadow and Faerie, most crossings into the Dreamland 
  occur in buildings or around constructed monuments. The 
  physical landscape in the Plane of Dream usually differs 
  too much for a dream crossing to occur naturally.
  The Underworld of the Plane of Dreams also contains 
  numerous stable gates to the Material Plane, and through 
  these the ghour travel freely. Some gates are only usable by 
  the cannibalistic savages of the Underworld, allowing them 
  to pass between the two worlds freely, but others are open 
  for any to cross. These usually end up in the upper regions 
  of the Underdark on the Material Plane, close to towns, 
  hamlets, or cities.
  
  Plane of Dreams
  129
  Traveling Around
  Movement on the Plane of Dreams is unhindered except 
  by unusual geographic feature, so the plane offers no 
  abnormal obstruction to travel. The residents of the 
  Dreamland usually do not travel outside their cities or 
  towns, so coaches and other conveyances are uncommon. 
  The largest body of “water” is the Sea of Mists, which 
  contains no water at all, but ships constructed and 
  enchanted by the harbor mages of Dylath-Leen float on the 
  mists as well as any liquid.
  The Moonscape that hangs perpetually overhead in 
  the night sky can also be visited, a journey of roughly 50 
  miles from any point on the surface. An unknown number 
  of wind “roads” connect the Moonscape to the surface as 
  well, allowing much quicker travel, and some Dylath-Leen 
  ships are enchanted to float on these invisible currents. 
  Few captains of such vessels are willing to risk the journey, 
  however, owing to the dangerous and untamed nature of 
  the Moonscape’s inhabitants. Flying creatures, such as the 
  terrifying moon-beasts, travel regularly between the two 
  regions, detecting and catching the same currents by some 
  unknown sense.
  Powerful & Mighty
  The Plane of Dreams is home to a number of powerful 
  creatures and organizations, both malevolent and benign. 
  Many have existed in the Dreamland for a long time, 
  perhaps dating back to the plane’s creation whenever 
  that was, making them invaluable resources for travelers 
  seeking lost secrets of the land and beyond.
  Cats of Ulthar
  Ulthar is a rugged settlement of plain stone and brick 
  buildings, well-constructed if slightly underwhelming in 
  architectural design. It is populated by a degenerate race 
  of albino goblins, but these creatures bow down to the true 
  masters of Ulthar – the largest concentration of dream cats 
  in the Plane of Dreams. These psychic cats rule Ulthar and 
  the surrounding region, commanding the Ultharians to do 
  their bidding when necessary, but otherwise they behave 
  very similarly to Material Plane cats.
  Who rules the cats of Ulthar? The dream cats speak 
  in third person and refer to themselves and each other 
  as master, making distinguishing the actual chain of 
  command difficult if not impossible for outsiders. The 
  cats mobilize only rarely for anything, but they always 
  remember kind gestures. They have an ongoing feud with 
  the zoogs of the forest that surround Ulthar, but at the 
  moment an uneasy truce exists between the dream cats 
  and rat-like zoogs.
  Any dream cat encountered in the Plane of Dreams 
  claims to be from Ulthar, and maybe that’s true. They use 
  their wits and powers to cajole others to do their bidding, 
  and though a few have turned out to be cruel and malicious 
  monsters, most just want a specific type of food or shelter 
  for an evening.
  Dweller in Darkness
  If anyone knows this entity’s true name, they do not say it, 
  for it is whispered in rumors that simply saying the true 
  name aloud summons the Dweller in Darkness. It is a 
  loathsome, alien god from the Far Realm that has invaded 
  the Dreamland, perhaps as a vanguard to a larger invasion 
  or perhaps just on a mocking whim. The Dweller in 
  Darkness created the moon-beasts of the Moonscape, and 
  it is said the creature dwells on the Dark Side where no 
  light shines. Is this because the Dweller in Darkness lurks 
  there? None know for certain.
  Idols have been found scattered around the Plane of 
  Dreams, usually in possession of loathsome cultists who 
  believe honoring the Dweller in Darkness with sacrifices 
  could grant them power and pleasure in return. These 
  idols take the form of another name for the entity, the 
  Crawling Chaos, and some do not even link the two names 
  together as one foul god. It goes by many names, however, 
  and can change its shape and size to match whatever it 
  desires. Its favorite form is that of a massive flat shadow 
  against the wall or floor, with too many arms and heads to 
  be natural, and a series of multicolored eyes blinking in 
  and out of existence along its bulk.
  The Dweller in Darkness seems to deride pleasure 
  from spreading utter chaos around, and it’s chosen the 
  Dreamland as its claimed turf. The true extent of its 
  powers and followers is not known, as it has so far been 
  willing to operate from the shadows and use its moon-
  beasts and various cults to perform its bidding. Lately, 
  though, the Dweller in Darkness has been encountered in 
  the night of the Plane of Dreams, invading dreamscapes 
  like no other creature seems to be able to do, planting 
  seeds of fear and horror across the multiverse.
  Grandmother Mamu
  Sometimes, travelers or dreamers in the Plane of Dreams 
  may be visited by a matronly old woman, somewhat 
  hunchbacked and carrying a gnarled bleached white staff. 
  A bewildering array of bags and pouches hang from her 
  belt and backpack, and she always seems to have the 
  right tonic, potion, brew, or powder to get the traveler or 
  dreamer out of a bad situation. She is kind, if a bit stern, 
  but also wise and gentle, and usually only later does 
  one realize that they’ve been visited by the legendary 
  Grandmother Mamu.
  Grandmother Mamu seems to be perpetually 
  wandering the Dreamland, offering advice and trinkets 
  to those in need, and she can be encountered nearly 
  anywhere, including the depths of the Underworld. She 
  seems to have true good in her heart, and offers her aid 
  while refusing any payment, often telling such forceful 
  individuals to simply “pay it forward” to the next person 
  in need. Grandmother Mamu also seems to possess a 
  natural attunement to the Plane of Dreams, and she can 
  manipulate certain elements of the topography and climate 
  by sheer will. Most assume she is a god of some sort, and 
  she regularly opposes the machinations of the Dweller in 
  Darkness and the Nightmare Man.
  
  Plane of Dreams
  130
  King of the Dreamers
  When most people dream and touch the Dreamland, they 
  create small dreamscapes that form and protect their 
  dream-state. Some individuals, mainly wizards who study 
  the obscure school of oneiromancy, train and study to 
  break free of their dreamscape, and while some have they 
  still only last as long as their dream-state is maintained. 
  The body requires food and water, which pulls the dreamer 
  back to the Material Plane. Only the oneiromancer 
  Slyvras has overcome this limitation, and he has become 
  the greatest sleeping dreamer on the plane, proclaiming 
  himself King of the Dreamers in the process.
  Slyvras dwells in a fantastical region he calls the 
  Kingdom of Kings, and he has gone quite insane over the 
  years. He’s been in a dream-state on the Plane of Dreams 
  for several hundred years, and nobody knows how he’s 
  done it – his physical body must have deteriorated long 
  ago, assuming that his human form matches that of his 
  physical body. Slyvras usually appears as a wild-bearded 
  old man with a crooked golden crown on his head, and 
  within the bounds of his kingdom he maintains absolute 
  control. He can change the weather, create mountains, 
  shoot geysers, even turn day into night and vice versa. The 
  people that populate the Kingdom of Kings are all illusory 
  creations of Slyvras.
  So far Slyvras has not pushed his influence beyond his 
  small domain, and perhaps that’s because of his absolute 
  insanity. Still, as far as dreamers go, he is the longest 
  known and most well-versed in the inner workings of the 
  Plane of Dreams, at least in his most lucid states, and it 
  is said that he converses with Grandmother Mamu on a 
  regular basis.
  The Nightmare Man and the 
  Shadow Court
  The Plane of Dreams sits over the Material Plane, but in 
  another sense it occupies the same multiversal space as 
  the Plane of Shadows and Plane of Faerie. Little seems 
  to have come from the connection to the Feywild, but the 
  Shadowfell does interact with the Dreamland in unusual 
  ways. Where the two bleed together, dangerous regions 
  known as Nightmare Lands are created, and the most 
  influential figure in these realms is an enigmatic figure 
  known as the Nightmare Man. He seems to be able to take 
  whatever shape he wants, but his favorite form is that of 
  an incredibly tall, lanky human, with a finely tailored suit 
  and an enormous top hat. His skin is albino and his nose is 
  much longer than it should be, with a jutting chin to match.
  What the Nightmare Man wants and is capable of doing 
  are complete mysteries, as his actions often contradict 
  themselves. He seems strongest and most malign in a 
  Nightmare Land, perhaps where his true form is allowed 
  to spread its diabolic wings, but when encountered 
  elsewhere he can be a charming if somewhat off putting 
  conversationalist. He knows a great deal more than he 
  should and seems able to tap into dreamscapes at will.
  The Nightmare Man has a cabal of powerful underlings 
  at his disposal that he calls his Shadow Court, members 
  of which range from an achingly beautiful enchantress to a 
  scaly lizard-like bipedal monster of pure terror. Sometimes 
  the Shadow Court work independent of the Nightmare 
  Man, spreading the influence of the Nightmare Lands as 
  much as they can, though how much is truly hidden from 
  their feared master is unknown.
  Voldrethass the Sleepless
  It’s not commonly known, but dragons dream, and like 
  everything they do they dream on a scale different from 
  humanoids. The dreamscape of a dragon is said to be a 
  thing of wonder and beauty, but they are notoriously hard 
  to find and even more difficult to penetrate. One dragon, a 
  powerful and ancient green wyrm named Voldrethass, has 
  made it her goal to find and tap into all the dreamscapes 
  of the Dreamland, including those of her powerful kin. 
  To date she has made little progress, but she continually 
  works to study and understand the untapped magical 
  power of oneiromancy, the wizardly school of sleep and 
  dream magic.
  Voldrethass’ ultimate goal is to implant visions of herself 
  in the dreams of everyone and subjugate an entire realm 
  of people as her servants and playthings, so she does not 
  have good intentions at heart. In the Plane of Dreams she 
  is normally found in the polymorphed form of an elven 
  woman with emerald green hair, working to obtain and 
  understand the works of the dream wizards. On numerous 
  times Voldrethass has attempted to bargain or outright 
  steal from the King of the Dreamers, Slyvras, but his 
  mastery over his own kingdom has thwarted her attempts 
  thus far.
  In the Dreamland, Voldrethass has advanced her power 
  beyond that of most of her fellow green dragons, and 
  it could be argued that she is the most powerful of her 
  kind. Nonetheless, she strives for greater control over the 
  masses, and in her pursuit she has learned to give up sleep 
  entirely. Voldrethass the Sleepless could become a real 
  threat to the Material Plane if she ever achieved what she 
  was seeking.
  Creatures & Denizens
  Numerous creatures reside in the Plane of Dreams. Some 
  of them, like the dream cat and zoog, are natives of the 
  plane, while others like the feyr and crawling mist serpent 
  seem natural extensions of the properties of the plane. The 
  leng spider, moon-beasts, nightgaunts, and others have 
  come to the Dreamland from elsewhere and made it their 
  home, and these monstrous beings seem bent on pursuing 
  courses of chaos and destruction.
  
  Plane of Dreams
  131
  Aberrations
  The Plane of Dreams has long been the home of 
  aberrations of all kinds. Many of them are born from 
  strong nightmares or imaginations of Material Plane 
  creatures, but just as many are invaders from a distant 
  and alien place known as the Far Realm. The Dweller in 
  Darkness and its minions are said to be originally from the 
  Far Realm, where reality is fundamentally different and 
  ultimately hostile to normal life. Nightgaunts wing through 
  the shadows of the Dreamlands in service to the Dweller 
  in Darkness, and gugs hunt through the Underworld.
  Feyrs are the strongest natural manifestation of an 
  aberration on the Plane of Dreams, as they are created by 
  very strong emotions of terror and fear from large groups 
  of Material Plane creatures. In the Sea of Mists, crawling 
  mist serpents swim through the vapors and prey on boats 
  of all kinds with malicious glee. On the Plateau of Leng in 
  the dangerous wilderness of the Dreamlands, horrendous 
  and manipulative leng spiders work to enact their goals of 
  total dream domination.
  Dream Cats. One of the oldest inhabitants of the Plane 
  of Dreams are the intelligent, capricious creatures known 
  as dream cats. They appear as regular cats in a wide 
  variety of colors and markings, but they are very intelligent 
  and communicate telepathically with other creatures. They 
  are the rulers of Ulthar, a city in the Dreamlands, but they 
  can be found anywhere on the plane. Often times, they 
  invade the dreamscapes of dreamers though they rarely act 
  maliciously.
  Ghours. Ghours are the primitive descendants of 
  some greater race that have devolved into monstrous, 
  lanky cannibals with canid faces and animalistic urges. 
  They dwell in innumerable caves in the Underworld, and 
  through many permanent gates leading to the Material 
  Plane they sneak out to steal away unsuspecting mortal 
  creatures and devour in the darkness of their lairs.
  Moon-beasts. The pale surface of the Moonscape 
  has become the home of the dreaded moon-beasts, who 
  came from the Far Realm on missions of conquest and 
  terror. They are otherworldly monsters, a quadruped-like 
  body and a head that terminates in a mass of writhing 
  tentacles that drain away a victim’s will to live. Moon-
  beasts are voracious slavers and work with human agents 
  in Dreamlands cities to steal away hundreds of unwilling 
  targets; these poor unfortunate victims are taken to the 
  Moonscape and forced to work under the yoke of the 
  moon-beasts, digging and unearthing for some alien 
  reason. Moon-beasts are not servants of the Dweller in 
  Darkness, but they do work with the mysterious eldritch 
  evil on occasion to achieve similar ends.
  Zoogs. Zoogs have been inhabitants of the Plane 
  of Dreams for as long as the dream cats, and the two 
  have been vicious enemies for most of that time. Zoogs 
  resemble large rats, but a mass of tentacles drape from 
  their snouts and they possess a keen intelligence for 
  sniffing out danger and traps. They can speak, and do so in 
  harsh whispers, but they are cowardly and rarely face any 
  foe in direct combat. Zoogs are often trained by warlocks 
  and oneiromancers (dream wizards) as familiars and 
  servants.
  Beasts
  The Plane of Dreams is filled with all manner of beasts, 
  but most predate the current age often by centuries. 
  Dinosaurs are common through the Dreamland, especially 
  in the wilder regions far from the cities of dreamers. Many 
  planar scholars believe these to be “echoes” of creatures 
  that once ruled the continents in the distant past, and that 
  they live on in the Plane of Dreams because they lived 
  for so long on the Material Plane. Others say they are 
  simply the manifestations of shared dreams, and that the 
  dinosaurs found on the Material Plane are actually the 
  echo of the “real” creatures in the Dreamland.
  Humanoids
  There are quite a few communities of humanoids 
  throughout the Plane of Dreams. Many of these are people 
  who escaped calamity or destruction on the Material Plane 
  by moving bodily into the echo plane, and then simply 
  making a living in the new realm. They live and die as 
  mortal creatures in the strange landscape, and many live in 
  cities such as Dylath-Leen.
  
  Plane of Dreams
  132
  Unfortunately, the nature of the Plane of Dreams plays 
  havoc with the mental stability of humanoids over time, 
  and over the course of several generations they become 
  less connected with reality, even the strange reality of 
  the Dreamlands. Many turn to worshipping dark entities 
  from the Far Realm as their weakened will makes them 
  susceptible to outside influence, and cults dedicated to the 
  service of the Dweller in Darkness and other alien entities 
  are not uncommon.
  Goblins. An unusual subrace of goblins live in the Plane 
  of Dreams as servants to the dream cats in the strange 
  abandoned city of Ulthar. The goblins’ skins are all albino, 
  and they have very large pink eyes and hairless bodies. 
  They usually dress in rags scrounged together from refuse 
  or stored in moldy warehouses within Ulthar, and most 
  are completely under the direct control of the cats of 
  Ulthar. Are the goblins the original inhabitants of the city? 
  Or are they simply a convenient servitor race to strange 
  telekinetic dream cats? Occasionally, an albino goblin of 
  Ulthar breaks free from the mental control of the dream 
  cats and strikes out on their way to explore the world. Most 
  never leave the Plane of Dreams but are content to wander 
  through the fantastic landscapes of the echo plane.
  Hazards & Phenomena
  The Plane of Dreams holds dangers and wonders 
  beyond the creatures that dwell in the Underworld, the 
  Moonscape, and all the places in between. Travelers should 
  be prepared to face powerful emotional pulls and waves of 
  change that can alter the physical landscape around them 
  while they move through the Dreamland, among other 
  phenomena unique to this echo plane.
  Dreamscape
  Rarely encountered by the casual traveler to the Plane of 
  Dreams, dreamscapes are the small bubbles created by 
  a creature sleeping and dreaming on the Material Plane. 
  They are usually invisible and intangible, covering small 
  spheres roughly 40 feet in diameter, within which sits 
  the psychic projection of the dreamer. Especially lucid 
  dreamers, or oneiromancers and some others, can actively 
  control their dreamscape, but these are typically rare.
  And, on the Plane of Dreams, most creatures and 
  denizens cannot even detect the presence of a dreamscape, 
  let alone interact with one. The Dweller in Darkness is 
  said to be able to pierce the veil separating a dreamscape 
  and the Dreamland, opening a hole large enough for 
  nightgaunts and other creatures to slip through and wreak 
  havoc in the dreamer’s unconscious state. Dream cats 
  are said to have this ability as well, perhaps psychically 
  sensing the presence of a dreamscape, but normally they 
  don’t bother to do anything about it.
  Emotional Spike
  The Plane of Dreams plays on and triggers emotional 
  responses as a direct result of the domain itself. With 
  so many dreamers creating fantasies and nightmares 
  from their own memories and desires, occasionally they 
  converge and create a spike of emotional power strong 
  enough to affect creatures in the Dreamland. This is 
  known as an emotional spike, and when it occurs it affects 
  every Dreamland creature in a 120-foot radius centered 
  on a random point close to the party. Creatures in the area 
  must succeed on a DC 15 Wisdom saving throw. Creatures 
  immune to being charmed are unaffected by the emotional 
  spike.
  On a failure, they succumb to the emotional spike and 
  each character that failed rolls 1d6 and consults the 
  Emotional Spike Effect table to determine the ability score 
  affected. For 10 minutes, the character gains advantage 
  on any saving throw or ability check related to that ability 
  score, but disadvantage on every saving throw or ability 
  check related to any of the other ability scores.
  emOtiOnal spike effect
  1d6
  ability scORe
  1
  Strength
  2
  Dexterity
  3
  Constitution
  4
  Intelligence
  5
  Wisdom
  6
  Charisma
  Thin Air
  The Moonscape has a thin bubble of air around it, thinner 
  than is found elsewhere the Plane of Dreams, and 
  creatures that need to breathe may find breathing difficult 
  after a period of time. After every long rest spent on the 
  Moonscape, creatures that must breathe air to survive 
  must succeed on a DC 15 Constitution saving throw or 
  gain a level of exhaustion. Moon-beasts are immune to the 
  effects of the thin air.
  Terror Ripple
  Some powerful dreamers can have nightmares so powerful 
  they reverberate in a rippling wave that crashes out across 
  the Plane of Dreams. The exact range of a terror ripple is 
  determined by the mental willpower of the dreamer that 
  created it, but when encountered by a group of adventurers 
  it washes over the entire landscape. Creatures caught in 
  a terror ripple must succeed on a DC 15 Wisdom saving 
  throw or be frightened of the Plane of Dreams for 1 
  minute.
  Sometimes, the forces of the Dweller in Darkness 
  trigger terror ripples deliberately in order to terrorize a 
  population on the Dreamland, allowing nightgaunts to 
  feed and nefarious schemes to be pulled off without any 
  interfering.
  
  Plane of Dreams
  133
  Wave of Change
  It is a little-known fact that everything in the Plane of 
  Dreams is mutable, but its geography and landscape is 
  stabilized by the collected memories and power of every 
  dreaming creature on the Material Plane. Visitors to the 
  Plane of Dreams do not share in such a connection and 
  thus cannot actively influence any changes to the plane, 
  but occasionally a shift in the sea of dreamers creates a 
  profound wave of change. A wave of change affects the 
  terrain around the characters. Roll on the below table to 
  determine the effect of the wave of change.
  Wave Of change landscape alteRatiOn
  1d20
  landscape alteRatiOn
  1
  Total terrain change. Forest becomes mountains, 
  mountains becomes swamps, plains become 
  desert, and so forth. The change is sudden and 
  dramatic.
  2-5
  The terrain becomes thinner and less abundant. 
  Mountains reduce in size and scale, forests 
  become patchy, swamps develop large dry 
  patches.
  6-10
  The color of the terrain changes significantly, 
  becoming brighter. Orange, pink, yellow, bright 
  blue, vibrant green, and white are common 
  coloration changes that affect the natural land.
  11-15
  The color of the terrain changes significantly, 
  becoming darker. Crimson, dark blue, gray, dull 
  green, brown, and black are common coloration 
  changes that affect the natural land.
  16-19
  The terrain becomes lusher and denser. Forests 
  sprout more trees that crowd one another, 
  mountain peaks soar in height, deserts develop 
  numerous oases.
  20
  Total terrain change. Forest becomes mountains, 
  mountains becomes swamps, plains become 
  desert, and so forth. The change is sudden and 
  dramatic.
  The terrain is altered in the affected way for as long as the 
  characters remain on the Plane of Dreams. If they leave 
  and return, the landscape returns back to normal as the 
  collective dream conscious resettles back into the way it 
  was. The terrain may be mutable, but it always seems to 
  snap back to its original configuration.
  Sites & Treasures
  There are plenty of exciting locations and treasures 
  for adventurers to hunt down and seek out, from the 
  mysterious abandoned Necropolis of Zax Kainox on the 
  Moonscape, to the streets and alleys of the harbor city of 
  Dylath-Leen, to the dangerous Nightmare Lands found all 
  over the plane. These and more await those brave enough 
  to cross the threshold into the Plane of Dreams.
  Castle of Kadath
  On a vast glacier called the Cold Wastes in what passes as 
  the northern realm of the Plane of Dreams sits a sprawling 
  castle made of black stone from other planes. Called 
  Kadath by the ancient people of the Dreamland, it is said 
  to be the home of a great warlock who used infernal and 
  outer planar slaves to help construct the massive place. 
  Is it empty now? Few people seek out Kadath, as the Cold 
  Wastes are bone-chilling glaciers with howling wind and 
  unholy beasts that stalk the snow and ice.
  However, some intrepid travelers are still drawn to 
  it. Some ancient tomes in musty libraries across the 
  multiverse reference the Master of Kadath and the 
  terrible secrets of the Far Realm that he uncovered. Is 
  this Master the same that built the Castle of Kadath in the 
  Cold Wastes? Are the rumors of a fantastic library filled 
  with all manner of books somewhere in the castle’s black 
  stone walls true? Is it haunted by the ghosts of wizards 
  and warlocks driven to madness and death by simple 
  knowledge? Anyone who has returned from Kadath in the 
  Cold Wastes have not said.
  Dark Side of the Moonscape
  The Moonscape of the Plane of Dreams hangs huge and 
  heavy in the night sky, and its visible surface is suffused 
  with a natural radiance that extends to the very rocks 
  themselves. Visitors (or prisoners) that make it to the 
  Moonscape find that the terrain of the moon is just as 
  well lit – until it isn’t anymore. The other side of the 
  Moonscape, not visible to viewers on the terrestrial 
  Dreamland, is a dark, cold landscape of death and 
  shadows ruled over by the forces of the Dweller in 
  Darkness.
  It is on the Dark Side of the Moonscape where the 
  Dweller in Darkness and its allies first came from the 
  Far Realm, and the rent in the multiverse between the 
  Plane of Dreams and that blasphemous land still sits 
  like a pulsating black scar in the darkness. Creatures 
  from the Far Realm still have difficulty crossing over the 
  threshold, but the Dweller in Darkness found a way, and 
  pulled through more than a few of its allies in the process. 
  The moon-beasts, nightgaunts, and others spewed forth 
  from the gaping wound in the worlds long ago, and the 
  natural hunger of the Far Realm devoured the light of 
  the Moonscape across the non-visible side. Cities of 
  prosperous humanoids, relatives of humans and perhaps 
  of the ghours driven to the Underworld, were cleansed 
  from the moon, and their ruins now serve as the home of 
  the Dweller itself.
  
  Plane of Dreams
  134
  Dreamstones
  Crafted by a powerful oneiromancer long ago, the 
  Dreamstones are a set of seven smoothly polished gray 
  rocks, about the size of a human’s hand, each flat and 
  marked with a single ever-glowing rune on both sides. 
  Each Dreamstone harnesses the emotional energy of a 
  part of the body, represented broadly by six characteristics 
  and a single unifying whole. The runes on each side are the 
  opposites of each other, and possession of a Dreamstone 
  allows the holder and a certain number of allies to harness 
  the effects of an emotional spike – capturing it, defusing 
  it down to its positive qualities, and storing the negative 
  emotional pull as a weapon to be deployed as desired.
  Besides this emotional spike mitigation aspect, if the 
  seven Dreamstones were ever to be put together, the 
  wielder could actually alter the physical landscape of the 
  Plane of Dreams. Similar to a wave of change, but larger 
  scale changes could be made, and by historic accounts 
  some of those changes become permanent fixtures of the 
  Dreamland. It is said that the Emerald Mountains standing 
  proud, tall, and deep green, were not always the case, and 
  that it was the wielder of the joined Dreamstones who 
  turned them their distinct emerald green color.
  The Dreamstones were scattered long ago, and it is 
  widely believed that none of them reside on the Plane of 
  Dreams anymore. Likely they rest in the collections of 
  wizards or universities as curiosities without realizing 
  the potential for change on the echo plane such objects 
  could have. A band of oneiromancers calling themselves 
  the Brotherhood of Sleep, have dedicated themselves to 
  finding and controlling all of the Dreamstones. They do not 
  have the best interests of anyone but themselves at heart, 
  and it is thankful that they have not yet succeeded in their 
  task.
  Dylath-Leen
  The largest, most populated, and most stable settlement 
  in the Plane of Dreams is the port city of Dylath-Leen. 
  Located in a wide bay on the Sea of Mists, which holds 
  not water but misty vapors, Dylath-Leen is a sprawling 
  maze of buildings and streets, made all the more confusing 
  because it’s actually been abandoned and rebuilt at least 
  three times across the centuries. The earliest records 
  found in the deepest subterranean vaults of the city 
  indicate the original constructors were descendants of the 
  ghours of the Underworld, but some disaster fell, likely the 
  same that drove the ghours into the Underworld.
  The second builders of the city were lengfolk from the 
  Plateau of Leng. Lengfolk are now maniacally evil satyrs 
  who delight in death and torture, and perhaps they were 
  the same during their occupation of Dylath-Leen so long 
  ago. Remnants of their presence still linger in some of 
  the architecture, as they preferred natural ornamentation 
  and construction over masonry and stone. Now, the city is 
  occupied by humans mainly, but any traveler from across 
  the multiverse that comes to the Plane of Dreams is 
  welcome in Dylath-Leen.
  Dylath-Leen is nominally ruled by a mayor and a group 
  of noble lords. The current leader, Lady Mayor Griselda 
  Krehl, is a paranoid shut-in who never leaves the run-down 
  and dilapidated mayor’s manor in the city’s High Ward. The 
  noble lords of the city keep up their own personal guards, 
  creating islands of armed and armored mansions, and the 
  Dylath-Leen watch patrols were abandoned a decade ago. 
  The residents of the city seem complacent enough, and 
  most trouble is dealt with by one of the lord’s bodyguards 
  protecting their interests.
  
  Plane of Dreams
  135
  The largest industry in Dylath-Leen is shipping, and 
  the harbor is always busy day and night. Ships floating on 
  the Sea of Mists come in bearing goods and merchandise 
  from around the Dreamland, and dockhands make a good 
  living loading and unloading those goods. They make a 
  good living because some of those goods are dangerous 
  to hold, and on more than one occasion an incident has 
  endangered the lives of the dockworkers. Ship captains 
  pay well though and they are in turn paid well by the 
  nobles. It’s a confusing mess of an economic scene, but for 
  the most part things keep moving in Dylath-Leen same as 
  it always has.
  Grinning Islands
  Islands in the Sea of Mists are rare, but one set has caught 
  the imagination of the captains and bards of Dylath-Leen 
  for many years. Called the Grinning Islands, they are a 
  series of bone-white stone islands jutting up from the 
  silvery mist some distance from the port city. Some of the 
  islands are only a mile or two wide, but others are much 
  larger, and the biggest one visited was said to be over 
  100 miles across. Each of the Grinning islands seems 
  pushed up from the bottom of the Sea of Mists, whatever 
  lurks down there, and sometimes those islands contain 
  monstrous denizens unknown to the Dreamland before or 
  since.
  Strangely enough, some of the islands are inhabited 
  by a degenerate race of albino halflings. They are savage 
  and seem stuck in a primal state, but they often possess 
  unusual gemstones and carvings that they trade to the mist 
  captains for food and other objects. A few mist captains 
  have made quite a profit on these trades, and the servants 
  of the moon-beasts that trade on their behalf in Dylath-
  Leen seem especially keen on possessing the gems from 
  the Grinning Islands.
  Necropolis of Zax Kainox
  Before the moon-beasts and the coming of the Dweller 
  in Darkness, the Moonscape was the home to an isolated 
  society of blue-skinned humans. They built cities and 
  monuments across the surface of the moon, but little was 
  known about them – they did not come to the surface of 
  the Plane of Dreams. What little is known about them now 
  has come from explorers and escaped slaves of the moon-
  beasts, who have wandered the now-empty ruins of the 
  blue-skinned humans former occupation.
  The largest and most expansive of these ruins is a 
  place known as the Necropolis of Zax Kainox. The blue-
  skinned humans used pictograms as their language, but 
  the name Zax Kainox was written on a great slab of red 
  stone serving as an archway to the complex in more than a 
  dozen languages. Was Zax Kainox the leader who built the 
  necropolis? Was it the name of the place? Was it the name 
  of the people? The necropolis is filled with buildings made 
  of the same unusual red stone, peppered liberally with 
  black and yellow stones, and it extends deep below the 
  surface of the Moonscape as well.
  The moon-beasts have largely avoided it as ancient 
  traps are still active, and the blue-skinned humans had a 
  mastery over arcane magic that seemed unparalleled to 
  anything else in the Dreamland. They fell to the onslaught 
  of the moon-beasts who used fell powers from their far-
  flung realm to strike and infect them with a horrendous 
  wasting disease that spread like wildfire. Some slaves 
  have escaped the clutches of the moon-beasts and sought 
  refuge in the Necropolis of Zax Kainox, but only a handful 
  have managed to secure safe passage off of the moon. The 
  tales they tell talk about guardian spirits, ancient magical 
  traps, tombs of kings and priests, and monolithic statues of 
  animal-headed figures that came to life.
  Nightmare Lands
  The barrier between the Plane of Dreams and the Material 
  Plane can be thin at times, but occasionally an even 
  stranger confluence happens – the Plane of Shadows 
  and the Plane of Dreams drift close together. When this 
  happens, the influence of the Shadowfell leaks through the 
  planar barriers and creates a region of darkness fueled by 
  terror and despair, drawing upon the darkest instincts of 
  the Dreamland and corrupting it with the taint from that 
  fell plane. In such places, a Nightmare Land is born.
  Nightmare Lands are variable in size and scope, and 
  could be as large as an entire forest or as small as a room 
  in a house. Within the bounds of the Nightmare Land, 
  the temperature drops dramatically to the point where 
  the breath of living creatures can be seen in small puffs. 
  Shadows cling to anything they can find, and the sun 
  and moon’s light is dimmed to the point where a spectral 
  twilight cloaks the region. Each Nightmare Land is birthed 
  from a tear in the fabric of the multiverse between the 
  Dreamland and the Shadowfell, and that tear allows 
  creatures such as nightwalkers, odem, and other fell 
  denizens of that dark land to spill over into the Plane of 
  Dreams. The tear can be sealed through extreme effort, 
  but they tend to be protected by a powerful entity in the 
  service of the enigmatic Nightmare Man.
  These entities on the Plane of Shadow are usually lesser 
  creatures, but they are bolstered by the energy of the 
  Dreamland, becoming more powerful in the process. Some 
  warlocks make pacts with members of the Nightmare 
  Court, as they are known, exchanging information and a 
  pledge of loyalty for access to dark and tenebrous powers 
  that blend dreams and shadows.
  Plateau of Leng
  Far from the admittedly sparsely populated regions of 
  the Plane of Dreams wait dangerous regions where the 
  powers of the plane have been left to run rampant. The 
  most famous of these areas is the Plateau of Leng, original 
  home of the nefarious and plotting leng spiders. Located 
  in a high mountain range far to the east of Dylath-Leen, 
  the Plateau of Leng is populated by all manner of evil, 
  conniving, intelligent spiders. A race of degenerate satyrs 
  known as lengfolk also live on the plateau in small villages. 
  They serve the leng spiders and have for centuries.
  
  Plane of Dreams
  136
  The Plateau of Leng is a cold, harsh, unforgiving place, 
  filled with crevasses stuffed with an unnatural amount of 
  spider webs. Caves deep below the plateau’s surface hold 
  numerous chambers where the leng spiders and their ilk 
  work out their schemes and hoard their treasure. Many 
  leng spiders do not live on the plateau, however, instead 
  spending their time in Dylath-Leen or elsewhere across the 
  multiverse. Each leng spider does have a personal cave in 
  the Plateau of Leng that they return to in order to lay eggs 
  and spawn more of their loathsome kind.
  Ruins of Sarnath
  Sarnath is whispered in taverns around the Plane of 
  Dreams in cautionary notes, a bleak lesson in knowing 
  one’s limits and not meddling in the affairs of unknown 
  gods. The story goes that the people of Sarnath, rich and 
  powerful merchants, sought to expand their reach, and 
  looked to one of their neighboring cities across the river. 
  The city of Ib was quiet but prosperous, and in one swift 
  motion Sarnath swept into Ib, killed its inhabitants, stole 
  its wealth, and toppled its idols. The people took the 
  largest idol from the city’s temple as a trophy – that of a 
  great bipedal lizard.
  A year later, Sarnath was attacked by the forces of 
  the reptilian god on the anniversary of Ib’s destruction. 
  Spectral lizardfolk poured up from the Underworld and 
  in one night Sarnath was reduced to a ghost town. Not a 
  single living soul escaped Sarnath, so the stories go. Now, 
  the ruins stand on the banks of a distant river far from 
  Dylath-Leen, with all the mercantile treasure of its former 
  inhabitants still there. Along with the forces of the reptilian 
  god that overtook it, and rumors say keep it from being 
  resettled. Some merchant captains in Dylath-Leen would 
  love to put their hands on the wealth of old Sarnath, and 
  some have even sponsored expeditions to the lost city. 
  None have returned with anything resembling the treasure 
  of Sarnath, old stories of spectral lizardfolk, hauntings, 
  and a great monstrous lizard that stalks the empty city 
  streets.
  Sea of Mists
  Sitting like a vast silver ocean, the Sea of Mists is a 
  massive feature that touches many parts of the Plane 
  of Dreams. And it is not filled with any kind of water 
  – instead, roiling currents of silvery mist fill the great 
  basin. Enchanted ships from across the Dreamland 
  are constructed specifically to float on the vaporous 
  sea, which also helps capture the currents that connect 
  the Moonscape to the terrestrial parts of the plane. 
  Some planar scholars familiar with the workings of the 
  Plane of Dreams claim that the sea was once water, but 
  some powerful wave of change, perhaps linked to the 
  original possessor of the seven Dreamstones, changed it 
  irrevocably into an ocean of twisting mists.
  Some kinds of fish swim within the mists, and the 
  crawling mist serpents are the apex predators of the 
  region, feared by sailors and scholars alike. Few people 
  have tried to descend into the mists to see how far they go, 
  or what sits on the rocky basin at the bottom. Breathing 
  becomes incredibly difficult transitioning to impossible 
  the further a traveler descends into the mist, which have 
  a somewhat tangible sense to them. This tangibility slows 
  the natural descent of anyone thrown overboard, allowing 
  them time to try and escape back to the surface, but many 
  sailors have lost their lives by being thrown over the side of 
  a ship. More than a few ships have gone down as well into 
  the silvery void.
  Temple of Cats
  The city of Ulthar is tended to by a race of albino goblins, 
  all of whom are slaves to the true masters of the town 
  – the dream cats. But in the center of Ulthar stands the 
  enigmatic Temple of Cats, a massive stone structure 
  clearly built by different hands than the rest of the city. 
  The central building of the complex is a large open-air 
  columned temple ground, and the dream cats seem to 
  enjoy lounging around this area more than most. Statues 
  of a cat-headed human pepper the grounds and stand 
  before shrines and offering bowls, though the dream cats 
  neither worship nor offer gifts to this enigmatic deity.
  Tunnels of the Moonworm
  A monstrous entity burrows beneath the surface of the 
  Moonscape. Known only as the Moonworm, it creates 
  titanic tunnels in the rock as it moves, strangely silent, 
  without any indication of intelligence. It is theorized 
  that the Moonworm is a construct built by the original 
  inhabitants of the Moonscape, before the coming of the 
  moon-beasts and the Dweller in Darkness, and that it was 
  used to create more space beneath the surface for the 
  growing population. Few people have seen it with their 
  own eyes, but those that did claim it has a gaping mouth 
  filled with churning, chewing teeth, and a ring of eyes 
  along its mouth. Its pale yellow bulk extends more than 
  100 feet and it chews through stone and armor as easily as 
  paper.
  The tunnels created by the Moonworm have setup a 
  patchwork maze below the Moonscape. Some tunnels are 
  unstable and collapse shortly after the Moonworm passes, 
  but others have remained for hundreds of years. The 
  moon-beasts have attempted to master the massive beast 
  and harness it for their own nefarious purposes, but so far 
  the scores of slaves they’ve sent in to reason with, capture, 
  or kill the Moonworm have met with utter failure.
  
  Plane of Dreams
  137
  Vale of Pnath
  The ghours of the Underworld have descended into 
  cannibalistic, near-immortal monsters, snatching prey 
  from wherever their portals lead to on the Material Plane. 
  Most tribes of ghours keep the bones of their victims, and 
  when they’ve accumulated so many some members of the 
  tribe make the journey through the Underworld to a place 
  known as the Vale of Pnath. There, ancient keepers of the 
  ghours maintain a massively expansive pit filled with the 
  bones of the ghours’ victims, collected over hundreds of 
  years.
  It is believed by these ancient ghour keepers that the 
  bones of every living creature hold the memories of those 
  people, and that by keeping them in one place the ghours 
  can eventually harness that memory energy and reclaim 
  the lost secrets of their kind. Not all tribes believe in this, 
  but it has become part of the ritual of their existence to 
  make the journey to the Vale of Pnath and deposit the 
  bones of their victims. If a ghour dies, other members 
  of the tribe do what they can to recover the body and 
  immediately transport it to the Vale of Pnath in order to 
  keep the lost ghour’s memories alive in the ritual chamber.
  Adventure Hooks
  Whether by accident or design, adventurers can find 
  themselves in the Plane of Dreams at nearly any moment. 
  The DM can use the below hooks to introduce the 
  Dreamland to their players as either a quick stop or a 
  permanent home base for future adventures.
  Nothing to Feyr. Rumors of bloodthirsty bandits preying 
  on a small town have created an atmosphere of rampant 
  fear and paranoia perfect for the generation of feyrs. The 
  characters find themselves in the town at night when feyrs 
  begin to appear, feeding on the populace, but it turns out 
  this was the plan all along. The “bandits” turn out to be 
  hired bodyguards of an oneiromancer wizard seeking to 
  capture a feyr and study it.
  The Cat’s Errand. The characters stumble into a heavily 
  cloaked albino goblin wandering through the market. The 
  creature speaks broken Common and asks for help in 
  procuring some items that his masters sent him to fetch. 
  The items are strange, and include several special types of 
  fish and a ball of high quality yarn. The albino goblin asks 
  that the characters return with him to his master, who is 
  revealed to be a dream cat looking for new enjoyment on 
  the Material Plane.
  Night of the Ghours. People in a small community 
  have reported night raids by hairless ghouls and the town 
  master puts up a bounty for their defeat. The characters 
  take up the bounty learn that the creatures are ghours 
  using nearby tunnels to move between the Material Plane 
  and the Plane of Dreams. They must use their wits to 
  follow the ghours on their latest raid and then speed and 
  skill to save as many people from the ghours’ dinner feasts 
  as possible.
  
  Plane of Dreams
  138
  Web of the Leng Spider. The mastermind behind a 
  series of murders and plots in a city investigated by the 
  characters turns out to be a leng spider spinning its secret 
  webs behind the scenes. With a powerful foe against 
  them, the characters must decide on whether they face the 
  horrible creature in combat or try to reason with it. The 
  leng spider wants something, and if the characters play 
  their part they might 
  The Eye of Dreams. The characters find themselves 
  in possession of a strange gemstone as part of a recent 
  treasure haul, and very soon after they are approached by 
  a cloaked agent seeking to purchase it. The agent, sent by 
  the moon-beasts, seeks the gem by any means necessary, 
  and by defeating him the characters start a chain of events 
  that leads them to Dylath-Leen and the Grinning Islands in 
  the Sea of Mists in search of a missing mist captain.
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling through the Plane of Dreams. Look at each one 
  as a springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Plane of Dreams Wilderness
  1d100
  plane Of dReams WildeRness encOunteR
  01-10
  A horde of feyrs
  11-20
  Lengfolk (CE satyrs) dressed as pilgrims
  21-30
  A pack of ghours dragging a victim into the 
  Underworld
  31-40
  Emotional Spike
  41-50
  A village of zoogs
  51-60
  Terror Ripple
  61-70
  A group of displacer beasts
  71-80
  Wave of Change
  81-90
  A trio of nightgaunts looking for victims
  91-99
  Nightmare Land
  00
  An adult dragon (roll 1d6 – 1-3 chromatic, 
  4-6 metallic)
  Dylath-Leen
  1d100
  dylath-leen encOunteR
  01-05
  Two mist captains arguing about the price 
  of goods
  06-10
  Dockworkers loading suspicious cargo onto 
  a ship
  11-15
  A pack of dream cats lounging lazily
  16-20
  Cloaked agents of the moon-beasts looking 
  to buy slaves
  21-25
  A seasoned veteran selling his service as a 
  bodyguard
  26-30
  A dozen bodyguards of a noble looking for 
  trouble
  31-35
  A pack of regular cats lounging lazily
  36-40
  Four albino goblins buying goods for their 
  masters
  41-45
  A priest preaching in the street
  46-50
  An assassin working for a leng spider
  51-55
  A sewer grate that leads to a nest of ghours
  56-60
  An abandoned shop being looted by thugs
  61-65
  Isolated Nightmare Land
  66-70
  An escaped manticore
  71-75
  Three minotaur pirates in a brawl
  76-80
  Emotional Spike
  81-85
  Terror Ripple
  86-90
  Wave of Change
  91-95
  Grandmother Mamu
  96-00
  The green dragon Voldrethass in disguise
  Underworld
  1d100
  undeRWORld encOunteR
  01-10
  A hunting party of ghours
  11-20
  A ghour settlement
  21-30
  The tomb of a forgotten wizard
  31-40
  A gug
  41-50
  A bone naga
  51-60
  A slithering horde of gray oozes
  61-70
  An earth elemental
  71-80
  A fomorian with a gang of goblins
  81-90
  A tribe of troglodytes warring with ghours
  91-99
  A hundred giant spiders
  00
  An aboleth
  
  Infinite Layers of the Abyss
  139
  Infinite Layers of the Abyss
  “There is no greater realm in all the multiverse for wanton murder, 
  unchecked aggression, or unbridled chaos than the infinite layers 
  of the Abyss. Even clueless mortals across the Material Plane have 
  heard of it and the horrors that it holds, and those stories pale 
  in comparison to the truth. If anything seems safe in any of the 
  layers of the Abyss, it’s only to lure a traveler into a false sense 
  of security. And while the demons that spawn continually from 
  the depths of the plane itself are a howling horde of gibbering 
  monsters dredged from the darkest nightmares of dreaming gods, 
  the true powers to watch are the lords that crawl over each other 
  to rule. Graz’zt, Juiblex, Orcus, Yeenoghu, and others, these are 
  the real dangers. And everything else, really.”
  Emirikol the Chaotic
  Across many Material Planes, evil is an abstract concept, a 
  description of vile acts performed with depraved purpose 
  but generally understood. Evil creatures exist, and some 
  seem irredeemable, but they still tend to be relatable on 
  some level – orcs hunt and kill, but usually out of some 
  twisted sense of honor, pride, or simple hunger.
  In the Abyss, evil is a manifest energy that permeates 
  the very fabric of the plane. This is the evil of demons and 
  other fiends, creatures born of pure hatred, bile, disgust, 
  wrath, and other foul thoughts pushed to the extreme, and 
  the layers of their plane spin into infinity. How many layers 
  are truly in the Abyss? Some planar scholars point to the 
  number 666 as having special significance, but deeper 
  layers have been discovered.
  Each layer of the Abyss offers a unique twist on death, 
  pain, torment, suffering, and so much more. Some layers 
  are filled with lakes of acid, while others are endless 
  wastes of black or red sand that strip flesh from bone. 
  Layers with skies filled with burning fire, toxic fumes, 
  plumes of rancid smoke, or flesh-stripping fog have been 
  documented, along with jungles of living vipers, salt bogs 
  that bake under a relentless heat, and jagged mountains of 
  living hate-filled ice.
  If there’s a home for chaos and evil in the Outer Planes, 
  it lives in the Abyss.
  The natives of the Abyss are the demons, known far 
  and wide across the multiverse for their endless taste 
  for savagery, conquest, and blood. These creatures are 
  spawned seemingly at random across all layers of the 
  Abyss in a great cosmic game of chance – a demon 
  spawned is that demon forever. Some are created as titanic 
  engines of abyssal fury, while others form the lowest mobs 
  of gibbering monstrous hordes.
  Ruling over the teeming demonic masses are the 
  demon lords. These beings have clawed, fought, killed, 
  and maimed their way to rule one or more layers, 
  attaining some level of control and fealty over the chaotic 
  realm. Many of these demon lords are remnants of some 
  primordial order buried deep in the twisted pits of the 
  Abyss’ foulest layers, while still others have come to the 
  Abyss to rule. Many more are simple bestial aspects of 
  the demons’ own depraved nature, offering little in terms 
  of strategy or decision-making and focusing instead on 
  insatiable desires.
  Ancient sorcery and the foulest of blood magic rites can 
  be learned from the right demons, so it is not uncommon 
  for a spellcaster to summon one of these creatures from 
  the Abyss to serve as teacher or spy. Adding to certain 
  planar barriers enacted around many Material Plane 
  worlds preventing direct demonic incursion and the result 
  is a whole host of creatures that have learned the ways of 
  mortal beings. Some twist and manipulate, others corrupt 
  and destroy, but their goal is always the same – to break 
  free and spill chaos and death across the multiverse.
  This desire has put the demons and their masters into 
  direct conflict with an unlikely source – the devils of the 
  Nine Hells. Waging what has become known as the Blood 
  War, the devils and infernal princes have actually managed 
  to contain much of the demonic rage to the Abyss itself. 
  They do not do it out of a sense of honor, however, as the 
  devils have as much to lose as everyone else if the demonic 
  horde is loosed fully upon the multiverse.
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of the Abyss as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscapes and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on the Abyss.
  Foulness Incarnate. The Abyss is a plane of pure 
  malevolence, from the sludge that oozes from every pore 
  in the ground to the toxic fumes that fill the air. There 
  are near infinite varieties of foulness across the Abyss; 
  some of it reeks of burnt hair, some of it leaves an oily filth 
  over every surface, and some of it clings to the ground 
  like a physical force. Every plant, animal, bird, and beast 
  originates from the foulness here and the pure loathing it 
  incites in travelers cannot be overstated.
  Hostile Towards Life. As the pure embodiment of true 
  and utter evil, everything on the Abyss is hostile towards 
  living creatures. Some of it is passively hostile, like small 
  plants that lurk in the salt jungles of the Gaping Maw, 
  while the vast majority is simply dangerous. Subtlety is 
  almost unknown on the Abyss, so if something can be 
  dangerous it likely is, but the raw chaos that runs through 
  the infinite layers can create surprising yet still terrible 
  dangers.
  Random Acts of Terror. Chaos and evil are born and 
  born again an infinite times across the infinite layers of 
  the Abyss. There’s no such thing as good luck here – any 
  bad thing that could go wrong does, and in worse ways 
  than could be imagined. However, it may surprise many 
  to learn that these random acts of terror actually affect 
  all creatures equally, so that rampaging goristro charging 
  across the black dust-choked wasteland may fall into a 
  sudden crevasse. But what lurks in the crevasse is likely 
  worse than the goristro.
  
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  140
  Lay of the Land
  There are infinite layers of the Abyss, and each offers a 
  different perspective on the manifestation of evil. The 
  Random Abyssal Layer generator found later can help 
  create unique horrors for each layer, but there are some 
  constants even in such a chaotic and unstable place.
  The first layer of the Abyss is known as the Plain of 
  Infinite Portals. This is a broken, endless landscape of 
  blasted red stone baked under a bloated crimson sun that 
  never sets. Innumerable pits lead into darkness, many 
  offering one-way portals to random layers of the Abyss. 
  The sky in the first layer is ruled by an ancient demon 
  lord named Pazuzu, a remnant of an older order, and he 
  commands hosts of flying demons. His fortress is the 
  Skeleton Tree with twisted bleached branches stretching 
  up to the sky.
  The River Styx winds through the Plain of Infinite 
  Portals as well, its brackish waters splitting off into many 
  tributaries through the broken terrain. Some channels 
  lead into pits, sending an endless cascade of Styx water 
  tumbling down across the Abyss.
  There are few cities in the Abyss that offer any haven for 
  non-demons, but the succubus sorceress Red Shroud runs 
  the outpost of Broken Reach in the crumbled remnants of 
  an ancient fortress on the first layer as a welcome spot for 
  travelers of all kind. She is a canny creature and always 
  looking for the upper hand, but with the right price mortal 
  travelers can find respite in one of the ruined houses inside 
  Broken Reach.
  The Lakes of Molten Iron offer the demonic hordes 
  a source to craft weapons for use in their endless war 
  against the multiverse. Numerous forge-fortresses run by 
  powerful demons squat along the banks of the lakes, but 
  given its importance in the Blood War, infernal legions of 
  the Nine Hells often target the area in planar raids.
  The highlights of the Plain of Infinite Portals are not 
  wholly unique in the Abyss, but its position as the first 
  layer and its access to the River Styx makes it better 
  charted and mapped by planar scholars. Further down 
  the layers, details become less reliable. Many are home to 
  powerful demon lords that have taken on aspects of their 
  plane, while others are endless chaotic realms of pure 
  terror and darkness.
  Cycle of Time
  Time passes normally across the Abyss, but for most layers 
  it is not marked by the rising or setting of a sun. Some 
  layers have a sun, some have a moon, and these vary in 
  color and intensity as much as anything else on the plane. 
  Travelers to the Abyss should be prepared to manage their 
  own cycle of time as the plane offers little assistance.
  Surviving
  Survival on the Abyss is one of the few things not 
  guaranteed to travelers. Each layer offers new and unique 
  ways to kill, maim, or grievously injure mortal creatures 
  (and some fiends as well!). Refer to the Hazards & 
  Phenomena section for more details on specific hazards 
  that can be encountered across the plane.
  Getting There
  Perhaps unsurprising considering its many layers, the 
  Abyss boasts more portals and gates across the multiverse 
  than any other plane known. It is thought by some planar 
  scholars that the Abyss forms portals spontaneously at 
  the whim of the demonic horde itself, but if there is some 
  intelligent design behind the portals it has not revealed 
  itself yet.
  The top layer, the Plain of Infinite Portals, is the most 
  easily accessed.  The River Styx winds through the Lower 
  Planes and connects to the Abyss there, offering easy 
  transportation for those seeking a leisurely journey. Gates 
  are known to exist across the multiverse, in cities and in 
  dark secluded forests, leading to random locations within 
  the Abyss. Some are stable, while others fluctuate, and 
  some can only be opened under certain conditions.
  For gates to the Abyss, triggering conditions usually 
  involve some unsavory act or possession – a tongue, 
  a certain quantity of spilled blood, the flayed hide of a 
  paladin, the heart of a mother, and other such terrible 
  objects. These keys are often documented in unsavory 
  tomes of a dubious nature, though they’re common enough 
  to be found in many Material Plane libraries focusing on 
  planar travel and lore. The Black Cult of Ahm is known to 
  possess a great number of tomes with this level of detail in 
  their secret storehouses across the multiverse.
  Traveling Around
  There are so many ways for the Abyss to hinder travel that 
  it’s difficult to document here. For the most part, hazards to 
  travel equate to hazards to life. For example, water is rarely 
  just water in the Abyss. It could be acidic, freezing cold, 
  boiling hot, toxic, gelatinous, life-leeching, soul-sucking, 
  screaming, or all of these things at once. The same goes 
  for the air or the land.
  Travelers need to be wary and learn as much about 
  their abyssal destination as possible before traveling. 
  Sometimes, however, this isn’t possible, especially if 
  thrown into the Infinite Layers or when falling into a pit on 
  the Plain of Infinite Portals.
  Refer to the Random Abyssal Layer generator under 
  Hazards & Phenomena for examples and details of travel 
  hazards and concerns.
  
  Infinite Layers of the Abyss
  141
  Powerful & Mighty
  Demons are the most common inhabitants of the Abyss 
  and their number is incalculable. They are ruled nominally 
  at least by demon lords, and these monstrously evil foes 
  offer the most tangible obstacle to completing goals in the 
  Abyss. However, they are not the only ones with a vested 
  interest in these infinite realms of chaos and evil.
  Black Cult of Ahm
  No creature of any kind across the multiverse has written 
  more about demons and the Abyss than the mortal scholar 
  Tulket nor Ahm. Little is known about the man himself, 
  though from his extensive writings on abyssal and demonic 
  lore it is surmised that he was not only a powerful wizard 
  but also an accomplished priest. He wrote more than a 
  hundred volumes of lore collectively referred to as the 
  Black Scrolls of Ahm, and his teachings and philosophy 
  spawned a shadowy cabal in his name.
  The Black Cult of Ahm is known by many names across 
  the multiverse, and they operate in secret with a single 
  goal – to amass as much knowledge about demons and 
  the Abyss as possible. Some seek the knowledge as a path 
  to ultimate power, while others wish to right some wrong 
  in their past. Their lore deals with the darkest depravities 
  of the multiverse, and it is of little wonder why they hide 
  themselves from the eyes of the world. In the wrong 
  hands, the information gathered by the Black Cult can do 
  irreparable damage.
  Unfortunately, though, the wrong hands is sometimes 
  the leadership within the Black Cult itself. Tulket nor Ahm 
  was no saint but he stared into the literal Abyss and wrote 
  down what he saw, and that kind of corruption can taint 
  even the brightest of hearts. Others that have followed in 
  his footsteps have fallen harder and deeper into that well 
  of darkness, and terrible atrocities have been performed in 
  Ahm’s name.
  But still they operate, usually as small sects in larger 
  organizations dedicated to lore and knowledge. The 
  secretive bardic college of Ahm seeks to redeem their 
  namesake and take their knowledge to the larger 
  multiverse, but this is not the prevailing philosophy among 
  most black cultists.
  The Black Scrolls of Ahm form the basis for the 
  organization and in these writings many secrets can be 
  gleaned. Tulket nor Ahm penned each one of the true 
  Black Scrolls, and though each is unique in form and 
  detail they all contain a wealth of demonic and abyssal 
  information. A member of the Black Cult must have read at 
  least one of the scrolls penned by Ahm, leading them down 
  a dark path to seek more and more knowledge. 
  Demon Lords
  Demons, occupying every layer of the Abyss, collectively 
  form a great teeming horde of monsters from the darkest 
  pits of blackest nightmare. From the sludge-like manes 
  to the vulture-like vrock, demons often take the form 
  of twisted Material Plane creatures, though some have 
  been transformed so completely they lack any basic 
  commonality to known beasts.
  And towering over the demonic horde are the demon 
  lords. Each is a unique expression of evil made manifest 
  in the Abyss. Some planar scholars argue that they are 
  actually the physical manifestation of the Abyss itself, 
  an explanation that offers justification behind their 
  uniqueness. Most are ambitious as well, and some, like 
  the Dark Prince Graz’zt, has moved to take over multiple 
  layers, offering a different take on the nature of the demon 
  lords – that they are simply the top of a chaotic chain that 
  operates under no obvious rule or direct whim.
  Each demon lord holds god-like power on their layer, and 
  it is thought that in their place of greatest strength they are 
  effectively immortal. Outside of their home layers, however, 
  they are more vulnerable, and some demon lords have 
  been destroyed over the countless centuries. Others have 
  been deposed, their influence waning with the loss of their 
  layer.
  Additionally, many demon lords hold sway over a specific 
  aspect of the multiverse, though in almost all cases they 
  are not the sole divine claimant over such matters – while 
  Orcus stylizes himself as the Demon Lord of the Undead, 
  he clashes on the cosmic scale with other powerful entities 
  that hold dominion over the undead.
  While theoretically there are infinite demon lords in 
  the Abyss, only finite number have shown themselves on 
  the multiversal stage. The list below represents the most 
  common, the ones that have vested interests in affecting 
  the Material Plane and the rest of the Outer Planes with 
  their schemes and desires. Most of them carry a title 
  proclaiming themselves the prince, king, queen, or other 
  epithet for rulership over their demonic kind. Many identify 
  as male or female, though most can assume multiple 
  forms especially in their home realm, but others are simply 
  monstrous manifestations of the wild and chaotic nature of 
  the Abyss itself.
  Baphomet. The demon lord of minotaurs is known as 
  the Prince of Beasts. Baphomet is an ultraviolent being 
  who relishes physical combat whenever possible and is 
  known to incite insatiable bloodlust in his followers. His 
  realm in the Abyss is the Endless Maze, the 600th layer, 
  and there he encourages the many ruthless tribes of 
  savage minotaurs to hunt and kill in his name. Baphomet 
  has an intense rivalry with Yeenoghu, and the forces of the 
  two clash constantly.
  Dagon. In the lightless caverns of the Shadowsea, 
  Dagon dwells and schemes as the Prince of the Darkened 
  Depths. It is a massive creature that harkens back to an 
  ancient primordial era of the Abyss, and some scholars say 
  that Dagon is the oldest of the known demon lords. For its 
  incredible age, Dagon is renown for its insight, and other 
  demons often seek it out in the Shadowsea to consult with 
  the demon lord. The true motivations of the enigmatic 
  creature may never be known.
  Demogorgon. Primal rage and unfiltered chaos define 
  Demogorgon, who stylizes himself as the Prince of 
  Demons, and few argue that claim. Physically powerful 
  and incredibly cunning, Demogorgon fights everyone and 
  everything, including himself – the demon lord’s twin 
  heads are possessed of two distinct minds that often war 
  against one another. He commands legions of demons 
  from his home on Gaping Maw, the 88th layer of the Abyss, 
  and he has had long standing feuds with Orcus and 
  Graz’zt.
  
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  Infinite Layers of the Abyss
  143
  Fraz-Urb’luu. Illusions and trickery are the primary 
  tools of Fraz-Urb’luu, the Prince of Deception. He is a 
  powerful, conniving demon lord with great magical powers 
  at his command, and his realm of Hollow’s Heart obeys 
  his every whim. As befitting his title, Fraz-Urb’luu counts 
  no ally among his demonic kind, but he only recently 
  was returned to his rightful place in the Abyss after an 
  extended and unwanted stay on the Material Plane.
  Graz’zt. One of the most ambitious demon lords on the 
  Abyssal stage, Graz’zt is the Dark Prince and patron of 
  tyrants across the multiverse. He holds more territory on 
  the Abyss than any other demon lord, stitching together 
  three layers to form Azzagrat, but the ever-scheming 
  Graz’zt always seeks more. He fights with every other 
  demon lord whenever it’s convenient, but his feud with 
  Demogorgon has become legendary. The symbol holding 
  the Dark Prince’s six-fingered hand is used by his agents 
  across the multiverse in his quest for ultimate conquest.
  Juiblex. Slimy, amorphous, and grotesque nearly beyond 
  description, Juiblex is the Faceless Lord and commands a 
  great many oozes from his home realm of Shedaklah. He 
  actually shares the layer with Zuggtmoy, Lady of Fungi, 
  and the two face off against one another in a never-ending 
  tug-of-war for the layer’s total control. Unlike some other 
  demon lords, the Faceless Lord has no guile and holds 
  little intelligence, instead moving with brute force on his 
  enemies whenever he sees an opportunity.
  Lolth. The Queen of Spiders is more than a simple 
  demon lord on the Abyss – she is a full-fledged goddess, 
  a divine being that stands at the head of the drow elf 
  pantheon. Lolth’s home in the Demonweb Pits is an 
  endless black pit crisscrossed with titanic strands of 
  webbing, and through these the Queen of Spiders can spy 
  on and access many places across the multiverse. She 
  rarely engages in the politics of the Abyss, focusing instead 
  on her drow children on the Material Plane and elsewhere, 
  but she is manipulative and cunning when confronted.
  Nocticula. Shadows cling to this demon lord like a 
  cloak, and Nocticula is known as the Undeniable for a 
  good reason. Her realm of Darklight, the 72nd layer of the 
  Abyss, is a vast landscape of jagged mountain peaks under 
  a bloated black sun that never sets. Nocticula is often 
  associated with vampires, and while she counts many of 
  them as her most ardent supporters, she also commands 
  legions of hideous bats to do her bidding. She has a 
  honeyed voice that drips with promise, but her physical 
  appearance is that of a true monster.
  Orcus. The Prince of the Undead is one of the most 
  active demon lords in the Abyss and holds one of the most 
  feared artifacts in the multiverse, the wand that bears his 
  name. Orcus is a brutish force with necromantic powers 
  unsurpassed among his demon lord peers (none of which 
  he considers his equal), and his legions on Thanatos, 
  the 113th layer, are more monstrously-fused undead than 
  typical demon. He hates Demogorgon more than any other 
  demon lord, but his fury and sheer willpower has driven 
  more than one demon lord to be crushed beneath his goat 
  hooves.
  Pazuzu. The first layer of the Abyss holds no true ruler, 
  but Pazuzu, the Prince of the Lower Aerial Kingdoms, is 
  the undisputed master of the blood-red skies on the Plain 
  of Infinite Portals. He is a screeching bird-like demon, 
  a creature nearly as old as Dagon, and he has kept his 
  position by being cowardly and opportunistic. From the 
  massive fortress of Skeleton Tree, Pazuzu observes the 
  happenings around him and sells the information to other 
  interested parties, including other demon lords and gods. 
  Rumors persist he has a direct line of communication to 
  the devil lords of the Nine Hells as well.
  Sess’Innek. The Emperor Lizard is a reclusive demon 
  lord who dwells on the 7th layer of the Abyss, in a fog-
  enshrouded swamp and jungle known as the Phantom 
  Plane. Sess’Innek’s realm is populated with the crumbling 
  ruins of the previous inhabitants, but now it crawls with 
  the fiendish lizards and lizardfolk that owe fealty to the 
  layer’s current ruler. He appears as a massive humanoid 
  lizard, much like a lizardfolk, with six arms in which he 
  expertly wields longswords against opponents. Through 
  some magical power, Sess’Innek has managed to seal the 
  Phantom Plane from most outsiders, but in the Abyss 
  there’s always a way in.
  Ugudenk. Forever burrowing, the Squirming King is a 
  colossal demonic worm that seems possessed of no unique 
  intelligence. Its sheer size and voracity ranks it among the 
  more powerful demon lords of the Abyss, but Ugudenk has 
  no goal or thought save satiating its monstrous appetite. 
  The Writhing Realm, the 177th layer of the Abyss, is a 
  labyrinthine network of tunnels created by the Squirming 
  King’s passing, and it is populated by no end of scavengers 
  that follow in Ugudenk’s wake.
  Yeenoghu. The Prince of Gnolls is a master hunter 
  and savage, bloodthirsty foe. It is widely accepted that 
  the gnolls that populated the multiverse originated in 
  Yeenoghu’s wake, a horrendous transformation that 
  created a race of monsters as ruthless as their demon lord 
  progenitor. In the Death Dells, the 422nd layer of the Abyss, 
  Yeenoghu hunts through the endless canyons and crags 
  attended by great packs of demonic servants and powerful 
  fiendish gnolls. The Prince of Gnolls holds a never-ending 
  grudge against Baphomet, though the original cause 
  is unknown, and the two send wave after wave of their 
  followers against one another in pitched battles.
  Zuggtmoy. One of the more active demon lords outside 
  of the Abyss is the Lady of Fungi, Zuggtmoy. She maintains 
  strong cults on the Material Plane, though she has learned 
  to disguise her true nature and hide behind religious 
  facades in order to facilitate more worship. She was the 
  chief architect behind the infamous Temples of Elemental 
  Evil, an act that actually imprisoned her on the Material 
  Plane for a period of time. Zuggtmoy eventually was freed 
  and returned to her realm, Shedaklah, and worked to bring 
  the Faceless Lord Juiblex under heel once again.
  Ignashendre, Flame of the Rift
  Dragons are powerful creatures, and the very oldest 
  can stand against demon lords and even some gods. 
  Ignashendre is one such powerful wyrm. A red dragon 
  of incredible age and size with magical capabilities to 
  rival the strongest wizards, she dwells in the Rift of Ash, 
  the 103rd layer of the Abyss, in the deepest caves of the 
  canyon’s walls above and below the bubbling magma lake 
  at the bottom. She claims the title Flame of the Rift as a 
  reference to her Abyssal lair.
  
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  144
  Ignashendre has an insatiable curiosity that is currently 
  bent towards understanding how demons function within 
  the larger ecosystem of the Abyss. She does this for two 
  purposes. One, to better understand the implacable foes 
  that surround her in her chosen home. The other is much 
  more secretive, and it is to enhance her own mighty 
  powers with demonic traits. Thus far, Ignashendre has 
  managed to gain some of the resistances common to 
  demons through infusion of their blood, but she believes 
  this is only the beginning.
  The great dragon’s experiments have yielded interesting 
  results, some of which she has applied to her mindless 
  golem-like servants. But Ignashendre lacks a vital 
  component to push her experiments to the next level. That 
  vital component she believes is the essence of a demon 
  lord. She has remained quiet on the Abyssal stage, but she 
  has not been idle, and her legion of demonflesh servants 
  grows ever larger in the deepest bowels of the Rift of Ash. 
  It is only a matter of time before she makes a move against 
  one of them.
  Righteous Army of the White 
  Flame
  Evil sits at the core of the Abyss, the kind of evil that seeps 
  into other planes and poisons minds. For some paladins 
  and knights, the very idea of this kind of evil existing is 
  revolting, but for the Righteous Army of the White Flame 
  it has become a clarion call for action. This holy order 
  of knights originated when its leader, a fierce human 
  woman named Lady Tyranna Dawn, was given a vision of 
  a piercing white flame that could consume darkness and 
  evil.
  Gathering a small cadre of loyal followers, Lady 
  Tyranna Dawn pursued that dream across the planes and 
  eventually found the White Flame. Suffused with pure 
  yellow light, this massive crystal called out to the paladin 
  and her followers and extracted a great oath. In exchange 
  for powers to push back and dispel evil, the White Flame 
  demanded that the Abyss be cleansed of all its demonic 
  inhabitants in order to stop the tide of evil from washing 
  over the multiverse.
  Lady Tyranna Dawn took up the White Flame’s call and 
  through her actions she gathered a massive force from 
  across the planes. With the intelligent crystal at the lead, 
  they pushed through a gate and spilled out onto the 196th 
  layer of the Abyss. No demon lord stood watch over that 
  particular layer, but the plane itself rebelled against the 
  presence of the Righteous Army.
  Now entrenched in a war without end, the Righteous 
  Army of the White Flame will not stop until they see their 
  mission fulfilled. They have made great strides on the 
  196th layer, creating hospitable zones, but often times 
  the evil grows just as quickly as it is cut down. Some 
  members of the order have taken to less direct methods 
  of exterminating evil, and to date the White Flame seems 
  content as long as the main military force remains 
  engaged in the Abyss.
  Creatures & Denizens
  Without a doubt, the most common creatures encountered 
  in the Abyss are the innumerable demons. From quasits 
  to vrocks to nalfeshnee and even worse, demons stand at 
  the top of the Abyssal food chain. However, infinite layers 
  spawn infinite possibilities, and other creatures have 
  sprung up. Most of them are animalistic, never challenging 
  the demons but instead picking off weak members and 
  serving as food for other creatures.
  Fiends
  The most common inhabitant of the Abyss are the fiends, 
  and they come in an astonishing variety of sizes and 
  shapes that can only be produced by the utter malevolent 
  chaos of the plane. Maulers are huge, territorial demonic 
  bears with a vicious streak and surprising abilities; some 
  of them have iron hides, some have masses of razor-sharp 
  tentacles, and still others can shoot beams of magma from 
  their eyes. Rogrezen are rat-like fiends that belong to no 
  greater hierarchy, but still manage to infest the workings of 
  everything in the Abyss.
  Flapping through the air of many of the infinite layers 
  are the vargouilles, shrieking and cursing everything they 
  can find. They are often controlled by the greater powers 
  of the Abyss as watchdogs, and they constantly fight 
  against flocks of the bat-like varrangoin over territory and 
  food. Blackhides are fierce, competitive boar-like fiends 
  that roam in packs across many of the Abyssal lairs, and 
  Baphomet especially is fond of capturing them and placing 
  them in his endless mazes.
  Demons. Without a doubt, demons are the most 
  numerous and powerful fiends on the Abyss. The demon 
  lords that rule over them are unique beings that were 
  either created different from their birth or rose through 
  the ranks to carve out territory for themselves. Demons 
  embody the willfulness of chaos and the depravity of evil in 
  everything they do, and the wide variety of demonic types 
  that fill the infinite layers shows that there is a limitless 
  supply of both in the multiverse.
  Demons are a force of raw power and they live and 
  die as the forms they start with; some demons are just 
  created more powerfully than others, and that is the 
  distilled essence of chaos. Nonetheless, lesser powerful 
  demons can still serve useful purposes, and demon lords 
  have special ways of rewarding others that perform tasks 
  admirably. Of course, they may destroy such demons 
  instead, perhaps to set an example or simply on a twisted 
  whim.
  Most demons are obsessed with simply spreading 
  chaos, horror, and fear wherever they go, and most have 
  little forethought beyond these immediate desires. They 
  are a tidal wave of terror that threatens to spill out of the 
  Abyss and engulf the multiverse, but an unlikely source 
  has risen to stop them – the devils of the Nine Hells. The 
  long-standing Blood War between the two fiends has 
  been raging for centuries and centuries as the regulated 
  armies of the devils face off against the wild hordes of 
  the demons. This plays out largely on the first layer of the 
  Abyss, the Plain of Infinite Portals, where the River Styx 
  carries countless devilish troops and the crimson ground is 
  soaked with blood of many fiends.
  
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  145
  Humanoids
  Few humanoids live in the Abyss by choice. Most are slaves 
  of the demon lords, kept in prisons or cells as cattle to 
  feed the endless demonic hordes, but a few communities 
  actively serve the will of the greater demons and demon 
  lords. These mad cults seek to please their masters, 
  though few demon lords even bother noticing them, and 
  any type of humanoid could have been brought up in a 
  brain-washed cult of demon worshipping.
  Tieflings. Demon-blooded tieflings rarely last long in the 
  Abyss. The more powerful cambions see them as bastards 
  and traitors with more “mortal taint” than demon blood, 
  but some tieflings manage to prove their worth to the 
  demon lords and greater powers. Often times, this worth is 
  as spies, assassins, and elite warriors outside the Abyss.
  Plants
  The plant life of the Abyss is hostile, like everything else, 
  but some of it is unique to the landscape of the infinite 
  layers. Zrintor walkers are born from corrupted seeds in 
  the Viper Forest in Graz’zt’s domain, and by their nature 
  the seeds can spread easily throughout any of the Abyssal 
  lairs. Needle spawn and the larger needle lords can grow 
  in surprising environments as well, and most develop 
  immunities to any natural hazard on the layer they spawn 
  from. Assassin vines can be deadly predators, and corpse 
  flowers that grow from the corpse of a fallen demon are 
  especially violent and cruel. 
  Hazards & Phenomena
  Every one of the infinite layers of the Abyss offers a hazard 
  for travelers, whether it be in the terrain, a freak storm, or 
  the very air itself.
  Abyssal Threats
  The tables below are provided as inspiration for you to 
  generate key threats for layers of the Abyss. As you roll on 
  them, you may notice some of the results don’t make initial 
  sense. You are encouraged to keep them, though, and 
  puzzle through how the random rolls can be used together. 
  In the Abyss, chaos is an omnipresent force, and that 
  force doesn’t always have to obey commonly understood 
  laws. Snow and ice may be present in hot environments, 
  creating the sort of juxtaposition the Abyss is known for.
  You can roll on the Threat Source table two or three 
  times for each layer to create some abyssal threats that 
  cause problems for travelers. Demons and other native 
  creatures are generally immune to the effects of an abyssal 
  threat. The Threat Type table contains a great number of 
  nasty options with suggestions on how to implement each, 
  but they are simply suggestions. Some of the Threat Types 
  are simply meant to be unsettling and may not actually 
  cause damage to travelers. Use your best judgement.
  abyssal thReat sOuRce
  1d20
  thReat sOuRce
  1-10
  Terrain. Roll for Terrain Type, Unusual 
  Color, and 1 or 2 Threat Types. These 
  threats are generally persistent and affect 
  travelers of all kind passing through them.
  11-13
  Air. Roll for Climate Type and 1 or 2 
  Threat Types. These threats are generally 
  persistent and affect travelers of all kind on 
  the layer.
  14-20
  Storm. Roll for Climate, Unusual Color, 
  and 1 or 2 Threat Types. These threats are 
  intermittent but generally more potent.
  abyssal thReat teRRain type
  1d20
  teRRain
  1-3
  Wasteland, desert, or tundra depending on 
  climate
  4-6
  Forests
  7-8
  Plains
  9-10
  Mountains
  11-12
  Underground
  13-14
  Swamps
  15-16
  Aquatic
  17
  Lakes, roll again to determine what type of 
  terrain the lakes appear in.
  18
  Rivers, roll again to determine what type of 
  terrain the rivers cut through.
  19
  Unstable
  20
  Massive creature
  abyssal thReat unusual cOlOR
  1d20
  unusual cOlOR
  1-2
  Blood red
  3-4
  Scaly green
  5-6
  Pure black
  7-8
  Bone white
  9-10
  Ash gray
  11-12
  Dull blue
  13-14
  Bruised purple
  15-16
  Fiery orange
  17-18
  Bloated yellow
  19-20
  Roll again but the color is lush
  
  Infinite Layers of the Abyss
  146
  abyssal thReat climate type
  1d20
  climate
  1-3
  Blazing hot
  4-8
  Uncomfortably hot
  9-10
  Warm
  11-12
  Cool
  13-17
  Uncomfortably cold
  18-20
  Icy cold
  abyssal thReat type
  1d100
  thReat type
  1-2
  Acidic. The threat deals periodic acid 
  damage.
  3-4
  Fiery. The threat deals periodic fire damage.
  5-6
  Icy. The threat deals periodic cold damage.
  7-8
  Poisonous. The threat deals periodic poison 
  damage.
  9-10
  Drowning. The threat drowns travelers.
  11-12
  Lightning. The threat deals periodic lightning 
  damage.
  13-14
  Exhausting. The threat inflicts exhaustion 
  levels.
  15-16
  Life-leeching. The threat inflicts temporary 
  Constitution damage.
  17-18
  Soul-draining. The threat inflicts temporary 
  Wisdom damage.
  19-20
  Strength-sapping. The threat inflicts 
  temporary Strength damage.
  21-22
  Mind-numbing. The threat inflicts temporary 
  Intelligence damage.
  23-24
  Emotion-dulling. The threat inflicts 
  temporary Charisma damage.
  25-26
  Reflex-slowing. The threat inflicts temporary 
  Dexterity damage.
  27-28
  Fear-inducing. The threat causes travelers to 
  become afraid.
  29-30
  Necrotic. The threat deals periodic necrotic 
  damage.
  31-32
  Forceful. The threat deals periodic force 
  damage.
  33-34
  Salty. The threat spoils food and ruins 
  provisions.
  35-36
  Cacophonous. The threat causes madness.
  37-38
  Screaming. The threat prevents short or long 
  rests.
  39-40
  Paralyzing. The threat seeks to slow 
  travelers.
  41-42
  Imprisoning. The threat seeks to stop 
  travelers.
  43-44
  Darkness. The threat creates impenetrable 
  darkness.
  1d100
  thReat type
  45-46
  Souls. The threat is born of mortal souls.
  47-48
  Zombies. The threat is zombie-like (hard to 
  kill).
  49-50
  Skeletons. The threat is skeletal (bony).
  51-52
  Beetles. The threat is comprised of beetles.
  53-54
  Spiders. The threat is comprised of spiders.
  55-56
  Worms. The threat is comprised of worms.
  57-58
  Maggots. The threat is comprised of 
  maggots.
  59-60
  Rats. The threat is comprised of ravenous 
  rats.
  61-62
  Bats. The threat is comprised of vicious bats.
  63-64
  Snakes. The threat is comprised of snakes or 
  vipers.
  65-66
  Vultures. The threat is comprised of hungry 
  vultures.
  67-68
  Lizards. The threat is comprised of lizards.
  69-70
  Leeches. The threat is comprised of leeches.
  71-72
  Steam. The threat involves poor visibility.
  73-74
  Ash. The threat involves smoke and fire.
  75-76
  Flies. The threat is comprised of fly swarms.
  77-78
  Blood. The threat involves blood.
  79-80
  Gnashing. The threat involves biting or 
  chewing.
  81-82
  Snowy. The threat involves snow and ice.
  83-84
  Devouring. The threat involves eating or 
  swallowing.
  85-86
  Dreaming. The threat involves invading 
  dreams and nightmares.
  87-88
  Slimy. The threat is thick and slows travelers.
  89-90
  Fungal. The threat is plant-based.
  91-92
  Chaotic. The threat involves wild magic 
  surges.
  93-94
  Sleep-inducing. The threat puts travelers to 
  sleep.
  95-96
  Bleeding. The threat deals regular slashing 
  or piercing damage.
  97-98
  Diseased. The threat inflicts a disease.
  99-00
  Styxian. The threat involves stealing 
  memories.
  
  Infinite Layers of the Abyss
  147
  Sites & Treasures
  The Infinite Layers of the Abyss hold more terrors and 
  horror than any other plane. Each layer hides secret 
  knowledge beneath grime, death, and decay, along with a 
  wide variety of ways to kill and maim intruders. However, 
  many of the layers are described in other products 
  available, so this section focuses on the interesting sites 
  and treasures that could draw a party of adventurers into 
  the Abyss.
  Abysm
  The twin towers of Abysm rise from the Brine Flats on 
  the Gaping Maw, the 88th layer of the Abyss, and serve as 
  the palace of Demogorgon, Prince of Demons. Each of the 
  towers is tall and topped by a massive fanged skull, with 
  multiple bridges spanning the distance between them. 
  Demogorgon’s twin nature is reflected physically in Abysm, 
  and the contents of each spire reflect the demon lord’s 
  schemes and plots being wrought by each of his individual 
  minds.
  Abysm is constructed of salt-encrusted coral as strong 
  as stone, and its depths go far below the Brine Flats. The 
  many levels of each tower contain numerous experiments 
  on the nature of demonkind, methods to craft new horrific 
  diseases and poisons, and records of Demogorgon’s 
  numerous enemies across the multiverse. The Prince of 
  Demons himself can usually be found wandering Abysm’s 
  many chambers and rooms, checking on the results of 
  experiments and plots.
  Black Scrolls of Ahm
  Tulket nor Ahm was a famous scholar who spent his life 
  in pursuit of one thing – knowledge over demons and 
  the Abyss they call home. He traveled more layers of the 
  Abyss than has been recorded by any other mortal, and 
  he wrote his findings down in hundreds of journals, notes, 
  and papers. Collectively, his writings are referred to as the 
  Black Scrolls of Ahm and they form the basis for the Black 
  Cult that bears his name.
  Some of the Black Scrolls contain magical knowledge 
  Ahm discovered in his travels, and these are the 
  most prized, but even his non-magical scripts contain 
  worthwhile information on the nature of demons, the 
  Blood War, and the Abyss itself. Individual chapter houses 
  of the Black Cult hold individual collections, and the cult’s 
  hidden library in the City of Glass holds fragments from 
  the Abyssal Mundus, Ahm’s ultimate work.
  One maddening aspect of Ahm’s varied work is a 
  magical enchantment placed on the most important 
  pieces, which sends the scroll to a random location across 
  the planes when its power is utilized. And some of them 
  contain secrets of binding major demons, the hidden 
  names of ancient demon lords, gates and passages to 
  sealed layers, and other esoteric lore not found written 
  anywhere else. The Black Cult only utilizes such magic 
  in dire emergencies, instead relying on the knowledge of 
  their individual members, but on occasion the full power of 
  a Black Scroll of Ahm has been unleashed.
  Broken Reach
  The Plain of Infinite Portals is the most visited of the 
  layers of the Abyss, not only because it’s the first layer 
  but also because of its gate-like nature. Visitors are not 
  uncommon, nor rampaging armies fighting the Blood War, 
  but all travelers know that the fortress of Broken Reach is 
  neutral ground. The succubus Red Shroud runs the place 
  like a tavern and brooks no violence within the grounds – 
  more than one demon has been utterly destroyed by Red 
  Shroud’s power for disobeying this simple rule.
  Yugoloth mercenaries, planar merchants, demon 
  warriors, and adventurers are all welcome in Broken 
  Reach, and there are dozens of visitors onsite at any 
  given time. Red Shroud deals in secrets only, the bigger 
  the better, but she is still the undisputed mistress of the 
  fortress – crossing her is a sure sign of a death sentence. 
  Her fondness and knowledge of poisons, including 
  ones capable of rendering demons and devils low, is 
  well documented as well. She is also an accomplished 
  sorceress and it is widely believed she crafted the powerful 
  enchantments over Broken Reach that trigger when 
  violence occurs.
  Cave of Glooms
  The 72nd layer of the Abyss is known as Darklight, where 
  the demon lord Nocticula the Undeniable reign supreme. 
  Her realm is cloaked in perpetual darkness over jagged 
  mountains of jet-black stone, and she can often be found 
  winging through the night sky attended by great flocks 
  of demonic bats. Noticula’s personal home is the Cave of 
  Glooms, a massive cavern in the heart of the Midnight 
  Mountain.
  There, the demon lord rests and plays out her countless 
  plots, using bats of all kind as spies and messengers 
  across the Abyss. Nocticula is subtler than many demon 
  lords, and most mortals on the Material Plane do not 
  know of her existence – but that doesn’t mean she has no 
  eyes or ears there. It is known that daylight is shunned 
  by the demon lord, but she seeks some treasure across 
  the planes. Her bat minions are innocuous and fly silently 
  through the multiverse. What does Nocticula seek?
  Demonwing
  In the distant past as part of some larger scheme, 
  Demogorgon set his demonic smiths to a seemingly 
  impossible task – take a layer of the Abyss and bind it 
  into a mobile vessel. After much research, magical study, 
  and willpower, the ship Demonwing was born. A massive, 
  triple-mast sailing ship that actually contains the folded 
  contents of an infinite layer of the Abyss below its black 
  wooden decks. As part of its legendary enchantments, the 
  ship sailed not on water but on the winds of the planes.
  
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  148
  The command of Demonwing was given over to an 
  ambitious balor demon in Demogorgon’s service, and the 
  ship sailed on many scouting journeys across the Abyss, 
  the Nine Hells, and other battlefields of the Blood War. The 
  balor was eventually overthrown, and the new captain took 
  the ship to plunder the Material Plane but was thwarted 
  by the legendary mage Emirikol the Chaotic. Emirikol 
  took possession of Demonwing but rarely used it, and 
  eventually he gave it over to a group of adventurers. The 
  current location of Demonwing is not known.
  The lower decks of the Abyssal ship contain unending 
  halls and chambers, exactly as if it were a layer of the 
  Abyss, and it is filled with demons of all kind along with 
  the plundered loot from hundreds of battles. The original 
  balor captain is said to be below decks as well, plotting 
  a return against whomever controls Demonwing, and 
  Demogorgon himself has never forgotten about the useful 
  vessel.
  Desiccated Garden of Dhalmarn
  Lolth’s spider-web choked home in the Demonweb Pits 
  holds a dizzying array of individual caves and cocoons. The 
  Desiccated Garden is one of them, tended by a drow lich 
  named Dhalmarn. When a victim dies in the Demonweb 
  Pits as a result of spider venom, the body is brought to 
  Dhalmarn where he and his attendant servants string up 
  the corpse and preserve it in its dried husk state for all 
  eternity. Countless bodies hang in the garden by silken 
  threads of delicate spider webbing, and the drow lich has 
  gone quite insane over the centuries, talking to the bodies 
  as if they were alive.
  Dhalmarn’s instability is tolerated by Lolth and her 
  priestesses because the lich commands a great deal of 
  knowledge about undead and the process for preserving 
  bodies. His laboratory in the Desiccated Garden contains 
  hundreds upon hundreds of jars of fluid, the remnants of 
  the victims that now hang, though for what purpose is not 
  yet known. 
  Lakes of Molten Iron
  The demonic armies that clash in the Blood War have a 
  never-ending appetite for forged items that give them an 
  edge. This appetite is insatiable, but it is partially fed by the 
  furnaces and forges that sit along the banks of the Lakes 
  of Molten Iron on the Plain of Infinite Portals. The lakes 
  are literally boiling iron belched up from the depths of the 
  Abyss itself, which are then funneled into dozens of forges.
  The region’s importance in the Blood War makes the 
  area one of the least stable on the 1st layer of the Abyss as 
  devilish forces and yugoloth mercenaries clash for control 
  over the vital fortresses. Each carries its own master, 
  though a few stand out as noteworthy.
  Razorforge was the victim of a chaotic eruption that 
  drove the demons away, and in their wake magma 
  mephits moved in and restarted the forges. They keep 
  their operation small and thus far have remained mostly 
  anonymous, especially since demons trigger latent magical 
  surges that can destroy them when they approach.
  Ferrug is an imposing iron fortress run by a marilith 
  with an eye towards selling to the highest demonic bidder. 
  Her forges are run by manes, vrocks, and goristros and 
  the entire fortress has been attacked multiple times by 
  the armies of the Nine Hells. Each time, the superior 
  craftsmanship of Ferrug weapons and armor have won the 
  day.
  
  Infinite Layers of the Abyss
  149
  Bonepot is a curious forge that focuses on reinforcing 
  skeletons with iron plating. Its master, an especially 
  intelligent vrock, works its teams of smiths to churn out 
  armored undead monsters. It is rumored that the forces 
  of Orcus keep Bonepot operating, but its iron-bodied 
  skeletons have been seen marching in multiple demonic 
  armies.
  Maze of the Bone Eaters
  Baphomet’s realm is the Endless Maze, the 600th layer of 
  the Abyss, and it is as its name suggests. Endless corridors 
  of worked stone fill the layer, and the Prince of Beasts 
  maintains absolute control over much of the region. But 
  he is not the only inhabitant. Tribes of savage, demonic 
  minotaurs also roam the maze, serving Baphomet in their 
  own cruel and sadistic way.
  The Bone Eaters are a tribe of minotaurs who have 
  served the Prince of Beasts for centuries. Their fur is the 
  color of bleached bone and they have carved out a section 
  of their master’s domain for their own purposes. The 
  Maze of the Bone Eaters is adorned with hundreds upon 
  hundreds of bones, the only remnants of the minotaurs’ 
  foes, and they are all scarred with vicious bite marks. The 
  Bone Eaters are fond of capturing and torturing their foes, 
  cooking them slowly and enjoying the screams which echo 
  through their maze.
  The leader of the Bone Eaters is a gargantuan minotaur 
  that traces her lineage directly to Baphomet. Known as 
  Bonecruncher, she is a terribly savage foe with a cruel 
  streak to match her master’s.
  Naratyr
  For a period of time in recent memory, the demon lord 
  Orcus was presumed dead. His spirit departed the Abyss 
  and his realm of Thanatos was left empty, a void that did 
  not last long. The drow goddess Kiaransalee stepped in 
  and filled that void, and her domain of death overlapped 
  nicely with Orcus’ own. She built up the city of Naratyr 
  as her winter palace, attracting hundreds of intelligent 
  undead seeking to curry the goddess’ favor.
  Then Orcus returned, pushed Kiaransalee out, and 
  reclaimed Thanatos as his own realm once again. Servants 
  of the drow goddess were given two options – serve the 
  Prince of the Undead or be destroyed. Most chose to 
  switch allegiances, and in Naratyr the inhabitants feared 
  Orcus would make a permanent home. He has not, leaving 
  the undead sycophants to fight over each other to win the 
  demon lords favor, and Naratyr has become a frozen city of 
  the dead.
  Rift of Ash
  The 103rd layer of the Abyss is the Rift of Ash, where the 
  entire realm is a massive scar in the black and red stone 
  surroundings. The top of the rift is nothing but howling 
  winds pushing everything out of the depths with plumes 
  of thick smoke choking the air, making breathing near 
  impossible. Numerous spontaneous fires dot the walls 
  of the rift, burning the stone itself, and the bottom holds 
  nothing but agitated magma.
  No demon lord claims the Rift of Ash, but it is not 
  uncontested. The colossal red dragon Ignashendre keeps 
  her lair in the lowest section of the rift, and she is the 
  undisputed mistress of the layer. She is older than some 
  demon lords and has gained incredible knowledge and 
  power in her time, but she thus far shows no inclination 
  toward conquest. The hoard of Ignashendre stretches into 
  the caves just above the lava pool at the bottom of the rift, 
  gathered from demons and mortals alike from her years of 
  conquest.
  Fire and magma elementals are common servants of 
  the ancient red dragon, and though she eschews demonic 
  servants the power of the demons has long fascinated 
  Ignashendre. She has tinkered with extracting demonic 
  essence and has infused herself with such stolen power, 
  but she seeks more subjects. And while she has thus far 
  not moved against any of the demon lords, her impatience 
  suggests it is only a matter of time before she puts her 
  skills to the test and faces off against a more potent foe 
  in the search for claiming greater and greater power for 
  herself. Ignashendre is a force to be reckoned with and one 
  to watch on the Abyssal stage.
  Screaming Peaks
  Breaking up the endless savannah of the Death Dells, 
  Yeenoghu’s realm on the 422nd layer, are the jagged 
  mountains of the Screaming Peaks. Like everyone on the 
  layer, gnolls dominate the mountains, but they clash with 
  advanced ghouls hiding among the caves and valleys. 
  These ghouls pay homage to Doresain, King of the Ghouls, 
  who is himself a vassal of Yeenoghu. The two offer aid to 
  one another on occasion, but the savage ferocity of the 
  gnoll tribes of the Screaming Peaks makes the ghouls a 
  common enemy.
  The Screaming Peaks hold numerous secret valleys 
  that are older than the Prince of Gnolls. The ghouls hold 
  several of these, but greater beings are said to sleep 
  in dark caves hidden far away from prying eyes. The 
  mountains earn their name from the mournful howl 
  echoing through the tall peaks, but gnoll legends say 
  that the screaming is punctuated by the hoarse cry of 
  Yeenoghu’s original kin. Now nothing but bones amid the 
  stone valleys, these forgotten entities of hunger, thirst, and 
  madness wait to reawaken once more.
  Skeleton Tree
  Pazuzu claims the skies above the Plain of Infinite Portals 
  as his entire realm, and he watches over it all from the 
  stretched-out arms of his fortress, Skeleton Tree. Thin 
  spires of bone-white stone stretch up over the blasted 
  pitted landscape, piercing the bloated crimson sky. It is 
  surrounded by vrocks and other flying demons of all kinds 
  who act as Pazuzu’s eyes and ears across the layer.
  
  Infinite Layers of the Abyss
  150
  Pazuzu hails from an older class of demon lords, and 
  though he shares his fellows’ bloodthirsty nature, a streak 
  of cowardice and selfishness runs strong through him. 
  He rarely engages in the Blood War, preferring instead to 
  bargain with the devils and mercenaries, and his stance 
  has garnered him no allies among the demon lords. 
  This suits Pazuzu just fine, and it is said Skeleton Tree 
  is impregnable by any force on the ground. The secrets 
  contained in the twisted branches and ivory vaults have 
  been gathered over many centuries.
  Spire of the Deceived
  Fraz-Urb’luu’s realm of Hollow’s Heart is a masterwork 
  of illusion and deception. Nothing is what it seems at 
  first glance, from the trees of the Drooling Jungle that 
  hide the souls of bound servants to the mountain lakes of 
  the Demon’s Teeth range that lure travelers to a watery 
  grave. The Prince of Deception dwells in a sprawling city 
  of corkscrew towers, but his secret vault is the titanic 
  building of adamantine called the Spire of the Deceived.
  In Hollow’s Heart, the Spire of the Deceived moves 
  around seemingly at random. Inside its twisted walls, Fraz-
  Urb’luu hides fabulous treasure and knowledge gathered 
  from his time conquering the Abyss and collecting tithes 
  from his many cults. The site is guarded by the bound 
  ghosts of former thralls whose bodies still remain pinned 
  to the outside of the grim spire.
  Of course, given Fraz-Urb’luu’s nature, the Spire of the 
  Deceived could itself simply be a trap to lure travelers 
  seeking wealth to a painful life of servitude. No one has 
  ever returned from it, but rumors among certain planar 
  scholars say that a great relic from a time before the 
  demons rests in the deepest vault of the twisted tower.
  White Flame
  The Blood War is fought by the devils of the Nine Hells to 
  keep the demons from spilling out across the multiverse 
  (and invading their own plane in the process). The 
  archdevils and princes that serve Asmodeus have crafted 
  numerous weapons to fight the demonic hordes, but few 
  are so clever as the White Flame. It is a 5-foot wide crystal 
  in the shape of an immobile fire suffused with brilliant 
  white light, and into its heart was bound the soul of a solar 
  angel.
  The White Flame was built specifically to draw paladins 
  and other mortals into the Blood War, albeit as unwitting 
  pawns, in order to fight the demons with power the devils 
  could not possess. The archdevils crafted it and pushed 
  it out to the Material Plane, where it eventually ensnared 
  a warrior-knight named Lady Tyranna Dawn. Drawn to 
  the words of the White Flame, Lady Tyranna became 
  intoxicated on the holy power provided by the crystal and 
  she summoned up a host to destroy the demons of the 
  Abyss.
  The Righteous Army of the White Flame was born, and 
  they stormed the 196th layer from a gate torn open by the 
  crystal itself. The knights and paladins fought their way 
  through hordes of demons, but managed to establish a 
  stronghold on the layer. Fort Dawn was built, where Lady 
  Tyranna and the White Flame stand today, sending troops 
  to stamp out the demonic presence.
  The power granted by the White Flame is real, and it is 
  very effective against demons. Does Lady Tyranna know 
  about the relic’s devilish origin? Would it matter if she 
  did? If a tool crafted by an archdevil is useful in fighting 
  true evil, do the ends justify the means? The White Flame 
  seems holy, but one should never trust an item wrought in 
  the bowels of the Nine Hells.
  Zelatar
  Graz’zt the Dark Prince commands the most physical 
  territory in the Abyss out of any demon lord. His triple 
  realm is known as Azzagrat, but his seat of power is the 
  confounding city of Zelatar. Zelatar extends across all 
  three layers of Graz’zt’s domain, and the streets can and 
  do wind between all three of them. The Dark Prince’s 
  abode, the Argent Palace, defies the laws of realty even in 
  the Abyss by existing simultaneously on all three, not just 
  a reflection but the actual same physical site co-existing in 
  three separate locations.
  By ancient decree, Graz’zt allows merchants of all kind 
  to enter Zelatar where his demonic thirst for conquest is 
  somewhat muted. Assassins, poisoners, necromancers, 
  and other dark purveyors of illicit goods can be found 
  among the districts of the city, plying their trade and 
  seeking employment. One exception to this leniency are 
  servants of Graz’zt’s hated demon lord foes, Demogorgon 
  and Orcus, who are hunted down and killed publicly for 
  sport.
  Each of the three layers that hold Zelatar provide a 
  different district for the demonic city. Fogtown is the 
  upper borough, where slaves of all kind toil in great 
  mushroom fields around the city and the ever-present fog 
  robs travelers of their memory. Gallenghast is filled with 
  the villas and manors of Zelatar’s nobles, and the Dark 
  Prince favors half-demons and tieflings above all others. 
  Tournaments and festivals are often held in the district, 
  drawing attention from across the multiverse. The lowest 
  layer holds Darkflame, a strange place where flames 
  are cold and ice is hot. The shadow-haunted streets of 
  Darkflame are filled with blue and purple flames, chilling 
  the air and driving travelers into the close-knit buildings.
  
  Infinite Layers of the Abyss
  151
  Adventure Hooks
  The Abyss is a dangerous place, but for travelers with 
  access to a way home it offers a vast array of adventure 
  opportunities. While some layers are inhospitable, not 
  every one is so forward in its threats, and even low-leveled 
  characters can survive the trip – assuming they don’t rile 
  the native demons and keep their noses clean.
  Demons also have a way of worming their interests into 
  the hearts and cities of mortals in their never-ending path 
  of multiversal conquest. Often times, adventurers face 
  off against a demon on the Material Plane are unwitting 
  acting as agents in the Blood War, in their own small way.
  Curse of the Black Scroll. A librarian comes to the 
  characters asking for assistance. Days ago, a strange item 
  showed up in the small library, a sealed scroll bearing the 
  mark of a scholar named Ahm. The librarian does not 
  wish to keep the relic, fearing the Black Cult would silence 
  them, and asks the party to take it to another scholar who 
  has dealings with the infamous organization. Is the scholar 
  a black cultist? What is the nature of this Black Scroll? 
  Who else seeks it?
  Roots of Evil. The characters are approached by a druid 
  who needs some outside help. The druid’s forested enclave 
  has become home to a particularly nasty viper tree, and the 
  demon tree’s roots have sunk down deep into the sacred 
  ground. The roots must be cut from beneath and in short 
  order, so the druid turns to the characters for help, but 
  larger questions remain. Who planted the seed of the viper 
  tree? What force moves against the druids?
  What Red Shroud Knows. A temple needs answers 
  about a mystery, and it is revealed that the succubus 
  sorceress Red Shroud may know them. The characters 
  are asked to travel into the Plain of Infinite Portals, find 
  Broken Reach, and negotiate with Red Shroud for the 
  secret. Just getting to the safe haven in the Abyss should 
  prove challenging, but once there the succubus has a 
  little job for the characters to perform in exchange for the 
  secret. Is it evicting an unruly tenant from the fortress? 
  Stopping a messenger across the Abyss? Red Shroud’s 
  missions are rarely straightforward and never without 
  danger.
  For the White Flame! The characters receive an urgent 
  summons from an ally that has taken up the call of the 
  White Flame. An offensive by the Righteous Army in the 
  Abyss needs some scouting assistance and the characters 
  make the perfect team. Lady Tyranna herself greets the 
  party and introduces them to the White Flame, after which 
  the characters head out into the Abyssal layer to provide 
  advance information on the terrain. What does a small 
  team of devil infiltrators have to do with the Righteous 
  Army? What awaits them truly in their military objective?
  Legend of Demonwing. Under a dark and stormy night 
  sky, the harbor city the characters find themselves in 
  receives a haunted ship visitor out of nowhere. The sleek 
  black wood of the massive sailing ship bears no marks 
  in a common language, but planar scholars identify it as 
  Demonwing. What brings the legendary ship to port? What 
  captain does it sail under currently? And why does it seem 
  deserted?
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  is traveling through the Abyss. Look at each one as a 
  springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  The Abyss
  1d100
  encOunteR
  01-05
  A pack of babau stalking an unsuspecting 
  target
  06-10
  Several barlgura spoiling for a fight
  11-15
  A bulezau watching an area intently
  16-20
  A trio of chasme buzzing through the air on 
  an errand
  21-25
  A horde of dretch wandering aimlessly
  26-30
  Two hezrou carrying buckets of water from 
  the River Styx
  31-35
  An enraged goristro seeking vengeance
  36-40
  A nalfeshnee leading a swarm of manes
  41-45
  A pair of shadow demons arguing about a 
  recent kill
  46-50
  A tiefling archmage consulting with a 
  marilith
  51-55
  A shoosuva pack chasing a devil
  56-60
  A single vrock looking for an easy meal
  61-65
  A stampede of blackhides riled by 
  something
  66-70
  A puddle of blood hiding a bloodbloat
  71-75
  An enraged iron mauler attacking 
  everything
  76-80
  Group of quasits on an errand for a mortal 
  master
  81-85
  Several swarms of abyssal insects erupting 
  from the earth
  86-90
  A tentacled mauler stalking around its 
  territory
  91-95
  A balor general assessing a potential 
  battlefield
  96-00
  One of the demon lords on an unknown 
  journey
  
  Infernal Battlefield of Acheron
  152
  Infernal Battlefield of Acheron
  “There are few constants across the multiverse, but war is one of 
  them. People strive for peace, but the natural state of the planes 
  is friction and conflict, and that invariably leads to war. And on 
  Acheron, war is literally in the air. The titanic metal cubes that 
  fill most of the layers collide regularly, sending a clarion call of 
  combat for the untold armies and legions. Honor, justice, mercy – 
  these words have no meaning in Acheron, where war and strife are 
  everything and the whole far outstrips the individual.”
  Issilda the Unbreakable
  The Infernal Battlefield of Acheron is a plane of conflict, 
  armies, and open warfare. Its largest and most populated 
  layer is filled with great metal cubes, some as large as 
  continents, floating through a haze of gray smoke. They 
  drift lazily, holding their own gravity but otherwise seeming 
  to obey no known whim, and they collide with one another 
  on a regular basis.
  The ringing of these collisions echo throughout the layer, 
  creating a siren call to arms for many of the military forces 
  that occupy the cubes. Acheron is a realm of law and evil, 
  but not the kind of evil perpetuated by the forces of the 
  Abyss or the Nine Hells. Instead, this evil results from the 
  total disregard for the consequences of actions. Suffering, 
  pain, loss, and death are the result of constant warfare, 
  and in Acheron these values hold no weight for most of its 
  inhabitants.
  Creatures devoted to combat are drawn to Acheron, and 
  it has been the eternal battlefield between orcs, goblins, 
  and bugbears since time immemorial. Great hordes of 
  orcs clash against the armies of goblins and hobgoblins, 
  while the war clans of the bugbears offer their services 
  as mercenaries to both sides. The gods of these ravaging 
  humanoids dwell in Acheron, pushing their followers into 
  greater and greater conflicts, each side seeking to usurp 
  the other in a never-ending struggle.
  Acheron draws military forces from across the 
  multiverse, and many rogue armies and failed rebellions 
  linger in physical or spirit form across the plane. The 
  Infernal Battlefield shares a close philosophical border 
  with Mechanus, the plane of ultimate law and precision, 
  and some union between the two created a race of 
  mechanical humanoids known as the warforged. Alternate 
  theories point to the warforged as simple refugees from 
  another realm, a Material Plane world, but if this is true 
  they offer no evidence or memory to support it.
  Rakshasas lurk in the cubes of Acheron, sometimes 
  offering their services as generals to a rogue army and 
  other times acting in the interests of their enigmatic 
  Maharaja of Death. Duergar dwarves are also counted 
  among the inhabitants of the plane serving at the dour 
  pleasure of Laduguer their exiled god.
  Everyone in Acheron, the plane pushes and pulls against 
  the concepts of peace and harmony. The lower layers 
  hold dangers to body and mind – the second layer is the 
  massive floating junkyard of the multiverse but it gradually 
  turns everything to stone, the third layer’s space is largely 
  empty save for geometric cubes, and the fourth layer 
  is filled with razorstorms that shred flesh from bone in 
  moments.
  Still, where there’s conflict there’s opportunity for 
  adventure. Characters can find service in the Nameless 
  Legion, an infamous planar mercenary company that 
  operates out of Acheron, and the junkyards of Thuldanin 
  hold shattered remnants of war machines from across the 
  planes, some of which may still be usable. The hordes of 
  orcs and armies of goblins wage their wars, trying to gain 
  the upper hand, and they can sometimes interfere with the 
  stability of other planes in their never-ending pursuit.
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of Acheron as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Acheron.
  Ringing of Metal. The metal cubes of Acheron slam 
  together, and the sound of that crashing echoes for miles 
  and miles. It’s not a constant cacophony of ringing metal, 
  but at least once an hour the sound of great metal cubes 
  colliding reverberates through the air. The frequency of the 
  ringing sets teeth on edge and sends shivers down spines.
  Smell of War. An acrid burnt smell fills the air of 
  Acheron, like blood and steel mixed together with the 
  stench of old wounds. It lingers everywhere and serves as 
  a constant reminder of the bloodthirsty nature of the plane. 
  Food and water absorb the smell easily, creating ill-tasting 
  meals that many cannot stand.
  Rising Tension. A vague sense of uneasiness rises 
  steadily in visitors to Acheron. There’s a sense of 
  breathless anticipation, as if an enemy were about to 
  strike, and keeps everyone on edge all the times. Tempers 
  flare with slightest provocation, and many resort to 
  violence in their anger. It can almost be a relief when a 
  hostile enemy does show up, but that feeling of rising 
  tension returns almost immediately after even these quick 
  releases.
  
  Infernal Battlefield of Acheron
  153
  Lay of the Land
  Acheron is comprised of four layers – Avalas, Thuldanin, 
  Tintibulus, and Ocanthus. The plane’s nickname as the 
  Infernal Battlefield holds true across all, though the 
  nature of that battlefield changes dramatically from one 
  to the next. No traveler or planar scholar would call any of 
  Acheron’s layers as pleasant, however.
  While there is no up or down on Acheron, the layers of 
  the plane are considered to descend down, from Avalas at 
  the top to Ocanthus at the bottom.
  Avalas
  The most populated layer of Acheron is its first, Avalas. 
  Giant metal cubes float lazily in the poorly-lit smoke-filled 
  air. All of them are pitted and scarred from the numerous 
  collisions with other cubes, and most are larger than a 
  house – and some are as large as continents! They are 
  formed of iron, and it is widely believed by planar scholars 
  that they coalesce naturally from the ore of the multiverse.
  Most cubes are hollow or riddled with tunnels, into 
  which scurry the countless armies and military factions 
  that fight their endless battles against one another. Each 
  cube holds its own gravity, pulling things to their center 
  and allowing creatures to walk along all six external faces 
  with no impediment.
  A cube collides with another in the smoky air of Avalas 
  on an irregular basis, usually between one and four days, 
  but whenever it happens the ringing can be heard across 
  the layer. The goblins and orcs usually take this as a sign 
  to mount an offensive against one another, while other 
  military forces across the layer make plans for their never-
  ending wars.
  The River Styx also winds its way through Avalas, a 
  conduit to other locations across the lower planes. The 
  river seems to obey no rational laws, however – on one 
  cube, it may flow across a face in a deep channel, spilling 
  over the side, only to disappear and reappear in another 
  cube thousands of miles away. Sometimes the river’s flow 
  changes, and there are some planar scholars who track the 
  changes and believe it holds a key to unlocking a greater 
  mystery within Acheron.
  Thuldanin
  Similar to Avalas, Acheron’s second layer is also filled with 
  titanic metal cubes. On Thuldanin, however, these cubes 
  are pitted, broken, and hollowed out. Each one contains 
  scrap metal and stone from across the multiverse piled in 
  great heaps with no apparent thought or design. Shattered 
  ships, broken flying devices, siege machines, war chariots, 
  and so much more lay hidden in the scrapyards of 
  Thuldanin.
  The amount of usable scrap draws the attention of 
  many armies from Avalas and across the planes, but 
  Thuldanin doesn’t just hold its metal fragments. Some 
  natural property of the layer eventually turns all objects to 
  stone, rendering their magic and pieces inert for all time. 
  The process is slow, usually taking thirty days or more for 
  inanimate objects, but living creatures that visit the layer 
  can turn to stone in as little as half a day.
  The only known native inhabitants of Thuldanin are the 
  duergar dwarves of Hammergrim. There, the protections 
  from their dark god keep the petrification power of the 
  layer at bay, and the dwarves busy themselves with 
  reconstructing the junk of the multiverse for their own 
  purposes.
  Tintibulus
  Whereas Avalas and Thuldanin are filled with cubes of 
  varying shapes, Tintibulus holds other geometric shapes 
  – eight-sided, ten-sided, and twelve-sided cubes are just 
  as common there as the standard six-sided varieties. Its 
  gray expanse is also much emptier than the above layers, 
  making collisions between the iron shapes less frequent.
  No native life is known to exist in Tintibulus and it is 
  widely believed that this is a direct result of the layer’s 
  constant pressure on living creatures. This pressure 
  comes from Tintibulus trying to force the living body into 
  geometric shapes, and it can quickly result in physical 
  exhaustion that eventually leads to being crushed to death.
  Ocanthus
  The lowest layer of Acheron is the most openly hostile. Its 
  gray sky is filled with shards of black razors, some large 
  enough to walk on, while most are small enough to rend 
  flesh from bone. The razors are sharp, and if there were 
  any cubes on Ocanthus like the other layers it is likely they 
  were destroyed long ago in one of the fierce razorstorms.
  The strange thing about Ocanthus is that the shards 
  are not iron or metal, but instead black ice. It is rumored 
  that the bottom of Ocanthus, and thus Acheron, is actually 
  an immense sheet of ice, and this forms the source of the 
  razor shards that fill the layer. Some planar scholars refer 
  to this mysterious site as the Sea of Memories as they 
  believe it is either the source or destination for the River 
  Styx, and that every memory stolen by the river is kept 
  frozen there.
  The theory has lured desperate travelers who have had 
  their memories robbed by the River Styx to go in search of 
  it, but to date no one has found it. Ocanthus has one native 
  species, the bladelings, and in their strange walled city of 
  Zoronar they do not offer answers to any travelers.
  Cycle of Time
  Each of the layers of Acheron is lit by an unknown but 
  always distant light that never wanes or waxes, so time 
  is a difficult thing to measure. On Tintibulus, the perfect 
  shapes of the cubes and their unusual but ordered patterns 
  of movement actually give a measure of time the other 
  layers lack – every 24 hours, two of the cubes connect, 
  sending out a clear ringing.
  Surviving
  On Avalas, the only impediment to survival is the constant 
  warfare that dominates the layer. Travelers die by orc 
  blade, goblin spear, or any other wielded weapon, and 
  occasionally the gravity of a cube can cause falling 
  problems but otherwise the air and environment offers no 
  lethal effect.
  
  Infernal Battlefield of Acheron
  154
  The same is not true for the lower layers. Thuldanin 
  gradually turns everything in it to stone, though 
  the process is lengthy. After spending a long rest in 
  Thuldanin’s scrapyards, living creatures must check 
  against the petrifying nature of the layer. Refer to the 
  Thuldanin Petrification hazard for exact details.
  Tintibulus actively pushes against elements that disrupt 
  its perfect order, and all travelers and non-natives fall into 
  this category. The layer becomes physically taxing for these 
  intruders. Refer to the Tintibulus Exhaustion hazard for 
  exact details.
  The lowest layer, Ocanthus, is filled with razor shards of 
  metal and ice. Every minute spent on Ocanthus inflicts 11 
  (2d10) slashing damage. The razorstorms that spring up 
  have the ability to sever heads and limbs with frightening 
  frequency.
  Getting There
  Permanent portals and gates to Acheron are usually 
  found underground following veins of rich iron. The most 
  common destination for these planar pathways is Avalas, 
  but a portal to Thuldanin is not unheard of – after all, the 
  junk and detritus of the planes has to get there somehow!
  Some portals to Acheron are free-floating in the smoky 
  sky, making them unreliable as permanent transportation 
  without knowing there is an iron cube floating nearby. 
  Without a passing cube, these free-floating portals 
  are one-way, allowing entry into Acheron but denying 
  return access. Lacking foreknowledge there is no way to 
  determine a free-floating versus an anchored portal.
  Orc and goblin tribes that have access to a portal to 
  Acheron are among the most fearless and well-armed 
  humanoid forces, often dominating the landscape for miles 
  around. With access to the iron of Avalas and the teeming 
  hordes of their deities, these tribes raid and pillage with 
  great abandon and can often prove intractable foes for 
  Material Plane kingdoms.
  The River Styx winds its way strangely through the top 
  layer of Acheron, making it an easily accessible route into 
  the plane. By ancient decree, long-standing tradition, or 
  some other powerful force, the merrenoloth fiends that 
  pilot the Styxian ferries are neutral forces usually immune 
  to the touch of war that inflicts the rest of the plane.
  Traveling Around
  Moving around on Acheron can be difficult without the 
  aid of magic or the ability to fly. The cubes that float about 
  the layers each hold their own gravity, pulling objects to 
  their center, but this gravity only extends out about 300 
  feet from its surface. Creatures or objects that escape 
  the gravity field are propelled through the smoky skies 
  perpetually until they are caught by another cube’s gravity 
  force.
  Traveling from one cube to another is often achieved by 
  the armies of Acheron when the cubes collide with one 
  another. For about an hour, the gravities of the two cubes 
  mix allowing creatures and objects to move quickly and 
  easily between them without fear of falling damage.
  In addition, something about the collision of cubes 
  creates a permanent gate between them, though the exact 
  location on each cube can be difficult to discern. Often 
  times these gates appear as shimmering fields of liquid 
  metal, but they can appear in the solid mass of a cube’s 
  interior at times, making the connection worthless until 
  discovered. These types of portals are known as tethered 
  portals.
  The other type is a free-floating portal, and it exists in a 
  fixed point in the sky of Acheron. When a cube passes over 
  it, the portal activates, and these portals can lead to other 
  planes – Mechanus, the Nine Hells, Hades, and the Astral 
  Plane are common planar connections.
  Accessing the various layers of Acheron requires specific 
  knowledge of the gate system, or magical flight to fly 
  between them. Despite its infinite nature, the layers are 
  accessible via physical travel. Regardless of their starting 
  point, physically traveling between the layers requires a 
  journey of 1d10 x 100 miles. The gates are much faster, 
  but many of them are well-guarded from outside usage.
  Powerful & Mighty
  Military might is all-encompassing on Acheron. It is the 
  only currency worth anything, and the only aspect worthy 
  of respect or command. Most of the powerful and mighty 
  forces of the plane are juggernauts of military prowess, 
  waging endless war in a plane built for combat.
  Army of Maglubiyet
  Goblins make up a large force on Acheron, and the bulk 
  of them belong to the Army of Maglubiyet. Named for the 
  goblin god who supposedly dwells in the center of the 
  great iron cube Clangor, the goblins and hobgoblin soldiers 
  that make up this potent army are a voracious, insatiable 
  force constantly fighting everything they come across. 
  Their prime foe are the orcs of the Horde of Gruumsh, but 
  the goblins can be provoked to fight almost any opponent 
  regardless of the odds.
  The Army of Maglubiyet has an ordered, regimented 
  structure, something that isn’t found normally among 
  goblin tribes. The goblins and hobgoblins fall into two 
  distinct branches. For the goblins, the lowest soldiers 
  are the ashbiters, who can move up in rank to become 
  arroweyes (archers), bloodstabbers (warriors), or 
  steelbiters (elite soldiers). The wolfriders are elite 
  troops that ride steelfang worgs into battle, and some 
  ashbiters move into the service of Maglubiyet directly as 
  warspeakers, the shamans and religious figures of the 
  goblins.
  In contrast, the hobgoblin branch comprises the majority 
  of the leadership in the army, and they have a more defined 
  structure than the goblins. The ranks are identified by body 
  part (foot, leg, belly, arm, hand, head) and then further by 
  metal type (brass, copper, iron, steel). Thus, the lowest 
  rank is the brassfoot who are regarded as better than the 
  vast majority of goblins.
  
  Infernal Battlefield of Acheron
  155
  Special divisions within the Army of Maglubiyet exist for 
  both goblins and hobgoblins, including scouts, assassins, 
  advisors to devilish allies, and other unique functions.
  Followers of the Iron Voice
  Something new has arisen in Acheron. In a plane of 
  warring armies and leaderless rebellions, new players on 
  the scene are usually nothing special. But recently, elite 
  warriors and soldiers have been seen searching the iron 
  cubes of Avalas for something. They are golems, made of 
  metal and wood, but imbued with a sense of intelligence 
  and purpose not found in other creations. They call 
  themselves warforged, and they claim to be seeking the 
  Iron Voice.
  It is rumored there is a cube somewhere in Tintibulus 
  that spawned the race of golem-like warforged, and if true 
  it would represent the only natural life to come out of that 
  layer. Most warforged have no recollection of their birth, 
  and they move from cube to cube on Avalas in a quest for 
  the divine entity they call the Iron Voice. They hear its call, 
  faintly at times, but always it leads them on. They have 
  clashed with goblin, orc, and bugbear alike, but their true 
  numbers are not known.
  What is the Iron Voice? Most warforged encountered, 
  though clearly possessing intelligence and advanced 
  strategies, refuse to speak and fight to the death when 
  faced with opposition. The construct humanoids have 
  been seen with a variety of unique configurations, and 
  despite their nature no two seem to be exactly the same. 
  This individuality seems contradictory to their constructed 
  nature.
  House of Red Knives
  The lowest layer of Acheron, Ocanthus, is a fierce field of 
  razor-sharp black shards capable of shredding flesh in a 
  matter of minutes. The only living creatures native to that 
  layer are the bladelings who have managed to construct a 
  barrier around their city of Zoronar. Few would know these 
  enigmatic creatures exist if it weren’t for the machinations 
  of the House of Red Knives.
  The House of Red Knives is a secretive group of 
  bladeling assassins selling their skills to the highest bidder 
  in Acheron’s never-ending wars. The bladelings do not 
  allow strangers in Zoronar, but getting in touch with the 
  Red Knives requires only a message left on an iron cube’s 
  surface. Soon after, a cryptic representative arrives to 
  negotiate the terms of the contract. A Red Knives assassin 
  is not cheap and they never accept payment in mere coins 
  – they always require something else of value. Magical 
  items and weapons are common, but treasured items of 
  any kind may be asked for in exchange for the swift death 
  of the target.
  Horde of Gruumsh
  From the grim cube of Nishrek, the orc tribes gather in 
  their largest numbers across the multiverse. Forming the 
  Horde of Gruumsh, these orcs are trained for battle and 
  are more than willing to die in favor of their god’s cause. 
  That cause can change but the most driving goal of the 
  assembled horde is the utter destruction of the Army of 
  Maglubiyet.
  Gruumsh, the one-eyed god of the orcs, and the rest of 
  the orc deities dwell in the depths of the massive cube. 
  There, the rule of might makes right dominates all, and 
  the might of the tribe dominates above all else. There is no 
  room for the weak in the Horde of Gruumsh, and all non-
  orcs and even weakened orcs are nothing more than slaves 
  to the vast collection of tribes.
  Individual tribes make up the horde, each with its own 
  hierarchy. Slaves are below all others, and above them 
  are the diggers, bearers, warriors, shamans, marshals, 
  and chieftains, in that order. There are two tiers of tribes 
  in the horde, the war tribes (lesser) and the great tribes 
  (greater). The war tribe chieftains report to a warlord, 
  while the great tribe chieftains are answerable only to the 
  greatlords. Greatlords are said to be blessed by the orc 
  gods themselves.
  Unlike the Army of Maglubiyet, the vast number of 
  tribes in the Horde of Gruumsh usually move and act 
  independently. They have greater numbers than the 
  goblins, but the stricter military structure of Maglubiyet’s 
  forces gives them an edge. Greatlords of the horde rarely 
  give direct commands, serving instead in the depths of 
  Nishrek, while the warlords fight amongst themselves 
  almost as often as the goblins.
  Still, though it lacks in the discipline seen among the 
  goblins, the orcs of the Horde of Gruumsh are a truly 
  voracious host, and their iron mines in Nishrek produce a 
  vast quantity of metal weapons and armor to keep the orcs 
  well equipped.
  Maharaja of Death
  It is believed by some that Acheron is the true native home 
  of the cunning rakshasas, though many claim the Nine 
  Hells to be their true origin. Acheron still holds a large 
  population of the fiends, though they keep themselves 
  hidden and fight a war of shadows and intrigue against 
  the other armies among the iron cubes. Rakshasas on 
  Acheron organize themselves into small families, usually 
  ruling behind the scenes of a more brutish force used as 
  slaves, but all bow to the whims of their mysterious ruler, 
  the Maharaja of Death.
  One of the most powerful rakshasas in the multiverse, 
  the Maharaja of Death is an accomplished spellcaster 
  and a vindictive foe for any that cross him. He rules from 
  a supposedly invisible cube called the Palace of Naraka 
  which he controls, directing its movement in the gray skies 
  of Avalas. Those that go before the Maharaja of Death 
  never return, and rarely does the powerful rakshasa leave 
  his cube.
  
  Infernal Battlefield of Acheron
  156
  He does, however, direct many of the families across 
  Acheron in their schemes for power and control over the 
  other races. They communicate through special crystal 
  balls linked back to the Palace of Naraka, where the 
  Maharaja of Death sends his messages and controls the 
  great scheme remotely. It is known that the rakshasa’s 
  minions have infiltrated the Horde of Gruumsh, but to 
  what end is not yet known.
  Nameless Legion
  Countless military forces occupy Acheron, clashing and 
  fighting one another in the constant din of cubes colliding, 
  but a few manage to stand out. The Nameless Legion is 
  one, becoming a mercenary force known for its planar 
  excursions across the multiverse and willingness to take 
  on dangerous contracts. They are based in the Storm 
  Halls, an iron cube that holds a series of constructed 
  ziggurats in its depths. There, the leaders of the Nameless 
  Legion, the Paymasters, work on contracts and seek 
  additional mercenaries for their growing mercenary force.
  The Nameless Legion takes its name from a special 
  process performed by the Paymasters that strips 
  applicants of their memory. The soldiers are given new 
  names when assigned to a cadre, usually descriptive and 
  crude, and the legion accepts all manner of monsters and 
  other types in its ranks.
  Though they are based on Acheron, the Nameless 
  Legion takes only a few contracts from the various fighting 
  forces on the plane. Most military outfits have their 
  own dedicated soldiers and do not rely on mercenaries. 
  However, across the multiverse, the Nameless Legion has 
  made a name for itself as a highly skilled and expensive 
  military unit equipped and experienced enough to deal 
  with larger than life threats.
  Rogue Armies
  On a plane where the only constant is war, it’s inevitable 
  that some military units break away from larger forces or 
  leaderless regiments strike out on their own. Countless 
  rogue armies wander the iron cubes of Avalas, marching 
  towards their next battle. Some move with a more defined 
  purpose, but most simply seek to satiate their endless 
  bloodlust.
  The most famous of these rogues armies is led by a 
  mysterious and ancient lich known as the Necromancer 
  King. His army of skeletons, zombies, and ghouls are 
  tireless in the pursuit of their master’s grim desires, but 
  the lich is close-lipped about it to outsiders. Do they seek 
  to plunder a lost treasure? Does the Necromancer King 
  search for an escape from Acheron? Or are the legends to 
  be believed and the lich seeks godhood on the back of a 
  conquering host?
  Almost any type of military force could be conceivably 
  encountered in Acheron. Some seek redemption in battle, 
  others search for lost treasures, while still others quest 
  for a way out of the smoky air and clanging iron cubes. 
  A large force of mummified kuo-toa is said to wander 
  around, victims of the River Styx that now seek their lost 
  memories, along with an unmoored house of bladelings 
  lost in the cubes of Avalas.
  War Clans of Hruggek
  Goblins and orcs war constantly against one another in 
  Acheron at every chance they get. They each utilize as 
  many resources as they can gather, and that includes 
  mercenaries of all types. Yugoloths eager to sell their 
  services are not uncommon, but by far the largest 
  independent force in the eternal struggle between orc and 
  goblin are the bugbears that make up the War Clans of 
  Hruggek.
  Each of the sizable bugbear war clans fight for the side 
  that pays them the most, and it’s not uncommon to have 
  bugbears fighting bugbears where the ranks of goblins 
  and orcs have been thinned out. The brutish mercenaries 
  are loyal only as far as their payment goes, and some say 
  that they are advised by devilish counselors from the Nine 
  Hells.
  The war clans usually have representatives in the major 
  outposts of Nishrek and Clangor, but the bulk of their 
  forces are kept away from the constant fighting in those 
  iron cubes until they are called. None of the goblins and 
  orcs know where the War Clans of Hruggek are based, but 
  when payment is collected the bugbears have not failed to 
  show up.
  Some whisper that Hruggek, god of the bugbears, takes 
  an active interest in his peoples’ mercenary activities, and 
  uses divine will to swiftly transport forces around Acheron 
  once a contract has been signed and payment delivered. It 
  seems farfetched, but in a plane of titanic metal cubes and 
  never-ending armies, such things may be possible.
  Creatures & Denizens
  The first layer of Acheron holds numerous soldiers and 
  warriors from across the multiverse, but a number of 
  dangerous native denizens wander the cubes as well. From 
  the massive rust behemoths to the dangerous bonespears 
  and the ghostly warwraiths, Acheron contains no shortage 
  of monsters bent on conquering and destroying.
  Constructs
  No one really knows how the iron cubes and objects 
  that float through Acheron are created. Many seem to 
  heal themselves over time and yet they have a definite 
  constructed quality to them. Along a similar vein, golems 
  and constructs seem to spring organically from the 
  plane as well, perhaps as living extensions of the cubes 
  themselves. Iron golems are the most common, and unless 
  acted upon by an outside force these powerful constructs 
  defend their cubes with their lives. They’re alive in the 
  same way other golems are alive, but their origin remains 
  largely shrouded in mystery. Scrap golems can similarly 
  spontaneously occur, especially in the junk-filled second 
  layer of Thuldanin. Blade golems are the special creations 
  of the bladelings on the razor-spike filled fourth layer.
  
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  Cadaver collectors pick through the remnants of the 
  constant battles that occur across Acheron, sweeping the 
  dead and collecting the remnants in a grisly pile. Skilled 
  necromancers and warlords on the plane learn to call 
  cadaver collectors to bolster military forces with undead 
  monsters, and the constructs are always willing to let 
  loose their collections in hopes of gathering more from 
  the piles of the dead. Steel predators are among the most 
  feared hunters on Acheron, and they seem to enjoy chasing 
  victims for nothing else but the sheer thrill of the hunt.
  Fiends
  As a plane of strife, fiends that relish combat and 
  bloodshed are naturally drawn to Acheron. Battles in the 
  never-ending Blood War between the demons of the Abyss 
  and the devils of the Nine Hells are waged regularly across 
  the iron cubes, often using goblinoid and orc mercenaries. 
  Hell hounds are used by pets and mounts for many 
  goblinoids, and roaming packs across the iron cubes can 
  be a real problem for any visitors. Bonespears are large, 
  grasshopper-like fiends native to Acheron that wait in dark 
  crevasses and cracks in the iron cubes to attack with their 
  projectile horns, dragging away victims to be devoured in 
  peace.
  Bladeling. Ocanthus is the most deadly layer on 
  Acheron, with razor shards filling the air, but secrets and 
  wonders lay hidden behind that dangerous iron storm. 
  Bladelings are fiends that have been molded by Ocanthus, 
  and their city of Zoronar in a bubble of safety is a dark and 
  foreboding realm of mystery and danger. The bladelings 
  are skilled assassins who are able to use their own bodies 
  as weapons, but they are also incredibly superstitious 
  and paranoid. Outsiders are not welcome in Zoronar, and 
  bladelings take care to guard their secrets and treasures 
  from all prying eyes.
  Humanoids
  The humanoids that live on Acheron are born in a realm 
  of constant conflict and raging battles, so they are often 
  antagonistic and quick to draw blood against any foe. 
  Mercenary companies are common and many specialize 
  in specific combat tactics, such as ranged engagement, 
  defensive positions, or arcane assault. The most infamous 
  of these mercenary guilds is the Nameless Legion who 
  are known to recruit monsters from all over the multiverse 
  to create specialized strike forces. Membership in the 
  Nameless Legion is not restricted to humanoids though 
  that remains the bulk of their forces.
  Goblinoids. Goblins, hobgoblins, and bugbears are a 
  major force on Acheron. Their deities are said to live in the 
  cubes of the plane, and they push their armies to greater 
  and greater acts of incredible violence and warfare. They 
  fight amongst themselves, they fight each, and they fight 
  any one that stands in their way, often for nothing more 
  than the glory of their tribe. Many tribes have access to 
  well-produced weapons that far outweigh the equipment 
  used by goblinoids on the Material Plane, such as heavy 
  armor, supremely forged swords, and tough iron shields.
  Orcs. Orcs on Acheron are well-organized legions bred 
  and born for combat. Under the banners of their individual 
  tribes they fight for personal glory in a never-ending plane 
  of strife. While violent, the orc tribes are not necessarily 
  evil and they skew towards selfish more than anything 
  else. They are still expansionist warlords that view other 
  creatures as lesser and rarely negotiate with enemies, but 
  an element of pride runs through the orc tribes that pushes 
  them towards greater and greater glories.
  Warforged. Warforged are living constructs that have 
  only recently risen from the depths of Acheron’s iron 
  cubes. They were first encountered by goblinoid armies 
  exploring an otherwise barren cube riddled with tunnels, 
  and the army’s advances were rebuffed by a mysterious 
  golem-like force striking from the darkness of the cube’s 
  interiors. Since then, the warforged have spread out 
  across the multiverse, many preoccupied with finding the 
  source of their own existence. A mysterious power known 
  as the Iron Voice seems to be involved in this, but is the 
  Iron Voice their god? Is it a supremely powerful artificer 
  that built them? Or is it something else? What creates 
  a warforged? These questions and more drive many 
  warforged to explore, though some have banded together 
  to create unique battle units to serve as mercenary forces 
  in the constant battles that ravage Acheron.
  
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  Monstrosities
  A number of native monstrosities prowl through the cubes 
  of Acheron. The most commonly encountered are the rust 
  monsters who devour the ferrous metal that makes up the 
  cubes themselves, and a greater version known as the rust 
  behemoth has an even more voracious appetite. Enormous 
  titan vultures and regular vultures wing through the air 
  and scavenge the countless battlefields for choice morsels, 
  and worgs run with goblinoid and orc tribes as trusted 
  allies and mounts. Steelfang worgs are fearsome predators 
  trained by elite hobgoblin soldiers to create lightning-fast 
  strike forces capable of wreaking havoc in an enemy’s line.
  Hazards & Phenomena
  Each layer of the Infernal Battlefield of Acheron holds 
  dangers and threats for travelers, some more lethal than 
  others.
  Avalas Bloodlust
  War and combat are constant states in Avalas. One strong 
  reason for this is a natural bloodlust that fills creatures as 
  they fight and defeat opponents. Planar scholars are torn 
  as to whether this phenomena is caused by something in 
  the hazy sky of the layer, an ambient power from the iron 
  cubes themselves, or something else entirely.
  On Avalas, a creature gains temporary hit points equal 
  to its number of hit dice or level whenever it reduces a 
  hostile creature to 0 hit points. This bloodlust keeps the 
  soldiers and warriors of the countless armies struggling 
  and fighting against one another in the near-constant ring 
  of steel on steel.
  Thuldanin Petrification
  The junkyard-filled cubes of Thuldanin hide an insidious 
  power that slowly transforms everything into stone. 
  Unattended objects, including magical items, have a 
  cumulative 10% chance per month of transforming into 
  stone, losing all properties as it becomes an inert rock, its 
  shape vaguely resembling its original form.
  Living creatures are more susceptible to this 
  petrification. After spending a long rest on Thuldanin, 
  a living creature must succeed on a DC 14 Constitution 
  saving throw or be restrained. The victim must then 
  make DC 14 Constitution saving throws each round until 
  they accumulate three successes or three failures. If they 
  achieve three successes first, the petrification is warded off 
  and the restrained condition ends. If they accumulate three 
  failures, they become petrified permanently.
  Constructs are treated as unattended objects for the 
  purposes of this petrification effect.
  Tintibulus Exhaustion
  The unusual geometric shapes of Tintibulus are a result of 
  the layer applying incredible logical force. The layer has no 
  known native creatures, and it is widely believed that it is 
  because this force pushing constantly against living things. 
  A creature that spends a short rest in Tintibulus must 
  succeed on a DC 14 Strength saving throw or gain a level 
  of exhaustion as their bodies physically contort under the 
  pressure. Creatures that gain their sixth level of exhaustion 
  from this effect are killed and crumpled up into geometric 
  shapes.
  Ocanthus Razorstorm
  Shards of razor sharp black ice fill the air in Ocanthus, 
  making travel difficult. Even worse, razorstorms can occur 
  with sudden ferocity and with little warning. Ocanthus 
  razorstorms typically last 1d10 minutes, during which 
  each creature in the area suffers 13 (2d12) slashing 
  damage at the start of their turn. In addition, each victim 
  rolls 1d20 when suffering this damage. On a roll of 20, 
  they are decapitated as if by a vorpal sword.
  War Cloud
  The gloomy, hazy skies of Acheron can sometimes 
  manifest into tangible elements of the plane’s war-
  riddled nature. Known as war clouds, when they appear 
  they envelop entire cubes, though they are usually only 
  encountered on Avalas. The bloodlust of that layer is 
  enhanced under the effects of a war cloud – a creature 
  gains temporary hit points equal to half its maximum hit 
  points when reducing a hostile creature to 0 hit points. 
  This effect occurs regardless of which layer the war cloud 
  appears on.
  War clouds last for 1d4 hours before dissipating 
  and breaking up in the skies of Acheron. The Army 
  of Maglubiyet and Hordes of Gruumsh both view the 
  appearance of a war cloud as a sign for battle, and 
  shamans on both sides work to predict or control 
  their appearance. To date none have succeeded at this 
  monumental task.
  
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  Sites & Treasures
  While war is a constant factor among the cubes of 
  Acheron, adventure and treasure often hide just behind 
  this bloody companion.
  Broken Bonefield
  The cubes that float through Acheron’s smoky skies have 
  a latent magical energy that keeps them afloat, and in 
  some cases regenerates their metal slowly over time. Many 
  wizards and sorcerers have sought to tap into that energy 
  for their own purposes but one such attempt stands as a 
  cautionary tale against meddling too much. A wizard of 
  some power, whose identity changes with the teller, tried 
  to extract the latent energy of an iron cube in a great ritual. 
  The ritual went awry somehow and all of the bones were 
  pulled out of the wizard’s body along with everyone else 
  who was on or in the cube at the time! 
  The bones floated through the air surrounding the 
  cube, never touching the ground or straying too far from 
  the iron surface. Over time, others came to investigate 
  the strange site and their bones too were pulled out, the 
  wizard’s ritual magic still wreaking havoc invisibly in the 
  cube’s gravitational reach. Over time, the magic weakened 
  and travelers reported arriving at the cube, now called the 
  Broken Bonefield, to study its effects and plumb its depths.
  The bones that float in the air around the Broken 
  Bonefield obscure vision, but unless moved by some 
  external force, they simply drift lazily without any purpose. 
  Wizards occasionally seek out the cube, necromancers 
  especially, searching for the reason behind the strange 
  phenomena. Some say that the cube’s interior hides a 
  necromantic power that the original wizard tapped into 
  unwittingly, and these stories have fueled the imagination 
  of the Necromancer King who has searched for the Broken 
  Bonefield for many years unsuccessfully.
  Clangor
  The home cube of the Army of Maglubiyet and a force of 
  hundreds of thousands of goblins and hobgoblins, Clangor 
  bristles with tall fortifications, grim towers, and countless 
  fields trampled beneath goblinoid boots. The highly 
  organized force drills constantly, always ready to strike 
  out at the Horde of Gruumsh or any other force their cube 
  comes near. Each face of Clangor is filled with barracks 
  and cities laid out deliberately between the iron wastes 
  ragged with dust and wind.
  The interior of Clangor is devoted to the extensive 
  mining operations of the goblins, who have carved out 
  tunnels in two sizes – one for hobgoblins and other tall 
  creatures, and one suitable only for goblins. Goblin digging 
  teams work in orderly shifts to mine the rich iron of the 
  cube, transferring it to great smelting plants centrally 
  located on one of Clangor’s faces. Highly organized and 
  skilled, the Army of Maglubiyet has harnessed stable 
  portals to the Plane of Water to feed into canals that run in 
  ordered rows around Clangor’s faces.
  Several major sites of interest lay in Clangor. The 
  greatest city of the goblins, perhaps in all the multiverse, 
  is Shetring on the River Lorfang. The city extends into 
  the tunneled depths of the cube as well, centered around 
  a waterfall that is said to house Maglubiyet himself. 
  Redspike is the capital city of the hobgoblin forces of 
  Clangor. Built in a shape of a rust-red tower that extends 
  above and below Clangor’ surface, it is a grim testament to 
  the hobgoblins’ ingenuity and structural engineering.
  Coliseum of the Damned
  On a plane dedicated to the grim tactics of war, it is of little 
  wonder that respite and entertainment centers on this 
  aspect as well. Removed from the rigorous stratagems of 
  warfare are the blood sport arenas that spring up around 
  the cubes of Avalas, usually run and operated by yugoloths 
  looking to line their pockets with treasures won in the 
  betting pools. The largest and most famous of these is 
  the Coliseum of the Damned, an impressive arena carved 
  directly into the side of a smaller iron cube forming a bowl 
  looking out into Acheron’s smoky skies.
  The Coliseum is run by an aggressive ultraloth named 
  Khammo al-Khnan who personally schedules each 
  fantastically staged combat. The bouts usually involve 
  small scale skirmishes of various forces, two at least 
  and sometimes as many as six, in the grand arena’s floor. 
  The environment can be shaped to al-Khnan’s whims, 
  transforming into a flooded sea for naval battles, a baked 
  desert, a lush forest, and nearly any other terrain. The 
  spectators that pack the Coliseum’s seats watch with 
  vision-magnifying glasses or gasp in astonishment over 
  the massive illusory displays showing what’s happening in 
  near real time.
  The sides of the Coliseum’s cube are dedicated to 
  training, resting, or betting on the elaborate combats. 
  Khammo al-Khnan personally announces each fight before 
  turning the play-by-play over to a team of slovenly yugoloth 
  commentators, all of whom whoop and holler over the 
  carnage. Combats in the Coliseum of the Damned occur 
  about once per month, giving plenty of time for marketing 
  and betting to occur, and it is widely known that most of 
  the combats are rigged.
  Hammergrim
  The largest and most aggressive force on Thuldanin are 
  the duergar dwarves of Hammergrim. Protected from 
  the layer’s petrifying power by the grace of their brooding 
  god Laduguer, the duergar toil endlessly and thanklessly 
  in Hammergrim’s lightless depths. Like all of the cubes 
  in Thuldanin, Hammergrim’s surface collects junk from 
  across the multiverse, that the duergar move below ground 
  for systematic categorization and eventual dismantling.
  Hammergrim is filled with the noise of industry from 
  its dark depths. The pounding of hammers, the striking 
  of steel and iron, and the deep chanting of the dwarves 
  echoes in rhythmic succession all around the cube. The 
  duergar have a few settlements on the cube’s exterior, the 
  largest of which is Deathknell. The city’s massive bells can 
  be heard anywhere on Hammergrim’s surface and mark 
  the passage of time for the dwarves.
  
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  Below ground, the dwarves are ruled by a curious force. 
  Laduguer is said to dwell somewhere in Hammergrim, 
  but the god is distant even to his own kind. Instead, the 
  duergar are ruled by the Court of Memory. These are 
  spirits of dead dwarves that have moved on to rule with the 
  blessing of Laduguer, but they cannot take physical form. 
  Instead, they take turns possessing the host of the ruler, 
  who is known as the Idiot Thane. Under the possession 
  of the Court of Memory, the Idiot Thane has full faculties 
  though their personality can shift from day to day as 
  different deceased spirits take over. When not possessed, 
  the Idiot Thane is a drooling ragdoll that can perform no 
  task alone.
  Heart of the Iron Voice
  Acheron has only a handful of native creatures, but the 
  most recent addition to that short list are the mysterious 
  warforged. Golem-like humanoids possessed of metal 
  and wood, they are independent sentient creatures with 
  ambitions, hopes, and dreams, though their numbers are 
  not great. Many follow the words of a whisper only they 
  can hear called the Iron Voice, moving them around Avalas 
  on a pilgrimage towards some unknown fate.
  What is the Iron Voice? Some warforged prophets claim 
  to understand more of the words, and they say they are 
  truly seeking the Heart of the Iron Voice, the fiery furnace 
  that birthed the warforged. It is an idea that bears weight 
  with many, as their collective memories hold gaps where 
  their origin would be. Who created them? Why were they 
  created? 
  The Heart of the Iron Voice claims at times to have 
  answers, and many warforged believe their destiny 
  lies with finding this truth. The word “maug” has been 
  deciphered among the Iron Voice’s mutterings but none 
  have been able to find out its meaning.
  Nishrek
  The Horde of Gruumsh rules the cube of Nishrek 
  and stands as the largest gathering of orcs across the 
  multiverse. The cube’s surface is scarred with trenches and 
  strongholds where orc tribes constantly war against one 
  another. They outnumber the goblinoids of Maglubiyet by 
  a fair margin but the more regimented goblins use more 
  tactics and work together; tribes of orcs often fall in line 
  with one another against a common foe but otherwise 
  clash with each other just as frequently.
  The orcs of Nishrek fight and spill blood to gain the favor 
  of their cruel one-eyed god, Gruumsh. Slaves are used to 
  perform the tasks deemed too menial for orcs to handle, 
  and a great number of ogres fight alongside the orcs as 
  mercenaries or allies. Individual tribes live and fight for 
  control of Nishrek’s surface, which means the orcs have no 
  formal towns or cities, but the six largest tribes – the great 
  tribes - command the lesser ones and each hold sway over 
  one side of the cube. 
  The Rotting Eye, White Hand, and Three Fang tribes 
  are the most aggressive and work constantly to earn 
  Gruumsh’s favor. The Iron Fist and Broken Skull tribes 
  curry favor with Baghtru, a lesser orc deity, while the Blood 
  Armor tribe favors the god Ilneval. Infighting, squabbling, 
  and betrayal are common facets among the great tribes of 
  Nishrek.
  The caves of Nishrek are dominated by the forces of 
  Luthic, the cave mother and wife of Gruumsh. These orcs 
  tend to the sick and wounded among Nishrek and produce 
  the greatest number of healers. They are also responsible 
  for reading the omens and portents of Acheron to foretell 
  the coming of war. Though not considered one of the great 
  tribes in the Horde of Gruumsh, Luthic’s Black Claw tribe 
  still commands respect and power among the orcs of 
  Nishrek.
  Palace of Naraka
  Many do not believe the Palace of Naraka exists, instead 
  choosing to believe that the dark and beguiling home of the 
  rakshasas is just a myth. But the truth is that the seat of 
  the Maharaja of Death is very real and it holds great power 
  within Acheron, pulling the strings of destiny on a scale 
  that would make many gods tremble.
  Through the use of some ancient and powerful sorcery 
  the Palace of Naraka is completely invisible. It obeys the 
  whims of the Maharaja of Death, moving at his command, 
  and the rakshasas say that the day Naraka collides with 
  another cube is the day the multiverse splits and breaks 
  at the seams. Under the cloak of invisibility, Naraka is a 
  paradise of architectural wonders, beautiful gardens, and 
  splendid pools, but it is all a lie. Everything in, on, around, 
  and beneath the Palace of Naraka is a ruse meant to lure 
  the unsuspecting into a false sense of security.
  
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  The Maharaja of Death rules from the House of the 
  Tiger’s Shadow on the Throne of Resplendent Fury. He is 
  attended by a number of rakshasa advisors, each working 
  in perfect synchronicity with their ruler to enact their 
  dreams of conquest and blood across the multiverse. 
  Reports from the Maharaja’s spies placed in Nishrek, 
  Clangor, Hammergrim, and other places come in via 
  magical crystal balls, keeping the powerful rakshasa and 
  his royal family appraised of his grand plans at all times. 
  Ultimately, though, those grand plans have yet to be fully 
  realized. The Maharaja of Death already commands great 
  power and fabulous wealth – what else is there to obtain? 
  Spear Nest
  Bonespears are large insects native to Acheron though 
  they can be found across the Lower Planes. When their 
  biological clock synchronizes with each other and the 
  mating time arrives, bonespears across the plane grow 
  wings, gather food, and take it to the cube of Spear Nest. 
  There, the monsters mate, hatch young, and then leave 
  before their wings collapse, leaving countless larval 
  bonespears to devour the food left for them.
  A natural part of this cycle are contests between males 
  and females fighting over the best mates. The result of 
  the duel is always the death of the loser, and Spear Nest 
  has become littered with the hollowed-out shells of dead 
  bonespears from centuries of mating and killing. The larval 
  young devour the food left by the adults, which is often 
  the remains of creatures from across Acheron. Bonespear 
  larva only eat the flesh, leaving any gear behind – some 
  travelers who have been to Spear Nest and returned speak 
  of great heaps of weapons and armor left behind from the 
  feasting.
  Rumors persist that the spirt of a great bonespear 
  elder, intelligent and fearsome, guards Spear Nest from 
  intruders that would plunder its treasures. Why does the 
  spirit of a planar insect care about the leftovers from feasts 
  long past? What other secrets are hidden in Spear Nest’s 
  caves and tunnels?
  Stone Gardens of Hippocryta
  Thuldanin is the junk layer, where the titanic cubes are 
  littered with refuse from across the multiverse. All of it 
  eventually turns to stone, however, which makes most 
  of it worthless. Unless you’re a medusa sculptor, that 
  is. Hippocryta, a talented female medusa sorcerer, has 
  developed an immunity to the layer’s petrification power 
  and built herself a wonderfully curated garden of stone on 
  one of the cubes of Thuldanin.
  Hippocryta is an artist first and foremost, and she 
  sculpts the various objects that come to her Stone Garden 
  into works of beauty and horror. The Stone Garden is 
  not huge, only about a mile on each side, but it gives the 
  medusa space to create elaborate galleries on the surface 
  dedicated to the emotional purity of existence. Fear, love, 
  hate, joy, and sadness each have a side of the cube with 
  sculptures capturing, in more or less detail, that particular 
  aspect. The final side is Hippocryta’s personal garden 
  where she keeps the choicest of works.
  The medusa sculptor is uncaring for the plight of others, 
  but she is always interested in adding new and interesting 
  objects to her vast collection. She has been known to work 
  with the duergar dwarves of Hammergrim to acquire a 
  particular odd piece of stonework but Hippocryta holds a 
  burning hatred for the Golem Master. The medusa views 
  the sorceress as a pest, changing the wonderful natural 
  stone of Thuldanin into walking abominable hunks.
  Storm Halls
  The Storm Halls is the cube of Avalas that houses the 
  Nameless Legion, large mercenary outfit that takes up 
  contracts all across the multiverse. They welcome all 
  manner of creatures in their ranks, but all are made equal 
  by the enigmatic Paymasters – legionnaires have their 
  memories removed upon joining. Efreet, djinn, dwarves, 
  elves, devils, demons, slaad, all and more have been 
  members of the elite warrior unit.
  The surface of the Storm Halls is uninhabited and 
  scoured with howling winds and stinging debris, but below 
  that lies the impressive ziggurats of the Paymasters. Much 
  of the cube’s interior is hollow, creating an unusually 
  large open space with another smaller cube serving as 
  the center. It is upon this cube that the ziggurats are built, 
  six of them, one for each Paymaster, and within each are 
  housed the individual units that make up the Nameless 
  Legion. There are no known entrances or exits to the 
  interior of the Storm Halls from the exterior, but through 
  powerful magic the Paymasters transport their troops 
  wherever they need to be across the multiverse.
  Tower of the Golem Master
  Thuldanin is filled with junk from across the multiverse, 
  which many try to claim and use as weapons in the 
  ongoing wars on Avalas. Floating amongst the cubes of 
  Thuldanin is a strange sight, a great iron tower attached to 
  a stone disk nearly a mile across. This is the Tower of the 
  Golem Master where a powerful enchanter has lived for 
  centuries, focused on building and researching golems and 
  other constructs.
  Most think the Golem Master is one person, but the 
  truth is that the mantle has passed from teacher to 
  student many times. The current Golem Master is a cold, 
  calculating human sorceress who takes comfort in her 
  solitary existence surrounded by lifeless automatons. She 
  has a knack for improving older designs, the blade golem 
  being her best example, but unlike her predecessor she 
  is loathe to sell them as simple tools of war. The Golem 
  Master is building an army of golems in her tower and 
  constantly sends out more to collect raw ingredients from 
  Thuldanin.
  What is her ultimate goal? The Golem Master rarely 
  deals directly with anyone, preferring instead to speak 
  through her creations (a skill she can do from nearly 
  anywhere in the multiverse). She is cold, uncaring, but 
  few who have dealt with her minions would categorize her 
  as evil. But she certainly believes that flesh and blood are 
  weaknesses and golems are the perfect host. How far is 
  she willing to go to achieve her mysterious goals?
  
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  Zoronar, City of Razors
  Ocanthus is filled with razor shards of black ice, some 
  miles across and others small enough to pierce skin 
  invisibly. Few have any reason to travel to the dangerous 
  layer and those that do usually seek one place – Zoronar, 
  City of Razors, home of the bladelings. Surrounded by a 
  cocoon of wood known as the Blood Forest that keeps out 
  the dangerous shards, Zoronar is a grim, cheerless place 
  of gray and black stone mixed with dark ice and lifeless 
  wood from the Blood Forest.
  Bladelings go about their business for their houses in 
  the streets, rarely leaving the safety of the Blood Forest. 
  A strange cult has developed around the wooden shell, 
  with some bladelings worshipping it as a protecting god. 
  Otherwise no temples exist in Zoronar though a small 
  sect of devils have been trying to convert bladelings to the 
  worship of Dispater, Lord of Iron, for many years. The 
  superstitious bladelings still offer sacrifices when the 
  occasional black shard pierces the Blood Forest though no 
  outsider can say to whom the sacrifices are made.
  Zoronar is constructed like a grim fortress with the 
  individual bladeling houses carving up the districts and 
  towers. The Blackwater Guards of the House of Night 
  Silver keep order across Zoronar, maintaining a lethal 
  peace that all bladelings honor. Visitors are not welcome in 
  the City of Razors.
  Adventure Hooks
  Open warfare can involve characters from nearly any tier 
  and it’s something that Acheron excels at. But smaller 
  skirmishes and adventure opportunities can appear 
  as well, drawing characters into the grim smoky skies 
  of Avalas, Thuldanin, and even the lower layers of the 
  Infernal Battleground.
  Lost Legion of Maglubiyet. A particularly organized 
  clan of goblins have been systematically raiding farmlands, 
  burning and pillaging as they go. The characters become 
  involved in tracking them down when they discover it is a 
  lost legion from the Army of Maglubiyet. Were the goblin 
  soldiers stranded by a random portal on the Material 
  Plane? Or were they sent on a clandestine mission to 
  retrieve some person or object?
  Rings the Deathknell. While relaxing in an inn, the 
  characters hear a strange dull ringing. The ringing is 
  coming from a group of duergar hidden in the cellars, 
  hitting a massive bell, that sends out waves of lethargy 
  around it as they continue ringing. The duergar are from 
  Deathknell on Hammergrim and are trying to open a 
  portal to their home with the bell. Are they successful? Do 
  the characters follow the duergar through the portal if it 
  opens?
  The Golem’s Requiem. A berserk flesh golem suddenly 
  wreaks havoc near the characters and the monster must 
  be put down quickly. The golem’s handler is another flesh 
  golem possessed with basic intelligence and it asks for the 
  characters’ help in recovering a seemingly innocent object. 
  Once complete, the golem opens a portal and returns 
  to the Tower of the Golem Master on Thuldanin. Do the 
  characters follow and meet the enigmatic sorceress in the 
  tower’s heart?
  Wrath of the Necromancer King. The Necromancer 
  King is seeking the Broken Bonefield on Avalas. The lich 
  has been searching for the strange site for a long time 
  but only recently has he learned that bones taken from 
  the Bonefield have an almost magnetic quality drawing 
  them back. The characters become involved when the 
  Necromancer King’s forces arrive suddenly at a temple 
  near them to ransack the tombs for a single bone. Do the 
  characters try to break the power of the Broken Bonefield 
  before the Necromancer King can get it? Or do they take 
  the fight to the lich’s forces directly?
  Mask of the Maharaja. An ally of the characters is 
  revealed to be under the magical influence of a rakshasa. 
  Confronting the creatures reveals the characters have been 
  unwittingly doing the bidding of the Maharaja of Death for 
  a long time. How can they undo their past actions? What 
  does the enigmatic but thoroughly evil rakshasa leader 
  want with them? Can they find the Palace of Naraka to 
  disrupt the Maharaja’s plans?
  
  Infernal Battlefield of Acheron
  163
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  is traveling through Acheron. Look at each one as a 
  springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players. The 
  table below can be used for Avalas and Thuldanin, though 
  random encounters in the second layer are rarer because 
  of the petrification threat. Tintibulus and Ocanthus are 
  largely empty of organized opposition.
  Avalas/Thuldanin
  1d100
  encOunteR
  01-05
  A cadaver collector picking up the dead 
  after a battle
  06-10
  A band of duergar warriors searching for 
  something
  11-15
  Goblin and orc forces about to clash
  16-20
  A steel predator hunting the party
  21-25
  A mercenary band of bugbears relaxing
  26-30
  Fanatic warforged cultists following the 
  Iron Voice
  31-35
  A pair of bladeling assassins
  36-40
  A patient bonespear waiting for prey
  41-45
  A dozen rust monsters chewing on a field 
  of iron
  46-50
  Skeleton soldiers of the Necromancer King
  51-55
  A squad of fell soldiers separated from their 
  force
  56-60
  Three imps discussing local events
  61-65
  A rust behemoth smelling fresh metal
  66-70
  Hobgoblin wolfriders astride steelfang 
  worgs
  71-75
  A titan vulture accompanied by a dozen 
  vultures
  76-80
  Restless warwraiths seeking to avenge their 
  deaths
  81-85
  A chain devil slave master moving a troupe 
  of human slaves
  86-90
  Legionnaires of the Nameless Legion 
  cleaning up after a fight
  91-95
  Scrap golem scavengers picking through a 
  field
  96-00
  A blade golem on a mission for the Golem 
  Master
  
  Olympian Glades of Arborea
  164
  Olympian Glades of Arborea
  “Few places across the multiverse embody the word ‘passion’ 
  more than Arborea. Most elves I’ve encountered in my many 
  travels are reserved, quiet, and aloof, but not so those born in the 
  Olympian Glades. They are quick to revel in joy, sorrow, and rage, 
  and so too are the many small communities of non-elves that 
  dot the wild landscape. Weather is a perfect mate to this fierce 
  temperament – or perhaps it’s the weather that drives it? Also, 
  it’s curious to think whether Arborea’s inherent nature draws 
  fantastic beasts of legend into its many lairs or if they’re born 
  there inherently. It is all part of the grand mystery of the Olympian 
  Glades.”
  Emirikol the Chaotic
  Passion rules the Olympian Glades of Arborea, a lush 
  and abundant plane where the power of nature grows 
  fierce both physically and spiritually. Though limitless in 
  is expanse, Arborea is widely known as the home to the 
  gods of the elves, known as the Seldarine, and the court 
  of Corellon Larethian. Good-aligned elves of all kind are 
  found in small communities around the grandest temples 
  to the elven gods known across the multiverse.
  And yet, elves are not the only inhabitants. Wild villages 
  of native humans and other types dance and make 
  merry, most perpetually drunk on eternal wine brewed 
  from perfect grapes and other fruit. These revelers are 
  accompanied by many fey-type creatures, such as satyrs, 
  and their wild abandon and never-ending partying stand in 
  stark contrast to the dangers present around them.
  These dangers come from roving bands of cyclops, 
  giants, and titans, and while most hunt in small groups an 
  occasional war party is formed when they are stirred up to 
  action by an influential leader. And these are not the only 
  threats, as sometimes the beasts of the forest, grasslands, 
  and mountains turn suddenly violent and attack with 
  little or no warning. Legendary beasts also lair in the 
  wilderness, many guarding fabulous treasures.
  The weather also poses a danger, though the inhabitants 
  of Arborea view it more as a portent of the future than a 
  direct threat. Thunderstorms, hail, blizzards, tornadoes, 
  and more stir up with little notice, plunging large areas 
  into dire peril. Some specific areas, such as the forests 
  ruled by Corellon Larethian and certain legendary monster 
  lairs, have muted or permanent weather shifts, but even so 
  travelers must be cautious.
  When most think about Arborea, they picture the top 
  layer, known as Arvandor, with its limitless tracts of 
  untamed forests, jagged peaks, deep lakes, and sweeping 
  grasslands. The plane holds two other layers as well. The 
  second is Aquallor, an oceanic layer of sea squalls and 
  hurricane-soaked islands, where savage sea monsters play 
  in an endless though often shallow watery realm.
  The third layer is Mithardir, an eternal desert of white 
  sand. Exactly what befell this domain is not known but 
  beneath its white grit are the remains of cities, towers, 
  and tombs belonging to ancient giants of a long-forgotten 
  epoch. The weather is just as wild and unpredictable on 
  Mithardir as the rest of Arborea, though it tends towards 
  the more deadly with its flesh-rending sandstorms, violent 
  lightning strikes, and choking dust clouds.
  Many secrets lay hidden across all of Arborea – some 
  in the hands of the elves, some in the clutches of the past, 
  and some beyond the understanding of any still living. 
  Many travelers have sought out the prophetic wisdom of 
  the Ivory Oracles, searched for the fabled Evergold Pool, 
  found respite and horror in the Winesong Glade, toasted 
  sailors in taverns on the island of Tempest Head, and 
  climbed the dangerous heights of fabled Mount Olympus 
  itself in search of secrets. Some never return and few find 
  what they sought, but in the end the journey through the 
  magnificence of Arborea is enough to move most souls 
  towards a greater understanding.
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of Arborea as characters explore and travel through it. 
  These are suggestions of elements that can be used in 
  descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Arborea.
  Intoxicating Aroma. The air of Arborea is thick with a 
  heavy musk that invigorates and rejuvenates mortals. It 
  smells of heavy wine and can have an intoxicating effect 
  on some, but most experience an overwhelming sense of 
  passion for the things in their life. Art, beauty, and love 
  are enhanced by this thick sweet aroma that permeates 
  the wilderness of the plane. The waters of Aquallor are 
  sweet to the taste and slightly thicker than normal water, 
  producing a similar intoxication as the air of Arvandor, 
  though the air over the white sands of Mithardir is much 
  drier.
  Lush and Fertile. Arborea is a live with an 
  overabundance of natural wonders and beauty. Trees 
  and plants grow to enormous height, filling the forests of 
  Arvandor with lush greenery unmatched anywhere in the 
  multiverse. Ferns and flowers tower over creatures, casting 
  verdant shadows across the rich forested floors, and the 
  ocean of Aquallor teems with life of all kind.
  Savage Weather. As befitting a plane of passion, the 
  weather of Arborea is wild and unpredictable. Storms of 
  great intensity rise up with little warning and dissipate 
  quickly after expending colossal energy. Many days see at 
  least a brief rain shower, and stronger storms are common. 
  Most of the native humanoids rejoice in the wild weather, 
  seeing omens and portents in all the natural workings of 
  Arborea.
  
  Olympian Glades of Arborea
  165
  Lay of the Land
  While Arborea is mostly known for its wilderness-filled 
  first layer, Arvandor, it holds two others that are not as 
  well known outside the circles of planar scholars and 
  devotees. Though they may be less recognizable, Aquallor 
  and Mithardir both hold their own share of wonders and 
  excitement worthy of exploration.
  Arvandor
  The limitless expanse of Arvandor is filled with wilderness 
  left to grow on an incredible scale. The forest trees 
  stretch up to the sky, many more than a mile high, while 
  heavy mountain ranges pierce the veil of rumbling clouds 
  that gather around their peaks. The titanic trees create 
  hundreds of natural glades on the forest floor with many 
  sporting a natural canopy that makes them resemble 
  fantastic ballrooms in a verdant green mansion.
  Raging rivers wind their way through the forest down 
  from the peaks of the soaring mountains. Many of 
  these end in deep lakes which ultimately drain down to 
  the plane’s second layer, Aquallor, through permanent 
  conduits.
  As befitting a plane of passion, the weather is wild 
  and unpredictable across Arvandor. The layer oscillates 
  between spring, summer, and autumn in the blink of an 
  eye, while up in the mountain peaks and passes winter 
  falls hard and suddenly. Some regions across the layer, 
  such as the Ice Forest of Thalassus, keep more steady 
  weather patterns but these areas are the exception rather 
  than the rule.
  Humanoids of all type live in small communities in and 
  around the great trees of Arvandor, dwelling in simple 
  pleasure. Ruins of former inhabitants dot the area as 
  well, and these crumbling fortresses and towns become 
  more prevalent the closer one travels to the highest peak 
  on the plane, Mount Olympus. Few have dared climbed 
  its treacherous peaks but legends say a race of immortal 
  titans once lived upon the mountain’s top.
  Elves claim a large swath of Arvandor known as 
  Nasselaithess, which means “ancient high home” in Elven. 
  There the elves have grown their homes out of the trees 
  themselves, artfully combining star crystals into the trees 
  to create natural beautiful buildings that blend perfectly 
  into the forest. Grand temples dedicated to the Seldarine, 
  the pantheon of elven gods, form the cornerstones of 
  Nasselaithess, with the High Court of Corellon Larethian 
  dominating the center. Few non-elves are allowed into the 
  borders of this wondrous realm.
  Aquallor
  Arborea’s second layer is an endless if shallow freshwater 
  ocean. The weather is just as volatile here as on Arborea, 
  perhaps even more so as the full fury of emerging storms is 
  fueled by the contrasting warm and cool waters that clash 
  invisibly across the seas. Hurricanes, typhoons, water 
  spouts, rainstorms, and more appear without warning to 
  churn Aquallor’s oceans into white-foamed terror.
  Aquallor’s bottom is a sandy expanse continually shifting 
  with the powerful currents. The depth varies wildly, with 
  some regions as shallow as 20 feet deep and others 
  plunging to a mile or more. Great forests of coral reef, 
  usually only found in saltwater oceans, dominate many 
  shallower areas where the water is the color of pale blue 
  crystal.
  Few islands stand permanently up from Aquallor’s 
  bottom as the raging tides and waves batter everything 
  down eventually, though spontaneous islands are not 
  uncommon. Tempest Head is the largest island by far, and 
  it holds a permanent settlement of lusty sailors upon its 
  rocky expanse.
  Below the waters, great sea monsters swim with fish 
  of all kind. Massive schools of quippers compete against 
  giant hunting gar for easy prey while merrow, merfolk, and 
  locathah make their way through the terrain. Aquatic elves 
  hold the largest domain in Aquallor centered around the 
  impressive Crystal Temple of Deep Sashelas, the god of 
  aquatic elves.
  By ancient decree of Deep Sashelas, non-water 
  breathers that come to Aquallor are automatically imbued 
  with the ability to breathe water. This does not protect 
  travelers from the myriad of dangerous creatures that lurk 
  in the freshwater ocean nor from the violent weather that 
  destroys ships with ease.
  The River Oceanus, which winds its way through 
  the upper outer planes, ends in a fantastic waterfall 
  on Aquallor called the Life Eternal Falls. Many planar 
  scholars believe this forms the center of the layer, though 
  its infinite size makes this point fairly irrelevant.
  Mithardir
  The third layer of Arborea is both the most mysterious 
  and most dangerous. Known as Mithardir, it is an endless 
  wasteland of white, blowing, drifting grit and sand. 
  The weather is especially harsh on this layer, the wind 
  frequently whipping the fine particles about in dangerous 
  sandstorms as the sky emits arcs of multi-hued lightning 
  bolts.
  Beneath the swirling, shifting white sands are the 
  crumbling remains of an ancient civilization of giant 
  proportions. Labelas Enoreth, elven god of time and 
  knowledge, is said to be the only being in existence with 
  knowledge of Mithardir’s original inhabitants, but that 
  knowledge is locked away in one of their secret tower 
  libraries. The few tombs and ruins uncovered from the 
  white sands give hints at an advanced society of titans or 
  giants who worshipped various animal-headed deities.
  The white sand dunes are haunted by the remnants 
  of this past civilization. Sand specters are seemingly 
  mindless incorporeal undead giants that hunger for 
  knowledge and wisdom, stealing it away from travelers 
  with their ghostly touch. Blight giants are degenerate 
  albino savages with a taste for flesh. Over it all, some 
  travelers have reported the omnipresent feeling of being 
  watched over, which gave rise to tales about the White 
  Watcher lurking somewhere or everywhere across 
  Mithardir’s parched landscape.
  
  Olympian Glades of Arborea
  166
  Cycle of Time
  Each of Arborea’s three layers has a bright, vibrant sun that 
  rises and sets, giving way to a luminous pale white moon 
  just as big in the overhead sky. No stars exist at night. 
  The cycle is similar to the Material Plane, completing the 
  transition from day to night to day again in 24 hours, but 
  the exact length of day or night is highly variable. Some 
  days, the night lasts 20 hours to the day’s 4, while others 
  it’s the opposite.
  The elves of Nasselaithess grow special flowers blessed 
  by the priests of Labelas Enoreth to keep track of the 
  cycle. The flowers react distinctly when both sunrise and 
  moonrise approaches.
  Surviving
  Arborea is not inherently threatening to travelers. Even 
  on Aquallor, the freshwater ocean layer, a special blessing 
  from the elven god of sea, Deep Sashelas, immediately 
  grants air breathers the ability to breathe water as long as 
  they are in the waters of the layer. Each layer holds threats 
  aplenty from weather and monsters, however.
  Getting There
  Portals, gates, and planar conduits are plentiful leading 
  into Arborea’s first layer, Arvandor. Many elven strongholds 
  across the multiverse hold permanent gates leading into 
  Nasselaithess directly, and these are heavily guarded and 
  monitored at all times on both sides.
  Other portals exist into the wild expanse of Arvandor, 
  many of which require a key that holds some spark 
  of natural life. A sprig of an ancient oak tree, a vial of 
  rainwater from the first thunderstorm of the year, or a jug 
  of particularly potent wine are examples of keys that can 
  open certain Arborea portals. Around the base of Mount 
  Olympus, some portals require only a passionate thought 
  about a certain topic, such as a loved one, a homeland, or a 
  handheld item, to access.
  Accessing the second and third layers of Arborea 
  becomes more precarious. The easiest and most direct 
  route into Aquallor is via the River Oceanus, which 
  originates in Elysium, winds through the Beastlands, and 
  finally ends in Arborea’s oceanic second layer. Especially 
  deep lakes on Arvandor hold permanent conduits leading 
  into Aquallor as well.
  Mithardir is little traveled, and the elves of Nasselaithess 
  have worked hard to shut down or control every conduit 
  leading to Arborea’s third layer from within Arvandor. 
  Sometimes, especially in the deepest heart of winter on 
  wind-swept tundras of the Material Plane, spontaneous 
  portals can spring up leading to Mithardir’s white dust-
  filled layer.
  
  Olympian Glades of Arborea
  167
  Traveling Around
  Arborea is vast, infinitely vast, so the largest impediment to 
  travel is the sheer distance and terrain between locations. 
  Arvandor especially is filled with vast tracts of dense 
  forests, towering mountains with treacherous valleys, and 
  sudden weather changes that change the landscape in the 
  blink of an eye. Planar scholars recommend flying, either 
  via winged mount or other means, but the best mode of 
  transportation is teleportation magic.
  The elves of Nasselaithess train teams of griffons to 
  patrol the skies around their borders. An old network of 
  portals around the base of Mount Olympus are still used 
  to connect some small communities that worship old 
  gods that stopped answering their prayers generations 
  ago. Bacchus, Lord of Wine, possesses the ability to move 
  about Arborea at will, so desperate travelers may seek his 
  aid to travel a great distance. The price for such travels is 
  always awkward, however.
  Powerful & Mighty
  The passionate limitless realms of Arborea hold many 
  influential groups, some obvious but even more hidden. 
  The below list is a look at the most notable of these 
  individuals or groups that a group of characters may come 
  into contact with (either working for or against as the 
  situation warrants!).
  Arrathalass Conclave
  Elves are, at their heart, more in tune with the ways of 
  magic than many other humanoid creatures. In the elven 
  realm of Nasselaithess, the air thrums with magical power 
  that mingles with the tingling sensation of a thunderstorm 
  about to break. This power is controlled and maintained 
  by an elite band of elven wizards known as the Arrathalass 
  Conclave, though their influence reaches far beyond the 
  borders of Nasselaithess.
  The Arrathalass Conclave is made up of seventeen 
  powerful elven wizards, each forsaking their family name 
  and replacing it with Arrathalass signifying their loyalty 
  (which means “ancient magic” in an old dialect of Elven). 
  There is no distinct leader of the conclave as well, so each 
  member’s voice and opinion are as valid and powerful as 
  another’s. For decisions that affect the conclave as a whole, 
  a simple majority is required to approve actions, and they 
  meet irregularly to discuss events in Arvandor and across 
  Arborea.
  Members of the Arrathalass Conclave are the keepers 
  of elven high magic, a potent form of wizardry taught only 
  to elves and passed down from generation to generation. 
  Or at least that’s been the idea. Over the centuries, some 
  members of the conclave have left or gone rogue, taking 
  their knowledge with them, and at least one has worked to 
  spread the powerful elven high magic to anyone willing to 
  learn it.
  It is widely known in Nasselaithess that the Arrathalass 
  Conclave are the ones responsible for shutting down 
  access to Arborea’s third layer, Mithardir. Exactly why 
  is not understood but rumors persist that it is by divine 
  decree the powerful elven wizards restrict access to the 
  layer of white dust.
  Bacchus, Lord of Wine
  Where there is wine and song on Arborea there is usually 
  Bacchus, or at least one of his disciples. Bacchus is a 
  powerful being, perhaps even a god at one point, but 
  his influence has waned to the point where he simply 
  provides drink and merriment without end to the people of 
  Arvandor. He appears as a devastatingly beautiful male or 
  female satyr (whichever gender suits the situation, though 
  more often male than female) carrying many jugs of wine 
  over his shoulder. These jugs contain a potent concoction 
  that never seems to run out, and Bacchus is never shy 
  about pulling another one or three out to keep the drink 
  flowing.
  Bacchus is playful, dramatic, and curious, and he always 
  tries to meet up with newcomers to Arborea to find out 
  what they know and what they are after. His disciples are 
  satyrs and drunken revelers that pass the good word of the 
  Lord of Wine around wherever they go, and they believe 
  that if they party loud and long enough Bacchus himself 
  will show up (which he often does!).
  Despite his carefree nature, Bacchus does have a 
  serious side, which comes up anytime someone mentions 
  Mount Olympus. Some planar scholars believe he is the 
  last manifestation of a divine presence that once held that 
  massive mountain as their home. Bacchus doesn’t talk 
  about his past without being tricked, which the Lord of 
  Wine rarely is, but he is always keen to hear why others 
  would seek out the secrets of Mount Olympus.
  Mistress of the Glade
  Arvandor is home to a large number of animals and beasts, 
  many of which are found across the Material Planes. They 
  are as intelligent as their Material Plane counterparts 
  on a whole as well, with one notable exception – they all 
  recognize the absolute authority of the Mistress of the 
  Glade. 
  This mysterious though clearly powerful being is able to 
  take the shape of any animal of any size that can be found 
  in Arvandor. She speaks many languages and is known 
  to be friendly to the elves of Nasselaithess, but her true 
  motives are largely unknown. Her favorite form is that of 
  a magnificent white doe, but whichever form she chooses 
  she remains bright-eyed, intelligent, and fiercely protective 
  of all the wilderness of Arvandor.
  The Mistress of the Glade has an uneasy relationship 
  with Bacchus, as the Lord of Wine has no inhabitations 
  and has been known to attempt the inebriation of many 
  woodland creatures. But the Mistress understands that 
  Bacchus is mostly harmless in this regard, and the two 
  share information about the events occurring across 
  Arborea.
  
  Olympian Glades of Arborea
  168
  While she keeps a close eye on the wilderness of 
  Arvandor (as close as she can considering its limitless 
  expanse), the Mistress of the Glade can also take the form 
  of an aquatic denizen to monitor the events on Aquallor as 
  well. If she has any special ability to occupy Mithardir she 
  hasn’t let it known nor has she exercised it for generations.
  Seers of Tomorrow
  Scattered about Arvandor and buried beneath the waves 
  of Aquallor are massive ivory statues roughly 20 feet tall. 
  Each depicts a hooded male or female in a different pose, 
  often with a book of some sort carved into their hands, 
  along with a stylized symbol of an open eye located in 
  different locations on each statue. These are the Ivory 
  Oracles, imbued with powerful divination magic, and they 
  are tended to by a sect of philosophers and scholars called 
  the Seers of Tomorrow.
  Divination is the most potent tool available in the arsenal 
  of magic, or so believe the Seers of Tomorrow, and they 
  are able to use the Ivory Oracles of Arborea to enhance the 
  powers and reach of their own divination magic. The Seers 
  live simplistic lives, tending to small libraries hidden near 
  the Ivory Oracles, and after consulting with the magical 
  statues they write their findings down in a book called the 
  Tome of Tomorrow.
  Or rather, in a replica of the Tome of Tomorrow. The 
  book is said to contain all the prophecies and foretellings 
  of countless generations, and thus its pages are beyond 
  count. Each library around an Ivory Oracle is assigned a 
  copy of the Tome of Tomorrow which appears as a massive 
  book filled with blank pages. After the Seers have been 
  writing in it for a day, the book sends its pages to the 
  master Tome of Tomorrow, the exact location of which is 
  known only to the Master Seer.
  The Seldarine
  The elven realm of Nasselaithess is held together by the 
  will of the pantheon of elven gods, collectively referred to 
  as the Seldarine. The priests of the Seldarine keep the 
  peace and prosperity of the realm, but the actual gods 
  usually do not interact directly with their followers. They 
  watch from up above, in a grand invisible palace hovering 
  over Nasselaithess known as the Elven Court.
  Led by Corellon Larethian, the Seldarine are 
  nonetheless a powerful force across all of Arborea, though 
  frequently they are occupied with the events transpiring 
  across the Material Plane. Labelas Enoreth, god of 
  time and history, keeps an accurate accounting of what 
  transpires in elven lands across the multiverse. Working 
  closely with Labelas is Sehanine Moonbow, who watches 
  over the spirits of the dead and keeps perhaps the most 
  active role in the events of Nasselaithess.
  Aerdrie Faenya, goddess of weather, keeps the worst of 
  the temperamental weather of Arvandor at bay. Erevan 
  Ilesere is the most mischievous of the Seldarine and has 
  been forced out the Elven Court on numerous occasions, 
  at which point he wanders the multiverse causing trouble. 
  Love and romance are the domain of Hanali Celanil, and 
  her priests in Nasselaithess tend to pools of immense 
  beauty that are akin to that of their goddess’ in the Elven 
  Court. The list of deities in the Seldarine goes on and on.
  One conspicuously missing member is Lolth, queen of 
  the drow. Dark elves are not known to exist in Arborea, 
  but legends say that before their fall they did dwell with 
  their queen among the Seldarine. The Grove of Night, a 
  blighted dark region, was once their home but after Lolth’s 
  departure (or exile, depending on which version of the old 
  story one believes) the trees in that area twisted and the 
  sun no longer shone down. The Seldarine do not like to be 
  reminded of the grove’s existence.
  White Watcher
  Mithardir is a white dust filled wasteland, with spectral 
  specters and savage blight giants moving around with evil 
  intentions. Few travelers have been to Arborea’s third layer, 
  but those that have come back report the constant feeling 
  of being watched, and on more than one occasion a pair 
  of enigmatic opal eyes have been seen in the bleached sun 
  overhead.
  Some planar scholars believe the White Watcher, as 
  they’ve dubbed the force, is a lingering memory from the 
  ancient civilization that once dominated Mithardir before 
  the white dust and sand swallowed it all. Others think it’s 
  the eyes of Labelas Enoreth, elven god of time, watching 
  over the ruins to ensure a dark secret is never uncovered.
  Whatever its true nature, the White Watcher has 
  not made any direct action or contact with travelers in 
  Mithardir. Some that have visited the wasteland have not 
  even seen it, blaming its existence on delirium brought on 
  by the glaring white sands.
  Creatures & Denizens
  Beasts of a wide variety populate the Olympian Glades of 
  Arborea, from the majestic aethons that patrol the skies 
  of Arvandor to the cunning gar fish that swim through 
  the oceans of Aquallor to the insidious sand specters that 
  haunt the white dunes of Mithardir. Travelers are advised 
  to be on their guard if they travel through Arborea as the 
  fauna can turn deadly as quickly as the weather.
  Fey
  Arborea is home to a number of fey inhabitants. The 
  dryads of the plane are highly protective of their great trees 
  that grow in Arvandor and most are on friendly terms with 
  the elves of Nasselaithess. Nymphs protect places of great 
  magical power across Arborea’s layers, from the alseid 
  nymphs that inhabit meadows, the naiad nymphs that keep 
  waters safe and pure, or the oread nymphs that embody 
  the destructive power of fire and flame.
  
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  169
  Fate hags are cruel fey that can redirect the whims of 
  fate, and in their caves below the ground they often spin 
  prophecies for any that come to visit. Wine spirits are 
  playful, cavorting creatures that honor Bacchus, Lord of 
  Wine, and whose very presence can send humanoids into 
  a drunken stupor.
  Satyrs. Satyrs are common across Arborea and 
  congregate in large villages within the forests of Arvandor. 
  Most of these settlements are within sight of the 
  foreboding Mount Olympus and once, long ago, the satyrs 
  were allies of the powers that dwelled upon that fearsome 
  mountain. Now, however, they are free to dance, drink, and 
  live life to the fullest. Their wild emotions reflect the nature 
  of Arborea perfectly, and they let their powerful instincts 
  and intuitions drive them forward on whatever path seems 
  the most enjoyable at the time.
  Humanoids
  The woods of Arborea are home to many small 
  communities of humanoids, mainly humans, who drink 
  nightly in celebration of life and love. Many possess a 
  carefree attitude but a strong sense of prophecy and fate 
  winds through their lives. Events of the plane around them, 
  from the sudden appearance of a great thunderstorm to 
  a black ram being born amongst a flock, are all cause 
  to consult various forms of divination to ascertain the 
  possible meaning behind them.
  Elves. One popular theory says that elves of all kind 
  originated in Arborea. The elves of Arborea certainly 
  believe this, and they make sure everyone around them 
  knows it as well. They dwell largely in the realm of 
  Nasselaithess, a wondrous wooded kingdom in Arvandor 
  where the splendid beauty of elven architecture and design 
  is on full display. Magical art is cultivated here, and the 
  archmages that practice elven high magic are without 
  peer in their fields. A large community of sea elves live 
  in Aquallor and trade regularly with their cousins on the 
  Plane of Water; they are far less concerned with pomp and 
  circumstance than the elves of Nasselaithess.
  Leonin. Secretive and secluded, the leonin are a proud 
  race of lion-like humanoids that live almost exclusively 
  in the Golden Plains of Kanidis. Under a still valid divine 
  mandate from the powers of Mount Olympus, the Golden 
  Plains were given over to the leonin as their home, and 
  as such they were imbued with certain protective abilities 
  that keep unwanted visitors out of their home. Within 
  the sweeping landscape of golden grass, the leonin lead 
  nomadic lifestyles around their pride, consisting largely 
  of their extended families. They are skilled hunters and 
  warriors, and occasionally a leonin gets inspired by tales of 
  Kanidis or filled with wanderlust enough to venture out of 
  the Golden Plains and into the wider multiverse.
  Tritons. The beautiful sea of Aquallor is home to a 
  number of aquatic denizens. The tritons are the most 
  numerous, and under the sea they’ve built great coral 
  castles and tend to large kelp forests. They are vigilant 
  protectors and watchful guardians, but here on Arborea 
  there are few constant threats that require their direct 
  attention. Many tritons of the Plane of Water return to 
  Aquallor after a long life spent defending the multiverse 
  from the great dangers lurking in the Darkened Depths.
  Monstrosities
  Arborea is home to a great number of monsters, many of 
  which have gone out to populate the multiverse. Basilisks 
  prowl through the forests, larger and more aggressive than 
  others of their kind, and chimera of a wide variety of colors 
  patrol their own territories. Hydras lurk in the wilderness, 
  waiting for meals to come to them, and gorgon herds 
  trample everything underfoot. It is widely believed that the 
  large number of monstrosities that populate Arborea is a 
  direct result of the gods of Mount Olympus creating and 
  discarding life with little regard to the consequences.
  Of the unique monstrosities native to Arborea, the 
  aethon is one of the most splendid. This large eagle-like 
  beast soars through the air with brilliant plumage of red 
  and orange, and it can transform itself into a burst of fire 
  as it flies through the air. The seas of Aquallor and the 
  River Oceanus that winds through Arvandor are filled with 
  all manner of fish, though certain unique variations of 
  gar fish are known to swim through the Arborean waters. 
  Armored gar have thick plates over their body, and hunting 
  gar are large enough to challenge sharks. A rotten gar is a 
  undead fish that fouls up the water, and its presence is an 
  abomination to the natives of the plane.
  Hazards & Phenomena
  The major hazard posed by all the layers of Arborea is the 
  volatile nature of the weather. At the drop of a coin the 
  weather can shift violently from peaceful to a raging storm, 
  though just as quickly it can switch back as well.
  Passionate Weather
  The passionate nature of Arborea whips up weather into 
  a frenzy that can take natives and travelers by surprise. 
  Random weather tables are provided for each of the layers, 
  and it is suggested that they be used with every change of 
  scene while characters are exploring the Olympian Glades. 
  Otherwise, each weather event can last 1d20 hours. Often 
  times, the passionate weather of Arborea covers a wide 
  area, large enough where the characters must last the 
  duration, but for swift-moving parties escaping the weather 
  area may be possible.
  While extreme, the weather of Arborea mimics that of 
  most Material Planes. Immediately threatening weather, 
  such as acid rain or fire storms, are not part of the 
  passionate nature of the plane. The passionate weather is 
  also not affected by the day/night cycle, with equal chances 
  during the day and night for weather events to occur.
  Cold Snap. The temperature plunges in the area. Each 
  hour, creatures exposed or traveling in the cold must 
  succeed on a DC 12 Constitution saving throw or gain one 
  level of exhaustion. Creatures with resistance or immunity 
  to cold damage automatically succeed on the saving throw, 
  while creatures wearing cold weather gear have advantage 
  on the save.
  Deluge. Heavy rain comes down in sheets. Everything 
  is lightly obscured, and creatures in the area have 
  disadvantage on Wisdom (Perception) checks that rely on 
  sight and hearing. Open flames are extinguished as well.
  
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  170
  Hail Storm. The clouds unleash ice chunks in the form 
  of hail. Each minute, exposed creatures in the area must 
  succeed on a DC 12 Dexterity saving throw, suffering 11 
  (2d10) bludgeoning damage on a failure or none on a 
  success. Hail storms last half as long as a typical storm on 
  Arborea.
  Heat Wave. A swelling heat and humidity fills the area. 
  Each hour, creatures exposed or traveling in the heat must 
  succeed on a DC 12 Constitution saving throw or gain one 
  level of exhaustion. Creatures with resistance or immunity 
  to fire damage automatically succeed on the saving 
  throw, while creatures in medium or heavy armor suffer 
  disadvantage on the save.
  Lightning Storm. Jagged streaks of lightning fill the 
  sky. Every hour creatures spend traveling or exposed in 
  the open during the lightning storm, one target randomly 
  is struck by a lightning bolt from above. The target must 
  succeed on a DC 12 Dexterity saving throw, suffering 28 
  (8d6) lightning damage on a failure, or half as much on 
  a success. On Mithardir, the lightning is purple and the 
  storm lasts twice as long.
  Snow Storm. Snow begins to fall in great flakes across 
  the area. The temperature drops enough where the 
  snow doesn’t melt right away, though the climate usually 
  normalizes after a few days and any fallen snow would 
  melt. During the snow storm, the area is lightly obscured, 
  and creatures in the area have disadvantage on Wisdom 
  (Perception) checks that rely on sight.
  Strong Wind. The winds pick up in a fury, blowing in a 
  random direction and changing directions at the whim of 
  some mysterious force. Ranged weapon attack rolls and 
  Wisdom (Perception) checks that rely on hearing are made 
  at disadvantage. Flying creatures in a strong wind must 
  land at the end of its turn or fall to the ground, suffering 
  appropriate falling damage. On Mithardir, the wind 
  whips up the sand, imposing disadvantage on Wisdom 
  (Perception) checks that rely on sight as well.
  Thick Mist. A thick fog engulfs the area. The area 
  is heavily obscured, and all light sources drop down a 
  degree (bright light becomes dim light, dim light becomes 
  darkness).
  Thunderstorm. Peals of thunder accompany the 
  pounding rain that fills the region. The area is lightly 
  obscured by the rain.
  Weather Table of Aquallor
  The passionate weather of Arborea affects the area above 
  the ocean of Aquallor, leaving the underwater regions 
  relatively unaffected by the powerful whims.
  1d20
  passiOnate WeatheR Of aquallOR
  1-3
  Cold Snap
  4-7
  Deluge
  8-10
  Heat Wave
  11-13
  Lightning Storm
  14-16
  Strong Wind
  17
  Thick Mist
  18-20
  Thunderstorm
  Weather Table of Arvandor
  Every type of weather imaginable can crop up on Arvandor.
  1d20
  passiOnate WeatheR Of aRvandOR
  1-2
  Cold Snap
  3-4
  Deluge
  5-6
  Hail Storm
  7-8
  Heat Wave
  9-10
  Lightning Storm
  11-12
  Snow Storm
  13-14
  Strong Wind
  15-16
  Thick Mist
  17-18
  Thunderstorm
  19-20
  Roll twice, re-rolling results of 19 or 20
  Weather Table of Mithardir
  The dryness of the white wasteland of Mithardir keeps 
  extreme moisture-related weather at bay, but winds and 
  lightning storms pose problems at all times.
  1d20
  passiOnate WeatheR Of mithaRdiR
  1-4
  Cold Snap
  5-9
  Heat Wave
  10-14
  Lightning Storm
  15-19
  Strong Wind
  20
  Thick Mist
  Sites & Treasures
  Mystery abounds across the layers of the Olympian 
  Glades of Arborea. Adventurers of all kinds have explored 
  the great forests of Arvandor in search of the mythical 
  Evergold Pool, plunged into the ocean of Aquallor and 
  sought out the wisdom of the sea elves in the Crystal 
  Temple of Deep Sashelas, or braved the white sands of 
  Mithardir to uncover the Tombs of the Titans.
  Arborean Star Crystals
  Strange clusters of luminous crystal formations are 
  found on all three layers of Arborea. Planar scholars and 
  merchants refer to them as Arborean star crystals, and the 
  prevailing theory is that they were once stars in the sky of 
  the plane that fell down eons ago across the landscape. 
  They are rarely found in groupings of more than three or 
  four, each about the size of a man’s palm with protruding 
  points from a central crystalline body. They glow white, 
  pink, and soft blue and are incredibly valuable, not only 
  for their rarity but also their attunement to magical 
  enchantments.
  
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  In Arvandor, the star crystals are often found gathered 
  around the moss-filled trunks of the oldest trees, while 
  below the wind-swept waters of Aquallor they hide among 
  muck and silt beneath glowing coral reefs. The Mithardir 
  star crystals are the hardest to find as the few that have 
  been uncovered have been worked into the alabaster stone 
  monuments and buildings of the fallen titan civilization 
  and protected by its guardians.
  Crystal Temple of Deep Sashelas
  The sea elves that dwell in the waters of Aquallor live 
  in scattered small communities around coral reefs and 
  naturally rocky sections growing up from the ocean floor. 
  All of them pay homage in one way or another to the 
  home of their god, the magnificent Crystal Temple of 
  Deep Sashelas. A truly awe-inspiring sight underwater, 
  the Crystal Temple is located in a broad basin in what is 
  considered the deepest section of Aquallor. Its slender 
  towers extend up from the myriad of buildings built around 
  a single great spire that serves as Deep Sashelas’ personal 
  abode.
  The Crystal Temple is tended to by a large community of 
  pious sea elves who ritualistically blind themselves as part 
  of their dedication. Some special property of the crystalline 
  structure of the temple complex allows the otherwise blind 
  sea elf priests to maneuver with perfect clarity through 
  the halls, and they can sense the presence of other living 
  creatures (though they cannot make out details). Deep 
  Sashelas demands such fealty and never reveals itself to 
  mortal creatures.
  Evergold Pool
  The Evergold Pool is a legendary site of liquid gold 
  that supposedly grants any who bathe in its waters 
  supernatural beauty and long life. It is said to exist in 
  a mystic glade somewhere in one of Arvandor’s great 
  trackless forests, guarded by a nymph princess who can 
  see into the hearts of all who come seeking the pool’s 
  magic. These, at least, are the rumors.
  Some planar scholars believe the Evergold Pool is in the 
  possession of one of the Seldarine, specifically the elven 
  goddess of beauty, Hanali Celanil. In this case, the pool 
  would likely reside somewhere in Nasselaithess, though 
  it is possible the elven goddess moves the pool around 
  Arvandor according to some ancient whim. Kings, queens, 
  lords, and ladies of all kind have sent countless expeditions 
  in search of the mythical Evergold Pool to increase both 
  their beauty and their life, but so far none have found the 
  wondrous site.
  
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  172
  Golden Plains of Kanidis
  The lush forests of Arvandor are a woodland paradise, 
  but there are a few noteworthy exceptions to the massive 
  forest on the layer. One of the most striking are the Golden 
  Plains of Kanidis, a stretch of sun-dappled tall grass 
  hundreds of miles long. It is populated by the leonin, a race 
  of lion-like humanoids living a nomadic life of hunting and 
  solitude in the rich grassland. They protect their borders 
  fiercely and are wary of any strangers, so few have traded 
  or worked them.
  Long ago, the great leonin hero Kanidis fought against 
  a horde of monsters dredged up from lower plane. The 
  monsters were responding to aggressive actions on behalf 
  of the gods of Mount Olympus, and the leonin prides were 
  an unforeseen casualty of a much larger feud. Kanidis was 
  outraged, and he took his best warriors to Mount Olympus 
  to demand answers. So great was his fury and his skills 
  that the gods of Mount Olympus listened and over the 
  course of several days, agreed to give the leonin free and 
  complete reign over the Golden Plains. No power of Mount 
  Olympus could interfere with that region, and the leonin 
  would be left in peace.
  Since then they’ve been left to their own devices. Kanidis 
  returned a great hero, though he didn’t stay long to help his 
  people rebuild in the aftermath of the great calamity that 
  destroyed so many prides and villages. He was called away 
  on a higher duty and never seen again. To this day, the 
  leonin are split on how they honor Kanidis; some view him 
  as a savior, others view him as a traitor. 
  Grove of Night
  A hundred miles beyond the borders of Nasselaithess, 
  the sun does not shine upon a blighted region known as 
  the Grove of Night. Elven legends say this was once the 
  home of Lolth before the downfall of the drow and her 
  banishment from the Seldarine. Even before this ruinous 
  event, Lolth dabbled in dark and forbidden sorcery, adding 
  legitimacy to the stories behind the shadow-haunted Grove 
  of Night.
  Darkness envelops the black oak trees of the grove 
  where perpetual shadows hold sway in day or night. 
  Monstrous spiders and other insects make their home 
  there now, but if this was Lolth’s former abode, there may 
  still be secrets or lingering power from her time among 
  the Seldarine. Some ambitious drow have sought out 
  the Grove of Night in order to glean its secrets but the 
  elven wardens of Nasselaithess keep a close eye on the 
  surrounding region and have thus far not allowed any drow 
  to step foot inside its borders.
  Ice Forest of Thalassus
  The weather of Arvandor is as passionate as its people, 
  and sometimes that means widespread cold grips the land. 
  But it normally lasts only a few days before normalizing 
  out to a comfortable temperature. Such is not the case in 
  the Ice Forest of Thalassus, a wooded region blanketed 
  perpetually in snow, ice, and cold. It labors under a 
  permanent cold snap, with snow storms replacing deluges 
  on the random passionate weather table.
  The Ice Forest is named for the centaur king Thalassus, 
  a special breed of shaggy white-furred centaurs dwell in 
  nomadic tribes among the frozen trees and snow-covered 
  boughs. Thalassus was once a noble leader who earned 
  the respect of the forgotten gods of Mount Olympus. 
  Then, Thalassus’ heart was forever broken by a mortal 
  and the forested land of his home changed suddenly and 
  dramatically into the Ice Forest. Thalassus still lives, an 
  immortal creature, but his heart is as icy as his domain. 
  The centaurs that roam the region keep to themselves and 
  attack visitors on sight.
  Thalassus is said to hold a spark of divinity from the 
  forgotten gods of Mount Olympus, and many have sought 
  out the centaur king in search of this spark, whether to 
  claim it or simply understand its unique powers. To all 
  those that enter the Ice Forest and earn an audience 
  with the centaur king, Thalassus poses a unique and 
  life-threatening challenge. No one has so far completed 
  Thalassus’ challenge.
  Ivory Oracles
  The great wilderness of Arvandor is dotted occasionally 
  by impressive white statutes called Ivory Oracles. Each 
  statue depicts a robed woman in a unique pose and they 
  are possessed with a powerful spirit of divination that can 
  accurately recall the past and cryptically predict the future. 
  Each Ivory Oracle is tended to by a member of the Seers 
  of Tomorrow, a sect of diviners who catalogue the words of 
  the mysterious statues.
  The largest cluster of Ivory Oracles is around the base 
  of Mount Olympus and the prevailing theory connects 
  the statues to the old gods that once resided on that 
  monstrously huge mountain. But the Ivory Oracles are 
  curiously silent on this matter, and it is rumored the 
  Master Seer – secreted away somewhere in a grand library 
  – may hold the truth in the Tome of Tomorrow. The Seers 
  that watch over the Ivory Oracles assist travelers in asking 
  questions and generally aid those who do not seek to 
  destroy the powerful divination statues.
  Life Eternal Falls
  The River Oceanus winds its way through the upper 
  planes, a radiant reflection of the River Styx through the 
  lower planes. Where the River Styx robs memories and 
  leaves travelers befuddled, the River Oceanus is cool, 
  clear, and refreshing, originating on the slopes of Mount 
  Olympus and ending on Arborea’s third layer of Aquallor. 
  There, it spills from the sky itself in a magnificent and awe-
  inspiring site called the Life Eternal Falls.
  Where the Life Eternal Falls crashes into Aquallor’s 
  ocean, great white foam and thick mist fills the air. Here, 
  the refreshing power of the River Oceanus is said to 
  cure many diseases and restore sanity to those that lost 
  it through magic or fell power. Below the waves directly 
  underneath the eternal waterfall is a gold-flecked stone 
  castle of merfolk that protect the region from invaders. 
  The Oceanus Knighthood of Life Eternal has kept vigilant 
  watch over the site for countless generations and they 
  patrol the River Oceanus through its winding length as 
  well.
  
  Olympian Glades of Arborea
  173
  Mount Olympus
  Towering over much of Arvandor is the massive Mount 
  Olympus. It can be seen hundreds of miles away, but its 
  upper regions are obscured by churning storm clouds 
  that never dissipate. Planar scholars say it is the second 
  highest mountain in the multiverse, dwarfed only by the 
  majestic height of the Seven Heavens of Mount Celestia. 
  Mount Olympus is roughly divided into three tiers – the 
  base, the middle, and the top.
  The base tier of Mount Olympus is riddled with ruined 
  temples and cities, long abandoned by ancient people, with 
  surprisingly well-built roads running between them. Signs 
  of art, theater, culture, and civilization mark these ruins, 
  and no obvious signs of disaster mark them today – they’re 
  simply empty. Some the wilderness of Arvandor have 
  started to reclaim, and others hold monsters and beasts, 
  but little of the original inhabitants are left.
  Further up the rocky slope, the roads become broken 
  and the terrain rougher. This middle tier holds little 
  permanent structures beyond an occasional stone altar 
  or small temple, but they bear no sign of a deity or god 
  for whom they honor. Flying beasts of all kind are found 
  around the middle tier, which is as high up as any can see 
  around Arvandor.
  The top tier is a true mystery. Shrouded by storm clouds 
  and filled with high winds and jagged lightning, the top is 
  said to hold the home of a race of ancient gods or titans. 
  But what happened to them? Do any signs still stand of 
  their presence? The treacherous terrain and unpredictable 
  weather has deterred all travelers thus far. The elves of 
  Nasselaithess have records that go back to the days of 
  Mount Olympus, but Labelas Enoreth and his associates 
  have been forbidden from discussing it by some ancient yet 
  powerful force.
  Nasselaithess
  Elven society on Arborea is centered in and around their 
  grand realm of woodland beauty, Nasselaithess. To the 
  outside or untrained eye, the elven realm that stretches 
  across hundreds of miles of Arvandor wilderness is 
  nothing more than that – perhaps a bit more primal, but 
  pure wilderness. This image is carefully cultivated by the 
  elves, who have gone to extreme lengths to ensure every 
  building, every structure, every function of Nasselaithess 
  is crafted to be in harmony with the forest rather than 
  against it.
  Homes are built into the trunks of great trees that grow 
  in clusters, forming smaller communities, while granite 
  and rock is shaped to form natural caves of glittering 
  beauty. The elves of Nasselaithess are the purest souls, 
  dwelling in the idyllic forest realm for as long as they 
  like before being reborn across the multiverse. The elven 
  gods, the Seldarine, keep their aloof homes above the 
  treetops of Nasselaithess in an achingly beautiful region 
  called the Golden Paradise. There, Corellon Larethian and 
  the other gods of the Seldarine watch over elves across 
  the multiverse, occasionally sending avatars down into 
  Nasselaithess to spread word of news and danger.
  In Nasselaithess, the elves have perfected every aspect of 
  elf life. Magic, commonly associated with elves, is studied 
  and crafted with unerring precision, giving rise to powerful 
  elven high magic unequalled across the multiverse. The 
  borders of Nasselaithess are protected by arcane wardens 
  – rangers with arcane abilities that are also found on the 
  Plane of Faerie. Priests of the Seldarine speak and sing in 
  divinely influenced voices knowing they are closer to their 
  gods than any other.
  The high priests of the Seldarine hold the greatest 
  power in Nasselaithess, though they clash sometimes 
  with the wizards of the Arrathalass Conclave. Each 
  community in the elven realm is dedicated to one of the 
  elven gods, and the highest ranking priest of that god leads 
  the community. Below the Golden Paradise, the greatest 
  temples of the Seldarine stand proud, and the leaders 
  in these fantastically appointed holy sites command the 
  legions that protect Nasselaithess’ borders (though only 
  in the name of the Seldarine, who are recognized as the 
  absolute authority in the realm).
  Ruins of Fortress Sidero
  Numerous ruined castles and towers dot the wilderness 
  of Arvandor, each with their own unique history. Fortress 
  Sidero is one of the larger ruins, with five castles built 
  of solid gray stone connecting together via crumbling 
  fortifications to form one larger sprawling site. It was 
  the home of a mighty hero named Sidero, a warrior 
  and champion who swore fealty to the titans of Mount 
  Olympus. Their blood flowed in his veins, and through his 
  wit and charm he built a fortress to honor his bloodline.
  Then, the titans left Mount Olympus, and quickly 
  Sidero’s power waned. He railed against the ebbing of 
  his influence and made a dark pact with powerful but 
  mysterious forces. Sidero exchanged his blood for that of a 
  still present patron, but the deal went bad for him and his 
  loyal troops. Darkness enveloped his sprawling fortress, 
  and one by one his forces turned into undead monsters. 
  Sidero himself became a death knight, still possessing 
  an unholy charm but now ringed hollow with his undead 
  state.
  Tempest Head
  Aquallor holds few permanent islands amidst its endless 
  freshwater ocean. Many are heaved up suddenly from 
  the ocean floor by massive earthen movements but they 
  often drop back down in a matter of days or even hours. 
  The island of Tempest Head has so far remained above 
  the waves, and it has for so long that a community of 
  sailors has built homes upon its rocky shore. It is the only 
  permanent settlement on Aquallor above the water.
  
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  174
  The island itself is only a mile across and formed from 
  porous gray and black stone. Water flows in and out of 
  countless tunnels and holes. The island’s center holds 
  the shanty city of Tempest Head, built on wooden planks 
  above the stone and endless water. Ships dock anywhere 
  along the shore where the porous stone provides plenty of 
  natural bays and harbors perfect for a brief reprieve from 
  the violent weather. Tempest Head has a leader, called the 
  island master, a position currently held by a grizzled silver 
  dragonborn pirate named Jaardar Vembash. Jaardar holds 
  little real power but the small garrison of soldiers that keep 
  the peace answer to him, though the dragonborn is often 
  away from Tempest Head aboard his ship, the Lucky Eel.
  Tempest Head has numerous taverns though the prices 
  are triple standard due to the difficulty in acquiring goods. 
  Able-bodied sailors and pirates are never in short supply, 
  however, as the violent weather of Aquallor sinks many 
  ships, and the sea elves that protect the lives of fallen 
  sailors often deposit all members washed overboard onto 
  Tempest Head’s rocky shoreline.
  Tree of Sorcery
  Magic is infused in the blood of elves, and in Nasselaithess 
  this can often be literally true. The Arrathalass Conclave 
  commands the power of elven high magic, but it stems 
  from a single physical source – the Tree of Sorcery. 
  Carefully guarded by powerful wardens and magic spells, 
  this living embodiment of magic is more than just a symbol 
  of elven sorcery. It is also a living battery and the source of 
  the potent high magic studied by the Arrathalass Conclave.
  Few people outside the elven conclave have laid eyes 
  upon the Tree of Sorcery, but legends say that it is nearly a 
  half-mile tall, its bark crisscrossed with prismatic colors in 
  wild patterns. Its exact location is not known outside the 
  highest ranking members of the Arrathalass Conclave but 
  given its size it must be magically hidden away, perhaps 
  secreted into a demiplane accessible only through hidden 
  portals in Nasselaithess. If the Tree of Sorcery were to 
  be harmed, practitioners of elven high magic would feel a 
  great ripple in their power, and its destruction would cause 
  untold chaos across Nasselaithess.
  Tombs of the Titans
  One of the few reasons to visit the white wasteland of 
  Mithardir are the mysterious ruins hidden beneath the 
  grit. Collectively referred to as the Tombs of the Titans, so 
  named because of their giant-sized proportions, they are 
  haunted by sand specters, ghosts, and other monsters, 
  along with tribes of savage blight giants. The tombs are 
  constructed of a magically hardened alabaster stone, 
  making them as white as the sand that fills Mithardir, 
  and they are marked with unusual writings that defy 
  interpretation, magical or mundane.
  Great treasures have been uncovered within the Tombs 
  of the Titans as well, including magical relics, powerful 
  weapons, and arcane baubles, but the ruins are watched 
  over by more than just undead guardians. A mysterious 
  force known as the White Watcher keeps tabs on any who 
  venture in or around uncovered alabaster ruins, and the 
  Arrathalass Conclave of Nasselaithess have worked to 
  prevent easy travel to Mithardir from Arvandor or Aquallor. 
  Why would the elven high mages want to keep out 
  travelers from plundering the ruins?
  Winesong Glade
  In Arvandor, Bacchus is a festive and merry companion, 
  bringing his host of wine spirits along in an endless party. 
  Every once in a while, however, Bacchus retreats to a 
  special place called Winesong Glade, and there he holds a 
  grand festival of passion, singing, and endless drink. This 
  is the Festival of the Wine Lord which lasts for one week, 
  after which the glade fades away.
  Or so Bacchus wants people to believe. In truth, 
  Winesong Glade simply moves to a separate location, 
  but the echoes of past festivals reverberate across its 
  sun-dappled field. Natural stone tables and fire pits sit in 
  haphazard order while a handful of fruit-filled trees provide 
  shade and nourishment. Bacchus is linked to Winesong 
  Glade, but he can only summon it once every year or 
  so. Outside of that, he has teams of satyrs and centaurs 
  searching for it but they never seem to locate it.
  Some travelers have stumbled upon it outside of the 
  Festival of the Wine Lord but they recall little of their 
  time. Intoxicating fumes hang heavy in the air but there 
  is a strange presence that even Bacchus does not know, 
  at least not consciously. What spirit or force commands 
  Winesong Glade?
  Adventure Hooks
  Arborea holds adventure aplenty for heroes and travelers 
  that make it to its bountiful wilderness. From the majestic 
  forests, mountains, and prairies of Arvandor, to the 
  endless ocean of Aquallor, to the gritty sands of Mithardir, 
  characters should find no end to the opportunity for 
  thrilling heroics.
  Wine For All Seasons. A sinister dwarven brewmaster 
  has captured a wine spirit and is holding her against her 
  will. He plans on extracting the never-ending potent wine 
  from the fey in order to drive down costs on his own brew, 
  but a rival gets wind that the dwarf is up to no good and 
  asks the characters to investigate. Freeing the wine spirit 
  involves breaking the dwarf’s enchantment built into 
  wooden armbands. Once freed, the wine spirit is eager to 
  return to Arborea.
  Horrors of Arvandor. A spontaneous gate opens up to 
  Arvandor in an idyllic forest near a small village, but by 
  unlucky happenstance it opened up before a band of crave 
  horrors. The shambling undead lurched through the gate 
  and sucked the passion out of its inhabitants in one night. 
  The characters find the village deserted except for corpses, 
  and tracking the monsters down takes them into Arvandor 
  and on the trail of the crave horrors.
  
  Olympian Glades of Arborea
  175
  Mystery of the White Sands. A planar scholar seeks 
  the characters out to aid them in an expedition to 
  Mithardir. The scholar has uncovered a link to a ruin on 
  the Material Plane to the Tombs of the Titans, and they 
  need to gather guards and assistants in order to brave 
  the white wasteland. Finding a portal to Mithardir is 
  the first difficulty, but once they arrive blight giants and 
  sand specters prove equally challenging in the search for 
  alabaster ruins beneath the white grit.
  Ritual of the Night Grove. An elf or arcane character 
  is approached by a phantom visage of a powerful 
  archmage, who declares themselves a member of the 
  Arrathalass Conclave in Nasselaithess. Another of the 
  conclave’s members is seeking to perform a forbidden 
  ritual concerning the Grove of Night, Lolth’s original 
  home in Arvandor, and through past exploits the character 
  has proven to be a good and loyal ally to magic and/or 
  elvenkind. Foiling the archmage plot involves dealing 
  with wild and passionate elven clerics, distrustful arcane 
  wardens, and a trip into the Grove of Night itself.
  Celebration of Murder. The Festival of the Wine Lord 
  fast approaches and the characters find themselves the 
  unlikely owners of personal invitations from Bacchus 
  himself. Winesong Glade is bedecked in splendor for the 
  festival, during which Bacchus and his wine spirits are 
  charming and perfect hosts. Then a body shows up, clearly 
  murdered, and the characters must navigate the drunken 
  party to find the murderer. Who are the suspects? Why do 
  things point to Bacchus himself as the murderer?
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  is traveling through Acheron. Look at each one as a 
  springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Aquallor
  1d100
  encOunteR
  01-10
  A ship being attacked by a scylla serpent
  11-20
  Sea elf veterans on patrol
  21-30
  A rotten gar picking at a carcass
  31-40
  A hungry giant shark
  41-50
  A dragon turtle diving deeper into the sea
  51-60
  Merfolk searching for a lost sailor
  61-65
  A school of hunting gar
  66-00
  A lost water elemental
  Arvandor
  1d100
  encOunteR
  01-05
  A nest of agitated stirges
  06-10
  A herd of elk charging through the 
  wilderness
  11-15
  A brown bear in search of food
  16-20
  Elven scouts searching for someone
  21-25
  An aethon in the sky
  26-30
  A raiding band of ogres led by a cyclops
  31-35
  Festive human dancers
  36-40
  A pack of crave horrors hunting prey
  41-45
  Three centaurs playing a game
  46-50
  Two giant boars fighting each other
  51-55
  A herd of wild horses
  56-60
  A griffon eating a meal
  61-65
  Two wine spirits playing with a drunk 
  human
  66-70
  A swarm of insects protecting their nest
  71-75
  An elven archmage inspecting a tree
  76-80
  Two human priests arguing over directions
  81-85
  Three giant elk fighting two human scouts
  86-90
  A gorgon on the hunt
  91-95
  A human druid searching for a fate hag
  96-00
  A pack of wolves devouring a meal
  Mithardir
  1d100
  encOunteR
  01-10
  A tribe of blight giants
  11-20
  The eerie sight of the White Watcher
  21-30
  Three giant vultures circling overhead
  31-40
  A sand specter protecting nearby ruins
  41-50
  Two tribes of blight giants engaged in 
  combat
  51-00
  Passionate weather
  
  Peaceable Kingdoms of Arcadia
  176
  Peaceable Kingdoms of Arcadia
  “There is no place in all the multiverse that is more dedicated to 
  the idea of harmony than the Peaceable Kingdoms of Arcadia. And 
  not only is it dedicated to that ideal, it achieves it in many ways 
  in large part because of its system of laws and rigid structure. 
  Nothing happens without purpose on Arcadia, or so the residents 
  would have you believe, and all serve the grand purpose of 
  harmony. However, don’t let the Peaceable Kingdoms name fool 
  you. Conflict still exists, most fundamentally around the plane’s 
  core concept of harmony. When viewed rigidly, harmony occurs 
  when ‘you agree with me’ and does not allow for the kind of civil 
  discussion that moves the situation closer to a broader harmony.”
  Issilda the Unbreakable
  Law and harmony are bedfellows in the Peaceable 
  Kingdoms of Arcadia, a strict rule-oriented plane where 
  everything has a purpose. Its rules and restrictions are 
  enacted to enforce a vision of true harmony for the greater 
  good of society itself, and the kingdoms that make up the 
  plane’s name all adhere to that philosophy. Of course, what 
  one kingdom sees as a move towards harmony may strike 
  a note of discord with a neighbor.
  Arcadians’ viewpoint on law walks in lockstep with its 
  ideas on military prowess. The Peaceable Kingdoms are 
  kept peaceable by strong standing armies and militias that 
  serve as the front lines of defense against the reckless 
  forces of chaos and disorder. Collectively, these militias are 
  known as the Perfect Order, and its soldiers – einheriars – 
  keep the peace and defend the laws with righteous zeal.
  Comparisons to the Infernal Battlefield of Acheron 
  are not out of place, and the two planes both operate 
  fundamentally on rules and laws with a military bent. But 
  where Acheron is strife personified with individual armies 
  clashing in a never-ending tumult of steel-on-steel, Arcadia 
  has well-defined laws, boundaries, and edicts that keep 
  the peace between the hyper-organized kingdoms. This 
  is largely due to the Lex, a group of powerful judges and 
  arbiters that debate and transcribe the various laws of 
  Arcadia. As befitting an organization of its size and scope, 
  the Lex is a rigid hierarchy of bureaucracy.
  Law-abiding citizens can do well on Arcadia, and 
  everyone has their place within the plane, their kingdom, 
  and their community. The borders between the Peaceable 
  Kingdoms are well-marked and maintained and each 
  enjoys its own political structure. Most follow the edicts 
  of a king, queen, or similar monarch, but democracies, 
  plutocracies, magocracies, and more are represented 
  among the myriad individual states. All are represented 
  in the Lex and each maintains a magical copy of the 
  Lexinomicon, the book of all Arcadian laws.
  As long as they are useful, citizens of Arcadia are treated 
  well, which reveals one of the surprising dark side to 
  the plane of law and harmony. Usefulness is determined 
  largely by the laws of the Lex and edge cases can be 
  brought before the Great Court to be argued and defended 
  in a process that takes months, years, or even decades of 
  time.
  Much of this planar bureaucracy occurs on Arcadia’s 
  first layer, Abellio, where everything is arranged according 
  to a pattern and a plan. Mountains, grasslands, forests, 
  lakes, fields, and more all stretch out in perfectly ordered 
  rows, squares, and other configurations. The Peaceable 
  Kingdoms occupy much of the infinite landscape, with 
  well-maintained stone roads connecting everything 
  together in a great grid. Neutral and unclaimed regions 
  are carefully marked and monitored. All of this occurs 
  beneath a brilliant sphere in the sky called the Orb of Day 
  and Night. During the 12-hour day, the orb is luminous and 
  white, while during the 12-hour night it turns abruptly to 
  dark. There is no twilight or dawn, only day and night.
  Arcadia’s second layer, Buxelos, is a very similar to 
  the first in geography and layout, with perfectly ordered 
  orchards, forests, fields, prairies, and the like. It is less 
  populated than Abellio, however, and the kingdoms 
  that do dot the layer are more heavily invested in their 
  militaries than the first layer. It is here where Arcadia 
  leans more towards law than good with the Court Castles 
  of Lex dominating great swaths of territory. It is rumored 
  that Buxelos is also where radical indoctrinations take 
  place within the closely guarded Spires of New Harmony 
  overseen by a special branch of the Lex, but little is known 
  about it for sure,
  One of the more curious inhabitants of Arcadia are the 
  formians. Diligent and ant-like, the formians have several 
  massive city-hives scattered above and below the plane. 
  They all pay homage to Queen Mother Clarity who rules 
  from the city-hive of Mandible. The formians have been 
  granted provisionary citizen status on Arcadia by the 
  Lex while their application for full kingdom status moves 
  through the courts (which it has for centuries).
  Breaking one of the many laws of Arcadia can have dire 
  consequences, especially since the passing of Great Law 
  Article #3929, stating that ignorance of Arcadian law does 
  not provide exemption from Arcadian law (a hotly debated 
  law article initiated when a clever wizard claimed she 
  could not break a law she did not know about). Einheriar 
  are sworn to uphold the laws of their kingdoms and that of 
  the Lex, while judgewraiths move about secretly to further 
  enforce certain planar laws.
  Nonetheless, wonders and treasures abound across the 
  Peaceable Kingdoms of Arcadia, including the glittering 
  mines beneath Mount Clangeddin, the Compass Citadels 
  of the Storm Kings that control Arcadian weather, the 
  arcane libraries of Nomos Prime, and the flawless magical 
  fruits that grow on mighty silver, gold, bronze, and copper 
  trees in certain protected groves.
  
  Peaceable Kingdoms of Arcadia
  177
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of Arcadia as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Arcadia.
  Law and Order. Everything on Arcadia is well-defined, 
  ordered, and tidy. There are no unkept fields of wildflowers 
  and the roads are all of a uniform width and depth. 
  Orchards and fields are all meticulously planned out 
  and maintained by the legions of farmers and workers, 
  and everything has a sense of harmony to it. A group of 
  Arcadians walking along walk in perfect synchronization 
  with one another, and even outsiders find themselves 
  ordering naturally into organized units and stepping in 
  time with each other.
  Time and Place for Everything. “A time and place for 
  everything” is a common saying on Arcadia, and for most 
  it’s not just words. Most residents do not react well to 
  change and rely heavily upon the well-organized timing 
  of the plane to keep their lives humming along peacefully. 
  There’s a time for eating, resting, sleeping, playing, and 
  everything else. Often times, cities and villages keep 
  things ordered by the chiming of bells that can be heard 
  across the landscape from different sized bells to create 
  unique tones. When the silver bell is struck three times, 
  that means it’s time to stop working and eat lunch. When 
  the copper bell is struck twice with a pause between, that 
  means it’s time to begin playing with children.
  No Accidents. The residents of Arcadia don’t believe 
  in accidents. That level of chaos would upset the balance 
  of their society, so they simply treat them as deliberate 
  actions taken outside the confines of normal expectations. 
  Most of the time, these accidents are illegal, and it’s the job 
  of the einheriars to find and punish these illegal acts.
  Lay of the Land
  Arcadia is comprised of two layers, Abellio and Buxelos. 
  Ancient Arcadian legends tell of a third layer whose name 
  has been lost to time, a place that fell ideologically into 
  the Clockwork Nirvana of Mechanus in the very distant 
  past (if it even happened in the first place). Most scholars 
  don’t give this story much credence beyond an allegory 
  around the dangers of valuing order and structure over the 
  common good of the people.
  Abellio
  Stretching out infinitely from a single solitary mountain 
  peak, Abellio is a layer of perfectly ordered wilderness 
  alongside well-maintained groves and fields. Rivers and 
  streams create natural gridlines across the layer, and 
  between these grids exist the bulk of the Peaceable 
  Kingdoms. Each kingdom is unique in some way though 
  each adheres to the rule of law established by the Lex (who 
  keep their territory on Buxelos, the second layer).
  Mountains with ordered valleys dot the landscape, but 
  they all fall short of Abellio’s two dominant peaks. The 
  first and tallest is Mount Today which sits at Abellio’s 
  center (how an infinite plane can have a center is a point 
  of some debate among planar scholars). Resting atop 
  Mount Today is the Orb of Day and Night, a massive 
  sphere that regulates day and night across Arcadia. Half 
  of the orb radiates soft white light, while the other half 
  sheds darkness. Which means that half of Arcadia is 
  bathed in day while the other half at night. By some planar 
  extrapolation not yet fully understood, Buxelos is affected 
  similarly though there is no orb in its sky.
  Just below the height of Mount Day is Mount Clangeddin, 
  home of the dwarf god Clangeddin Silverbeard. It forms 
  the heart of dwarven life on Arcadia and stands as one 
  of the strongest kingdoms across the plane, known as 
  the Kingdom of Silverbeard. The sound of ringing steel, 
  pounding hammers, dwarven chants, and more can be 
  heard for miles around the solitary mountain peak. The 
  kingdom extends far below ground as well.
  Weather on Abellio is controlled by four powerful entities 
  called the Storm Kings, dwelling in magnificent citadels 
  at each of the compass points around the Orb of Day and 
  Night. They meet regularly to manage Arcadian weather 
  according to their own rules and laws, many of which have 
  been recorded by sages.
  The various Peaceable Kingdoms that give Arcadia its 
  name are populated by all manner of creatures. Humans, 
  elves, gnomes, dwarves, halflings, and dragonborn are all 
  well represented, both in their own distinct realms and 
  more cosmopolitan regions. Less common inhabitants are 
  also known, including minotaurs, giff, goblins, lizardfolk, 
  and tortles. All of the kingdoms supply soldiers and 
  warriors to the Perfect Order, who in turn protect all of 
  the kingdoms from one another and outside invasions. 
  Members of the Perfect Order, known as einheriar, 
  are elite guards that keep the peace across the plane, 
  and sometimes beyond it as well if the Lex orders a 
  mobilization across the multiverse.
  Buxelos
  Arcadia’s second layer looks very similar to its first, though 
  it is less populated. No massive mountain marks its center, 
  though it is affected by the Orb of Day and Night along with 
  the laws of the Storm Kings the same as Abellio. Military 
  might is greatly prized across Buxelos and many of its 
  fields are filled with the disciplined march of warriors and 
  knights.
  The Lex hold the largest single territory of any kingdom 
  across Arcadia on Buxelos. The sprawling complex of 
  court castles stretches for hundreds upon hundreds of 
  miles, each imposing grey castle connected to its neighbor 
  via a long covered bridge that more resembles a tunnel. It 
  is said that one can walk from one end of Lex to the other 
  without letting the Orb of Day and Night’s light touch your 
  face.
  
  Peaceable Kingdoms of Arcadia
  178
  Much of this endless layer is uninhabited, though even 
  the wilderness is well-organized and keeps to a strict 
  grid pattern. Numerous dangerous creatures stalk these 
  regions, including gore worms and brekekexes, though 
  not all are threatening. The silver foxes known as cadmal 
  protect the harmony of nature but have been known to 
  offer aid to strangers that become lost or disoriented.
  The insectoid formians have several sprawling hives on 
  Buxelos, including the expansive hive-city of Mandible. 
  There, Queen Mother Clarity oversees all formian activity 
  on Arcadia. She has numerous consorts at her beck and 
  call, and the fighting force within Mandible rivals that of 
  any Peaceable Kingdom. Thus far the ant-like creatures 
  are content with integrating into Arcadian life with as little 
  disruption as possible, and they honor the decrees of the 
  Lex to the letter.
  The Lex keep a number of small outposts in the 
  wilderness of Buxelos known as Spires of New Harmony. 
  Exactly what transpires in these relatively hidden 
  sites isn’t precisely known, but rumors say the Lex are 
  experimenting with ways to indoctrinate non-lawful 
  creatures through unsavory means.
  Cycle of Time
  Arcadia runs on a 24-hour day similar to the Material 
  Plane. Its day and night is divided evenly, 12 hours each, 
  with no dusk or dawn period during the transition. The 
  Orb of Day and Night that hangs above Mount Today on 
  Abellio, which can be seen in the skies above Buxelos as 
  well, turns abruptly every 12 hours. This means that half 
  of the plane rests in a spectral darkness while the other 
  basks beneath pale white sunlight.
  Surviving
  There are no inherent dangers to traveling within Arcadia’s 
  borders. Creatures that flagrantly break the law will find 
  themselves facing the einheriar sooner rather than later, or 
  perhaps a vengeful judgewraith, but these are behavioral 
  responses not environmental.
  Getting There
  Permanent portals to Arcadia from elsewhere in the 
  multiverse are well documented by the Lex and watched 
  over diligently by the controlling kingdom. Usually these 
  portals take the form of arched trellises constructed of 
  intertwining white ivory and black steel, but other designs 
  are not uncommon as long as they are balanced between 
  two opposite colors or forms.
  Spontaneous vortices and gates are nearly unheard of 
  given the plane’s propensity for harmony and structure. 
  Some gates only open under certain time constraints 
  but these are always well documented by the Lex. Of 
  course, in a bureaucracy as sprawling as the Lex it is not 
  inconceivable for such documentation to become lost or 
  forgotten amidst all the paperwork.
  Traveling Around
  Well-maintained roads crisscross Arcadia’s terrain, making 
  travel relatively easy between the kingdoms and across the 
  landscape. The ordered structure of the plane makes maps 
  easy to understand and follow, and most kingdoms have a 
  shop representing the Order of Illustrated Landscape and 
  Structure Design and Layout (cartographers). The roads 
  are well-patrolled by the einheriar of the Perfect Order as 
  well.
  Moving between Abellio and Buxelos requires passing 
  through one of large standing stone gates that dot the 
  terrain. They are rare and the kingdoms that host them 
  usually maintain a strong presence on both layers in 
  order to protect their interests across the plane. A toll is 
  usually required to be paid in order for a foreign traveler 
  to access the gate. Alternately, high above the clouds, the 
  Storm Kings maintain massive circular stone gates that 
  float magically in the air allowing them easy access to the 
  two layers. They are not guarded but strong storms swirl 
  around them at all times, making them a dangerous option.
  Powerful & Mighty
  No one single entity or power holds greater sway over 
  all Arcadia than the Lex, the sprawling behemoth-like 
  organization that debates, transcribes, and enforces the 
  laws that keep the harmonious axis of the plane spinning. 
  Nonetheless, other powerful groups exist, some of which 
  may be friend or foe to a band of adventurers from across 
  the planes.
  Burmussoith the Bold
  Long ago, in some distant Material Plane, the bronze 
  dragon Burmussoith hatched. He had several hatchmates 
  and together they lived in a hidden lair along a well-
  traveled coastline with their parents. Before Burmussoith 
  was old enough to contribute, a magical call was sent 
  out among dragonkind and the family of bronze dragons 
  answered, flying to a great campaign against a tyrannical 
  foe. Unfortunately, the forces were overwhelming and 
  the bronze dragons were defeated and Burmussoith was 
  captured and imprisoned.
  The bronze dragon grew up in the tight confines of a 
  lightless prison under the watchful eye of an order of dark 
  knights. Burmussoith flexed his mind as much as he could, 
  learning through eavesdropping everything about the iron 
  fist of his captors, though the magic of his prison kept him 
  firmly in place. Eventually, when Burmussoith had become 
  an adult, the dark knights and their code of tyranny 
  collapsed from an outside force and the bronze dragon 
  was freed. He aided the new force greatly as he shared his 
  considerable knowledge about the inner workings of the 
  black-hearted order.
  
  Peaceable Kingdoms of Arcadia
  179
  Freed, Burmussoith helped clean up the rest of the 
  evil forces, and then turned his considerable prowess 
  to learning about how laws could be used to help or 
  hinder societies. He traveled the length and breadth of 
  his Material Plane world, gaining much knowledge, but 
  he knew he had to go further. The bronze dragon, now a 
  venerable wyrm of considerable power, took to the planes, 
  and he found Arcadia to be a bastion for his research. 
  Burmussoith took up a residence at the Court Castles of 
  Lex and has an entire castle to his self now.
  The bronze dragon enjoys the litigation process of 
  the Lex and often finds himself aiding strangers that get 
  caught up in the byzantine system of laws, crimes, and 
  punishments.
  Clangeddin Silverbeard
  Many dwarves consider their deities within a trinity 
  framework. At the pinnacle is Moradin, god of creation, 
  but supporting him are Dumathoin, the keeper of secrets, 
  and Clangeddin Silverbeard, the patron of warfare. No 
  one point of the trinity is strong enough on its own to 
  survive without the other two, but all are made better by 
  their connection. Beneath Mount Clangeddin on Abellio, 
  Arcadia’s upper layer, Clangeddin keeps a dwarven army 
  ready for nearly any battle across the multiverse.
  The dwarven god of battle runs a complex organization 
  in the miles and miles of tunnels beneath the mountain. 
  He moves about constantly, inspecting troops, leading 
  formations, and running combat drills, while maintaining 
  information lines into the workings of the many foes the 
  dwarves face. Chief among these are the duergar who 
  have infested several underground realms in Arcadia. 
  Clangeddin sees it as his personal duty to defeat the dark 
  dwarves and drive them from the plane, but they have 
  somehow found a way in from Acheron and other realms.
  Lex
  The embodiment of Arcadia’s lawful nature is found wholly 
  in the Lex. This sprawling bureaucratic organization is 
  divided into countless orders, each with long and complex 
  titles denoting their fields of authority. The main function 
  of the Lex is to debate, write, and enforce the laws of 
  Arcadia that keep harmony in balance and the peace 
  between the kingdoms. These laws are transcribed into 
  a massive magical tome called the Lexinomicon. The 
  original is kept in the Court Castles on Buxelos in a well-
  fortified keep in the center of one of the better defended 
  castles, but it is magically linked to each copy that is kept 
  in the individual kingdoms.
  The Lex is made up of countless members, each called 
  a servant. Joining the Lex is a long and involved process 
  involving hearing committees, approval committees, 
  background checks, and more, but those that join its ranks 
  become immortal. Elves, humans, dwarves, gnomes, and 
  more are counted among the immortal servants of the Lex, 
  along with stranger and more powerful creatures including 
  angels, modrons, and dragons.
  Immortal servants dress in black robes with white 
  undershirts. Their designed order is marked on the 
  sleeves of the robe in intricate symbols. The pinnacle of 
  responsibility within the Lex is the Order of Peaceable 
  Laws, where the immortal servants debate and decide 
  upon the presentations that could eventually become laws. 
  There are 100 members of the Order of Peaceable Laws 
  and passing a law requires a two-thirds majority.
  Two types of laws exist on Arcadia. The first are the 
  Common Laws, and these edicts concern property, 
  behavior, and borders, among other more standard areas. 
  The second are the High Laws which are reserved for 
  indelible rights of people and creatures. Murder is a 
  crime against a High Law, while theft is a crime against a 
  Common Law. The difference can sometimes be unclear 
  especially to those outside the Lex, but the punishment 
  ranges are far more severe for the High Laws than for the 
  Common Laws.
  Most outsiders find dealing with the Lex an exercise 
  in utter frustration. Every action and request requires 
  documentation in the form of special scrolls that must 
  be signed by authorized individuals before they can be 
  processed by the Order of Scroll Reviewal. From there 
  they move into one of many different orders based on 
  the request, eventually ending up in the Order of Scroll 
  Archiving and Storage. Even seemingly simple requests 
  to the powerful organization can take days, weeks, or even 
  months to finally get processed.
  Nomos Prime
  Magic obeys its own set of internal laws. Wizards and 
  other arcane scholars have been deciphering those laws 
  since magic was discovered, but the underlying structure 
  has always eluded true understanding. For the singularly 
  powerful being known as Nomos Prime, however, such 
  understanding has been achieved and perfected.
  Who or what is Nomos Prime exactly? None know for 
  certain, but it is an immensely powerful being that controls 
  fantastic magical powers unheard of outside of the most 
  spectacular divine interventions. Some stories say that it 
  was a wizard that traveled the planes and unlocked the 
  magical code, while others maintain it is a manifestation 
  of that very code given voice and form. Nomos Prime is 
  genderless and sits in a vast tower constructed of magical 
  force on Buxelos. 
  It can manifest anywhere in the tower as a crackling 
  visage of magical energy, shaping it in any way conceivable 
  but always identifiable. Nomos Prime speaks in a calm, 
  measured whisper that is easily heard and understood 
  by any it so desires within its tower. Outside the tower, 
  magical ooze-like creatures called nomo enact the will of 
  Nomos Prime. The powerful magical entity offers to teach 
  any wizard its power that comes to its tower, and these 
  wizards – nomomancers – often take their knowledge out 
  to the multiverse.
  
  Peaceable Kingdoms of Arcadia
  180
  Perfect Order
  The Perfect Order is the military arm of the Lex. Its 
  members are einheriar, warriors in service to law and 
  justice across Arcadia, but they do not enjoy the immortal 
  benefits of being a Lex servant. Instead they are equipped 
  and trained to enforce the laws passed by the Lex, and are 
  usually assigned to permanent duty at one of the many 
  kingdoms across Abellio and Buxelos. In this regard, 
  they function as that kingdom’s law enforcement force, 
  though they are usually supplemented with other military 
  commands for the defense and good of the kingdom.
  For such a vast peacekeeping force, the Perfect Order 
  is surprisingly cellular. The units of einheriar stationed 
  at each kingdom are autonomous from the larger 
  organization as each is imbued with perfect knowledge of 
  the Lexinomicon and its many, many laws. This connection 
  is maintained by powerful forces within the Lex itself.
  Two divisions of Perfect Order einheriar exist. The 
  first are the guards, and these are the common soldiers 
  and warriors stationed across Arcadia. They are skilled 
  combatants and loyal soldiers, able to sense the breaking 
  of a law within a certain range in order to locate criminals 
  and bring them to justice. The second division are the 
  investigators, which are housed centrally at the Court 
  Castles of Lex. Teams of einheriar investigators are 
  assigned territories across Arcadia and it is their duty to 
  track down those that break the High Laws.
  Queen Mother Clarity
  Formians are not native to Arcadia, and their arrival in 
  the past few centuries caused confusion and concern 
  initially. The ant-like race approached the Lex under 
  peaceful terms, however, and the terms of a peace accord 
  were struck after the first full meeting. This meeting was 
  conducted with Queen Mother Kk’llaa’raa’tt IV, a word 
  that is difficult to pronounce for non-formians. She is 
  known as Queen Mother Clarity to outsiders, and currently 
  her progeny, Queen Mother Clarity XI, rules over the 
  formians on Arcadia.
  She dwells in the massive hive-city of Mandible 
  on Buxelos, constructed in a vast network of tunnels 
  beneath a large mound of solidified earth and dirt that 
  stands like a mountain on the planar landscape. Queen 
  Mother Clarity has three daughters who represent 
  the formians in matters of state and importance, as 
  she herself has gotten too big to move outside of her 
  brood chamber. Soon, her time will end and one of her 
  daughters will become Queen Mother Clarity XII. The 
  three princesses have different views of how to run the 
  formian forces on Arcadia, but one of them agrees with 
  her mother’s viewpoints. It’s a volatile situation that is 
  likely to erupt in the coming years into civil war unless 
  drastic measures are taken.
  For her part, Queen Mother Clarity XI is pushing on 
  the Lex to finalize their membership into the Peaceable 
  Kingdoms once and for all. It’s a process that’s been taking 
  a very long time, held up in debates among the orders and 
  sub-committees, but the Queen Mother hopes that its final 
  decision will cement the formians into Arcadia and prevent 
  a civil war when she passes. Two of her daughters lean 
  heavily towards withdrawing from the plane entirely – one 
  of them violently so.
  Storm Kings
  High above the perfectly ordered orchards, forests, hills, 
  and rolling plains of Abellio hang four floating stone 
  structures. These are the bases of the Storm Kings, four 
  immortal beings together with complete command over 
  the weather of Arcadia. Their homes are the Compass 
  Citadels, each positioned thousands of miles away from 
  the Orb of Day and Night in one of the compass points 
  (north, east, south, and west).
  The four individually are the Cloud King, the Wind 
  Queen, the Lightning King, and the Rain Queen, and each 
  of their Compass Citadels are surrounded by powerful and 
  damaging forces controlled by each individual. They meet 
  on a regular basis at one of their citadels, rotating among 
  them each time, to discuss the weather patterns and plan 
  for the coming period. These meetings occur every 360 
  days, also referred to as a storm year.
  The weather of Arcadia follows definite patterns that 
  can be ascertained. It never rains for more than one day at 
  a time, for example, and never more than four days pass 
  between weather extremes. The temperature across the 
  plane is kept steady and comfortable, so snow and ice 
  are never a widespread concern. But two or three of the 
  Storm Kings have worked together to create particularly 
  violent bouts of weather. Once a storm year the four allow 
  their powers to coincide to create a powerful storm that 
  stretches across both planar layers.
  
  Peaceable Kingdoms of Arcadia
  181
  Creatures & Denizens
  Arcadia is home to numerous creatures that are also found 
  on most Material Plane worlds. Sheep, wolves, cows, and 
  other common creatures can be encountered in the vast 
  expanses, along with humanoids and angels of all types. 
  A few unique creatures also call the plane their home, 
  including the displaced formians and others.
  Beasts
  Upon first look, Arcadia appears as a perfectly ordered 
  plane with specifically defined borders separating unique 
  kingdoms. And it is, but there’s more wilderness to the 
  plane than most would assume. The wilderness of Arcadia 
  is naturally organized into well-defined regions and it’s 
  populated by a surprisingly large variety of creatures. 
  Large herds of elephants are common in the warmer 
  kingdoms, and the mountains are home to rams, crag cats, 
  and great gatherings of goats.
  The brekekex is one of the most dangerous beasts, and 
  they dwell in swamps and other marshy terrain. These 
  black-and-white toads have a distinctive booming croak 
  that echoes for miles, and they defend their territories 
  with animalistic ferocity. Cadmals are a curious creature 
  that watch and wait the kingdoms of Arcadia from a safe 
  distance. They can change their shape and are surprisingly 
  difficult to catch.
  Celestials
  Celestial beings are no stranger to Arcadia. Many of the 
  kingdoms of the plane have a celestial patron watching 
  over them, such as a solar or deva, and the archons of 
  Mount Celestia maintain a large presence on Arcadia as 
  well. The Lex works hand-in-hand with celestials of justice, 
  mercy, and compassion in order to carry out the laws of the 
  plane. Felidar are celestial cats devoted to the idea of law 
  and order that live in the Court Castles of the Lex, bonding 
  with individual magistrates and judges and serving as 
  close advisors in matters regarding High Laws.
  Humanoids
  Arcadia remains one of the more populated planes of 
  existence. The Peaceable Kingdoms that make up the bulk 
  of its landscape are filled with all manner of humanoids. 
  Many have come to Arcadia to establish permanent and 
  peaceful realms in a place renown for such things but 
  while conflict certainly still exists between some of them it 
  rarely breaks down to warfare. Skirmishes between rival 
  neighbors over resources and ideologies have been known 
  to occur, but the iron hand of the Lex and their legion of 
  einheriar enforcers keep the peace – by force, if necessary.
  Dwarves. The rigid order and community support of 
  Arcadia is a natural fit for dwarves. Many of the kingdoms 
  that makeup the plane have dwarven citizens and more 
  than a few are governed exclusively by dwarves. The 
  largest dwarven community, however, is around and within 
  the mighty Mount Clangeddin. Here, industrious dwarven 
  crafters work tirelessly to create weapons, armor, jewelry, 
  and art of the highest skill. Clangeddin Silverbeard himself 
  watches over the realm, though he often travels to Mount 
  Celestia on divine duty to visit with the other gods of the 
  dwarven pantheon.
  Loxodons. The origin of the elephant-like loxodons is 
  shrouded in mystery, but many planar scholars look to 
  Arcadia as their possible original home. They are a strong 
  force in the Lex, serving as legal counselors, defenders, 
  and lawmakers, and the loxodon kingdoms in the greater 
  Arcadian countryside are among the most revered and 
  respected. A loxodon’s name holds subtle indications 
  of their family, individual status, and community role, 
  and they tend to be longwinded in general in their 
  pontifications of law and order. Some venture outside 
  of Arcadia and there’s a large community of loxodons 
  in Ravnica, many of whom traveled from the Peaceable 
  Kingdoms to settle in the City of Guilds.
  Monstrosities
  Some interesting monsters dwell in Arcadia, but not all 
  in ways one would expect. The wizards in and around the 
  Tower of Nomos Prime experiment with magical laws and 
  some of those experiments have created monstrosities 
  that escaped. The Lex has worked to help contain these 
  dangers and, working with the wizards, have actually 
  created a “sanctuary” on the lesser populated layer of 
  Buxelos for the castoffs to be sent. Almost any monster 
  can be found there, and the containment measures taken 
  by the assigned einheriar always seem to be lacking in 
  effectiveness.
  Gore worms are burrowing monsters that can smell 
  chaos so they leave most inhabitants of Arcadia alone. The 
  presence of a gore worm is a sure sign that something 
  illegal has happened according to most residents, and 
  many work to actively support the huge monsters.
  Formians. Formians are ant-like creatures originally 
  from Mechanus, the plane of ultimate law, but they’ve 
  expanded into Arcadia aggressively. They are not evil but 
  they are expansionists who believe that all territory is there 
  for the taking by those with the strength and will to take it. 
  Mandible is the largest hive colony on Arcadia, and Queen 
  Mother Clarity has done a fantastic job working with the 
  other inhabitants of Arcadia to make sure the formians are 
  not seen as a threat. Nonetheless, the aggressive posturing 
  and secretive nature of the ant-like creatures has caused 
  many to worry. The Lex is largely powerless as Queen 
  Mother Clarity has jumped through all legal loopholes to 
  ensure her presence and actions are legal.
  
  Peaceable Kingdoms of Arcadia
  182
  Hazards & Phenomena
  While Arcadia stands as one of the safer planes to 
  traveler for well-intentioned visitors, there remain a few 
  hazards to watch out for, chief among them breaking the 
  law (accidentally or deliberately!). Other wonders attract 
  strangers to Arcadia’s perfect fields as well, and Dungeon 
  Masters can randomly generate a Peaceable Kingdom 
  using the tables contained herein for quick inspiration.
  Arcadian Flawless Fruit
  The trees that fill the orchards and forests of Arcadia’s 
  perfectly ordered landscape are pristine specimens, each 
  standing tall and reaching out with symmetrical branches 
  and leaves. Most of these trees are simply perfect versions 
  of more common varieties found across the Material 
  Plane, such as oaks, maples, and birches, but under the 
  right specific circumstances a seed falls and grows into a 
  flawless metal tree.
  The flawless metal trees have bark made of gold, silver, 
  or copper, with bronze or brass leaves sprouting along 
  ordered lines on the branches. They appear to be oaks, but 
  they bear no nuts or seeds – instead, flawless fruit grows 
  from their limbs. Resembling pears of varying shades of 
  red, green, orange, and violet, the flawless fruit from these 
  rare trees hold magical properties. Each flawless tree 
  grows fruit of one particular type, which mimics a potion 
  from the below table. When picked, the fruit lasts for 1d10 
  days before crumbling to dust.
  flaWless fRuit effect
  1d20
  flaWless fRuit effect
  1-2
  Potion of healing
  3-4
  Potion of fire breath
  5-6
  Potion of resistance
  7-8
  Potion of animal friendship
  9-10
  Potion of hill giant strength
  11-12
  Potion of water breathing
  13-14
  Potion of gaseous form
  15-16
  Potion of heroism
  17-18
  Potion of invisibility
  19
  Potion of supreme healing
  20
  Potion of speed
  The flawless trees usually only appear singly in a grove or 
  forest, but in some places they are specially cultivated. The 
  Enlightened Orchard contains the densest collection of 
  flawless trees that grow fruit near constantly.
  Breaking the Law
  The laws that govern life across Arcadia are complex and 
  byzantine. Travelers to the plane, especially ones with 
  a chaotic alignment, can find themselves inadvertently 
  breaking any number of laws, bringing the wrong kind of 
  attention down upon them and those they associated with.
  Rather than detail out the myriad Arcadian laws, which 
  would likely fill many thick volumes in its own right, the 
  DM is encouraged to use a simple abstraction. Anytime 
  a character makes an ability check while on Arcadia, 
  roll 1d20. If the character is lawful, a law of some sort is 
  broken on a roll of 1. If the character is neutral, a law is 
  broken on a roll of 1 or 2. And chaotic characters break the 
  law on a roll of 1, 2, or 3.
  You can use the table below to determine the severity of 
  the law broken. Common Laws are handled by einheriar 
  in the area, while High Laws are usually policed by the 
  investigator einheriar or judgewraiths (or both, in rare 
  circumstances). Law and order are so bound together 
  in Arcadia that a magical effect attaches an aura to 
  criminals that can be read by specialized equipment held 
  by einheriar across the plane, allowing them to quickly 
  judge if a person has broken a law and demand fines and/
  or incarcerate as appropriate. Just because no one was 
  around doesn’t mean a law was not broken on Arcadia!
  bROken aRcadian laW seveRity
  1d20
  laW seveRity
  1-4
  Common Law – Minor fine of 1d6 x 5 gp.
  5-7
  Common Law – Minor fine of 2d6 x 10 gp.
  8-10
  Common Law – Minor fine of 1d6 x 50 gp.
  11-13
  Common Law – Medium fine of 1d6 x 100 gp 
  or 1 night’s imprisonment.
  14-15
  Common Law – Medium fine of 1d6 x 500 gp 
  or 1d4 night’s imprisonment.
  16-17
  Common Law – Major fine of 1d6 x 1000 gp 
  and 1d4 night’s imprisonment.
  18-19
  Common Law – Major fine of 2d6 x 1000 gp 
  and 2d6 night’s imprisonment
  20
  High Law – Special
  A night’s imprisonment can be settled with 500 gp per 
  night at any Perfect Order office around Arcadia. Breaking 
  a High Law usually involves a trial, and such offenders are 
  apprehended and taken to the Court Castles of the Lex on 
  Buxelos. There they wait for their time in court, and are 
  assigned a defender while evidence is gathered. Some 
  criminals have waited years for their trial to start.
  Harmonious Vitality
  The harmony built and maintained by the Lex and other 
  inhabitants of Arcadia mingles well with the plane’s natural 
  tendencies, and together they infuse travelers and natives 
  alike with charged vitalities. While on Arcadia, creatures 
  can’t be frightened or poisoned, and they are immune to 
  disease and poison.
  
  Peaceable Kingdoms of Arcadia
  183
  Random Peaceable Kingdom
  The Peaceable Kingdoms that give Arcadia’s its title are 
  many and varied, and not all of them are kingdoms in the 
  strictest sense! Democracies, magocracies, plutocracies, 
  and more populate the well-ordered lands of Arcadia. 
  Collectively they are known as the Peaceable Kingdoms 
  and they are all lawful good or lawful neutral (usually a mix 
  of both).
  You can randomly determine the general properties of a 
  Peaceable Kingdom using the below tables. The first table 
  determines the government type, or who holds the highest 
  level of authority in the kingdom. The second table helps 
  determine the dominant race, which can be one or many 
  depending on how unique you want to get. The third table 
  is a catch-all for general traits that apply to that kingdom; 
  you are encouraged to roll two or three times on that table 
  to make the kingdom unique from the others. Some of the 
  results are opposite of one another and if rolled together, 
  one should be re-rolled.
  peaceable kingdOm gOveRnment type
  1d20
  gOveRnment type
  1-2
  Democracy. Government by the people, 
  either directly or through elected 
  representatives.
  3-4
  Plutocracy. Government by the wealthy.
  5-6
  Theocracy. Government by clerics and 
  priests.
  7-8
  Magocracy. Government by wizards and 
  sorcerers.
  9-10
  Bureaucracy. Government by various 
  departments and bureaus.
  11-12
  Syndicracy. Government by leaders of 
  various syndicates or guilds.
  11-20
  Monarchy. Government by a single 
  hereditary sovereign.
  peaceable kingdOm dOminant Race
  1d20
  dOminant Race
  1-2
  Elves
  3-4
  Dwarves
  5-6
  Halflings
  7-8
  Gnomes
  9-10
  Dragonborn
  11
  Orcs
  12
  Goblinoids
  13
  Aasimar
  14
  Modrons
  15
  Lizardfolk
  16
  Minotaurs
  17-20
  Humans
  peaceable kingdOm tRaits
  1d20
  kingdOm tRaits
  1
  Magic Rich
  2
  Magic Poor
  3
  Honorable
  4
  Trustworthy
  5
  Severe
  6
  Restrictive
  7
  Strict
  8
  Zealous
  9
  Welcoming
  10
  Xenophobic
  11
  Superstitious
  12
  Ancient
  13
  Tyrannical
  14
  Argumentative
  15
  Wealthy
  16
  Poor
  17
  Arrogant
  18
  Law-obsessed
  19
  Cosmopolitan
  20
  Supportive
  The goal with these tables is to generate distinct 
  Peaceable Kingdoms that could reasonably exist in 
  Arcadia. If the party is going to have extensive interaction 
  with one or more of these distinct realms, it would be best 
  to consider adding more detail, such as the nature of any 
  large settlements and major geographic features.
  Sites & Treasures
  Arcadia is a well-populated plane with varied and distinct 
  realms of a law-abiding nature, but that doesn’t mean 
  secrets and treasures don’t lay between the cracks. 
  Whether characters are searching through the vast Scroll 
  Crypts, perusing the Lexinomicon, or trying to find the 
  mythical Stormvault, Arcadia has plenty of adventure 
  opportunities to offer.
  Compass Citadels of the Storm 
  Kings
  Hovering high above the ordered landscape of Arcadia’s 
  first layer float four impressive fortresses, each serving 
  as the home of one of the powerful Storm Kings. They 
  are positioned at the compass points around the Orb of 
  Day and Night, though spread out far enough and high 
  enough so that they cannot view one another. Each of 
  these Compass Citadels is surrounded by titanic weather 
  patterns matching the Storm Kings’ own demesne – wind, 
  rain, lightning, and clouds.
  
  Peaceable Kingdoms of Arcadia
  184
  Each of the Compass Citadels is unique to their 
  respective Storm King, but they are all organized 
  stone layouts with multiple towers surrounding the 
  central structure. There each Storm King holds court, 
  commanding their weatherly aspect across Arcadia. 
  They each have their own perspective on visitors, so 
  travelers should be cautioned. The Rain Queen is fond of 
  entertaining those that make the long and perilous journey 
  to her Compass Citadel and has been known to talk for 
  hours at length with any willing to listen. By contrast, 
  the Lightning King is a brooding quiet lord that keeps 
  intruders away with a massive force of storm elementals 
  and precision lightning strikes.
  Court Castles of the Lex
  The largest developed region in all of Arcadia belongs 
  to the sprawling complex of bridges, walls, towers, and 
  fortifications that make up the Court Castles of the Lex. 
  The bureaucratic orders of the Lex each have their own 
  gray stone castle(s) within the 50-mile square plot of 
  developed land. There is order to the tangle, though the 
  closer one gets to the center of the Court Castles the less 
  that order is obvious as the buildings and spires date back 
  to the beginning of the Lex on Arcadia.
  Although its size dwarfs many kingdoms, the Court 
  Castles are not evenly populated, and some sections 
  have been sealed away or abandoned in the edicts of new 
  policies. Old orders are shuttered but their residency sites 
  remain, sealed away, with their records moving into the 
  Scroll Crypts buried below the ground.
  The center of the entire structure is dedicated to the 
  Castle of Peaceable Laws, where the Order of Peaceable 
  Laws meet to debate new laws. This is also where the 
  true and original version of the Lexinomicon is housed, 
  magically linked to every copy on Arcadia. Few visitors 
  are allowed inside the Castle of Peaceable Laws unless 
  the Order of Peaceable Laws has called a special public 
  session, an act that requires two-thirds majority of the 
  order’s members after such a motion has been made.
  While the Order of Peaceable Laws is the pinnacle of 
  the Lex, other orders housed within the Court Castles hold 
  just as much if not more sway in the day-to-day operations 
  of the bureaucratic organization. Members of the Order 
  of Scroll Scribes can be found everywhere as they are 
  responsible for taking accurate notes on everything, who 
  in turn pass their documents over to the Order of Scroll 
  Archiving and Storage. The Order of Scroll Retrieval 
  are responsible for taking requests and fetching the 
  desired scrolls as summoned by members of the Lex or 
  representatives in good standing.
  Many of the outlying Court Castles are dedicated to 
  holding actual court, with a judge presiding over a case. 
  Cases are argued by defendants and prosecutors on behalf 
  of clients, who are often citizens accused of a crime that 
  they have disputed. The legal proceedings of these many, 
  many courts is long and tedious but most judges of the Lex 
  are fair if overly thorough. “Everyone has their day in Lex 
  court” is a common Arcadian saying, followed closely by 
  “but the Lex judge takes their time in months.” It’s a slow, 
  ponderous system, but for the complex law-heavy societies 
  of Arcadia there is no other option.
  
  Peaceable Kingdoms of Arcadia
  185
  Enlightened Orchard
  The flawless metal trees that dot the landscape of Arcadia 
  are rare, and while there is a pattern to their appearance 
  and growth it is complex and poorly understood by most. 
  The most reliable place to find the metal trees and their 
  magical flawless fruit is the Enlightened Orchard. Guarded 
  by four gynosphinxes of incredible age and power, the 
  orchard is hidden from casual view on Abellio, the first 
  layer of Arcadia, in an otherwise unassuming patch of land 
  not claimed by any Peaceable Kingdom.
  Those that wish to partake in the fruits of the orchard 
  must pass five tests. The first test is finding and accessing 
  the Enlightened Orchard, a riddle few have been able 
  to solve. Then each of the gynosphinxes that guards the 
  site offers a distinct test. Failure expels the applicant 
  from the orchard for a period of four years. It is widely 
  known that those that pass the tests have their memories 
  selectively cleared of the experience by the magic of 
  the gynosphinxes, so few clues exist to aid travelers. 
  Applicants must rely on their wits and knowledge to access 
  the orchard.
  Glockenspiel
  Glockenspiel stands as one of the many Peaceable 
  Kingdoms across the landscape of Abellio, and it would 
  be wholly unremarkable among its neighbors except for 
  one distinct feature. It is ruled by an erinyes devil named 
  Lady Lacquella who has turned her back on the evil ways 
  of her devilish kin. Lady Lacquella’s path to rulership over 
  Glockenspiel, a plutocracy rooted in old aristocratic ways 
  and means, started recently when one of the old nobles 
  schemed to gain greater power. He summoned the erinyes 
  and taught her the ways of Arcadia in secret while using 
  his considerable influence and deep knowledge of the laws 
  to keep the Perfect Order from discovering his plots.
  Lady Lacquella learned a great deal from her summoner, 
  and she found that Arcadia held more for her than the 
  Nine Hells. When she learned that the old noble that 
  summoned her had broken a High Law, she pushed 
  through incredible agony and pain to defy his will and 
  report it to the Lex. The Perfect Order came in with 
  full force into Glockenspiel and tore down the noble’s 
  house and plans in punishment, but the erinyes was a 
  conundrum. She was given a chance to plead her case 
  before the courts of the Lex, and using the knowledge of 
  Arcadian laws she had gained Lady Lacquella was able to 
  expedite the case hearing. The judge that oversaw the case 
  ruled in her favor and she was given her former master’s 
  land and title as recompense.
  The erinyes moved quickly to consolidate her power 
  among the other nobles, but she holds no malice in her 
  heart. She is careful not to break any laws, but some of the 
  Perfect Order that protect Glockenspiel – ancient knights 
  – bristle at the very thought of a devil in their lands. Lady 
  Lacquella has done well for Glockenspiel and its people, 
  however, and by all account she is eyeing a seat on the 
  Order of Peaceable Laws as her ultimate goal. Is this part 
  of a devilish plot to usurp the powers of Arcadia? Or is this 
  a case of a changed heart?
  Lexinomicon
  It cannot be understated how many laws adjudicate life 
  and society in Arcadia. Most of those laws were passed 
  with good intention, though a few come close to absurdity, 
  and some are so ancient that their original reasonings 
  have been lost to the dusty archives of the Scroll Crypts. 
  Every single law of Arcadia, from the simplest to the most 
  ridiculous, are transcribed in a massive tome called the 
  Lexinomicon, housed within the Court Castles of the Lex 
  on Buxelos. The sheer number of laws and amount of 
  people needing to reference them makes a single copy 
  worthless, so a magical copy exists within every Peaceable 
  Kingdom that is updated automatically and immediately 
  when the original is marked.
  The book itself is massive. A single page is 10 feet wide 
  and 8 feet tall, and when closed the Lexinomicon sits 10 
  feet high. The pages are magical, as thin as paper but as 
  strong and durable as steel. Perfectly neat and legible 
  handwriting lays out each law in ordered, organized 
  sections, but even for such a weighty tome the sheer 
  number of laws on Arcadia should fill multiple copies of 
  the behemoth. Another magical aspect of the Lexinomicon 
  holds an extradimensional space between the covers 
  allowing for a near-infinite number of pages to be kept 
  inside. Each copy of the Lexinomicon is half the size of the 
  original but otherwise holds the same properties.
  The Order of Scribes Eternal are tasked with actually 
  writing and adjusting the laws within the book. These 
  immortal scribes speak rarely and work in shifts, 
  maintaining the wording of all the laws and adjusting them 
  based on the rulings of the courts of the Lex. A single 
  representative of the Order of Scribes Eternal is assigned 
  to each copy held by the Peaceable Kingdoms, who are 
  responsible for relaying new laws and updated language to 
  their respective rulers.
  Mandible
  The formians are a relatively new arrival on Arcadia, 
  having spread from the coglands of Mechanus in a 
  relentless incursion into the planes. But the ant-like 
  creatures are not evil, and they recognize the value in 
  integrating into Arcadia seamlessly. Several hive-cities 
  have appeared on Buxelos, the plane’s second layer, but 
  none are as large or complicated as Mandible. There, 
  Queen Mother Clarity rules the formians across all of 
  Arcadia, and she commands great respect with the queen 
  mothers on Mechanus as well.
  Mandible stands as a massive dirt tower rising up from 
  the once lush grassland surrounding it. The indomitable 
  formians have worked tirelessly to build the structure 
  out of the land’s materials, using their own magic and 
  prowess to push it higher and higher. The base is nearly 
  a mile wide and it stretches up almost half that height, 
  tapering as it reaches the pinnacle. Inside is a complex 
  but well-organized network of tunnels, passages, caverns, 
  and rooms built into the earthen structure of Mandible 
  itself. The tunnels extend far underground as well, where 
  the formians have dug out extensive regions within their 
  designated borders.
  
  Peaceable Kingdoms of Arcadia
  186
  The hustle and bustle of constant movement dominates 
  existence in Mandible. The formians inside all have 
  specific tasks they must complete, and they work to 
  complete these with ruthless and machine-like efficiency. 
  Soldiers patrol, drones work, and Queen Mother Clarity’s 
  personal brood and guards oversee the entire operation. 
  The queen mother’s chambers are hidden in a secret 
  chamber at the tower’s base, roughly at ground level, but 
  accessing it requires intricate knowledge of Mandible’s 
  tunnels and hidden halls.
  Some representatives on the Order of Peaceable Laws 
  believe that the formians have sinister intentions that they 
  hide within Mandible’s borders. It is a sovereign nation on 
  Arcadian land, subject to its own laws, a situation agreed 
  upon by Queen Mother Clarity’s tireless negotiations upon 
  their arrival on the plane. What exactly transpires in the 
  formian hive-city is unknown to the Lex or other residents 
  of Arcadia, a fact that worries many in positions of power.
  Mount Clangeddin
  A blind traveler can find Mount Clangeddin with little 
  problem, as the rhythmic pounding of hammer on anvil 
  echoes for miles upon miles around the singular peak, 
  the sound of industrious dwarves working on countless 
  projects within the mountain’s halls. Of course, Mount 
  Clangeddin is even easier to find with sight as it towers 
  above every other natural feature of Arcadia, with the 
  exception of Mount Today. Its rocky surface is dotted with 
  regular openings where dwarven sentries stand watch, 
  but no easy trail avails those that would scale its exterior 
  – the jagged rocks are aligned specially to prevent such 
  ventures.
  Inside and below Mount Clangeddin, thousands upon 
  thousands of dwarves work under the auspices of their 
  god, Clangeddin Silverbeard. The famous dwarf deity 
  resides somewhere in the mountain, though he is not 
  one for religious rites, preferring instead to constantly 
  move about the halls inspecting soldiers and the results 
  of numerous dwarven crafters. The dwarves in Mount 
  Clangeddin live a rigid, militaristic life, with a definite 
  hierarchy and chain of command running through every 
  facet of life. Defense of the mountain is paramount, and 
  numerous spontaneous portals have appeared in the 
  tunnels below ground where duergar, derro, and other evil 
  invaders seek to plunder the riches of the fabulous dwarf 
  kingdom.
  And the riches contained within Mount Clangeddin are 
  fabled and many. Great weapons and armor of dwarven 
  make adorn vaults and halls of legend, though rarely do 
  they remain in place for long. Clangeddin and his clergy 
  believe that a weapon that sits idle is a weapon misused, 
  so worthy contenders constantly strive to prove their value 
  before the vault keepers in hopes of having one of the 
  mighty items bestowed upon them.
  Dwarves make up the bulk of the residents of Mount 
  Clangeddin, and dwarven members of the Perfect Order 
  protect it and the surrounding territory from incursions 
  and evil, but occasionally a non-resident impresses the 
  keepers enough to find a place among their ranks. Known 
  as beardfellows, these outsiders have been welcomed in 
  Clangeddin’s halls and are recognized by most dwarves as 
  honorable friends who have performed great service. Even 
  dwarves can be titled beardfellows and they are regarded 
  higher still by the people under the mountain.
  Orb of Day and Night
  Nothing more encapsulates the perfect order of Arcadia 
  than the Orb of Day and Night. Every 12 hours, the orb 
  shifts, bathing one half of the plane in sunny daylight and 
  the other in moonlit night. It turns without fail, a symbol 
  of Arcadia’s harmony. No twilight or dusk shines upon the 
  land, and a definite line divides the night and day sides 
  of the plane. The Orb of Day and Night rests atop Mount 
  Today on Abellio, but through some magical force it can be 
  seen just as clearly on Buxelos as well.
  Several planar sages have tried to study the orb, but thus 
  far all attempts to reach the summit of Mount Today have 
  met with failure. The weather turns violent the closer one 
  approaches the peak, and when coupled with the intense 
  effects of the orb itself – the day side radiates fierce and 
  blistering heat with the night side sends a numbing chill 
  – approaching the top has simply proved too dangerous. 
  A little known prophecy written by a blind diviner says 
  that one day the Orb of Day and Night will fail, and when 
  that happens order will become chaos and harmony will 
  crumble. Those that have heard of this prophecy scoff at its 
  words. How could such an event occur?
  Scroll Crypts
  The Lex generates enough scrollwork to stuff any library 
  on the Material Plane full to bursting, and then some. All of 
  this paperwork has to go somewhere, and below the Court 
  Castles on Buxelos the Lex have come up with the answer. 
  The Scroll Crypts are underground dungeon chambers 
  filled with vault upon vault, each overflowing with scrolls 
  of all kinds. Some are simple messages, some are notes on 
  various laws, and some are magical texts that hold words 
  of power. All must be stored and catalogued, and the Order 
  of Scroll Archiving and Storage are responsible for this 
  monumental task.
  The scribes of the OSAS (as they are known) are 
  accustomed to living underground, and they are the largest 
  order of the Lex outside of the Perfect Order. The OSAS 
  work closely with the Order of Scroll Retrieval who take in 
  the requests for archived document and pass them to the 
  OSAS for fulfillment. In the Scroll Crypts, the scribes have 
  little contact with anyone outside of member of the Order 
  of Scroll Retrieval.
  Some members of the Lex believe the OSAS has 
  lost more scrolls than they know about, but the OSAS 
  vehemently denies any such accusations. Unfortunately, 
  the truth is that sometimes, scrolls do become lost – but 
  usually under mysterious and directed circumstances.
  
  Peaceable Kingdoms of Arcadia
  187
  Spires of New Harmony
  While the Lex has the good of everyone in mind, the laws 
  that it passes and the direct enforcement of those laws can 
  be a bit stifling. Most folks with good intentions can see 
  the reasoning behind this, however, as it does maintain a 
  harmony and balance across Arcadia. However, one secret 
  project undertaken at the behest of a small cadre of judges 
  blurs the line between what’s good for Arcadia and what’s 
  good for people. Under the mantle of the Order of New 
  Harmony, this secret initiative operates in lone towers 
  spread across Buxelos called Spires of New Harmony, 
  where the ruthless inhabitants seek to purge chaos from 
  individuals by force.
  This kind of forced indoctrination is not illegal, not 
  yet, and the judges that run the Spires of New Harmony 
  wish to keep their project away from the eyes of the rest 
  of the Lex for as long as possible. The mission is simple 
  – take individuals that show strong rebellious streaks 
  from across the planes, abduct them, lock them in a Spire 
  of New Harmony, and then perform a series of magical 
  experiments meant to purge the chaos from their bodies. 
  They have not been successful to date on any grand scale 
  but they have managed to keep most of their activities 
  hidden. However, the Order of New Harmony is becoming 
  more bold in their actions, and soon they will be revealed. 
  And when that happens, the judges that run the project 
  hope that their results prove the end justifies the means.
  Stormvault
  The Storm Kings are powerful individuals that hold 
  incredible magical might between them. This magical 
  might is rumored to stem from a hidden site called the 
  Stormvault, where the penned up magical energy of the 
  plane’s weather is contained and then distributed slowly 
  between the four leaders. The Storm Kings do not speak 
  openly about such a place, but there have been enough 
  stories and legends told about them and their power that 
  most believe the Stormvault exists.
  If it does exist, it would contain magical secrets and 
  power of staggering capacity, whether the Storm Kings 
  draw energy from it or not. Some legends say that it holds 
  powerful weapons and relics used by the four to wage 
  war upon each other and exterior forces, while others 
  say it is a prison for a storm-related god of an ancient and 
  forgotten epoch. Where is this fabled site? Most sages 
  that study the Stormvault say that the most likely place 
  is inside the Orb of Day and Night itself, which sits at the 
  perfect center of Arcadia and consequently the Compass 
  Citadels of the Storm Kings. Do all four have access to the 
  Stormvault? Are there keys necessary to opening it? What 
  would precipitate such a momentous occasion? These are 
  questions that no one has answers yet for.
  Tower of Nomos Prime
  The laws of magic are cosmic and beyond the 
  understanding of most people, but Nomos Prime is not 
  most people. Who or what Nomos Prime is or was is not 
  known, but this magical entity claims to be the only being 
  in the multiverse that truly understands all of the laws 
  of magic. It has created a new school of magical study, 
  nomomancy, that it teaches to students young and old 
  that seek it out. And the best place to seek the entity is its 
  monolithic tower on Buxelos, Arcadia’s second layer.
  The Tower of Nomos Prime is constructed of black glass 
  streaked with jagged lines of purple. It appears on the 
  outside as a square box, 250 feet to a side, with no doors 
  or windows visible. Entrance is provided only to those that 
  prove they have understood the first law of magic, which 
  is that magic obeys its own laws. Demonstrating this can 
  be done in any number of ways, but doing so usually gets 
  Nomos Prime’s attention, after which a door panel opens 
  leading inside.
  The interior of the tower is a marvel of extradimensional 
  space. Its black glass corridors and halls continue in all 
  directions, not haphazardly but ordered and measured. 
  Students of all ages walk the halls, learning from the nomo 
  spirits that serve as Nomos Prime’s voice in common 
  interactions. The air hums with magical energy and the 
  labs hold experiments dealing with the very nature of 
  magic itself.
  Nomos Prime is infused within the tower and is quick 
  to explain to students and visitors that it cannot leave the 
  confines of the strange magical building. But the gift of 
  nomomancy it gives to any with the appetite to learn, and 
  this gift it encourages all to share across the multiverse. 
  Is this part of some sinister plot? What is the true motive 
  behind Nomos Prime and its scores of nomomancers?
  Adventure Hooks
  Arcadia presents any number of interesting adventure 
  opportunities for plane-traveling heroes of all kinds. Its 
  rigid law-based structure allows for a great amount of 
  intrigue, while the good-natured beliefs of its many citizens 
  provides interesting backdrops for all manner of conflicts.
  The Nomos Ritual. A hooded wizard appears in the 
  same small town as the characters and is witnessed 
  performing strange rites at odd hours of the day and 
  night. If confronted, the wizard explains that he is a 
  nomomancer, a student of Nomos Prime, and he is 
  searching for a ripple in the law of magic that he tracked 
  down to the site. The characters can also become 
  embroiled in the nomomancer’s machinations when the 
  ripple wraps ordinary creatures in the area to monstrous 
  proportions. Did the nomomancer cause the ripple and 
  is now trying to study the results? Or did it happen by 
  accident and he is trying to stop it?
  
  Peaceable Kingdoms of Arcadia
  188
  Drone On and On. The ground around the characters 
  suddenly collapses as a formian drone crew miscalculates 
  the soil composition of the area during their tunnel 
  construction. The ant-like creatures are not hostile, but a 
  leader approaches the characters and requests strongly 
  that they follow it to their dig supervisor. Are the formians 
  looking for something in the vicinity of the characters? 
  How does it tie back to Queen Mother Clarity’s attempts to 
  colonize all of Arcadia?
  Trial of the Century. One of the characters receives a 
  strange summons from a black-robed member of the Order 
  of Courtly Summons of the Lex. A family member or close 
  ally of the character has been brought to trial in the Court 
  Castles and has requested the character’s presence as 
  a witness to the crime in question. Magical compulsion 
  prevents defendants from lying, so the ally must be telling 
  the truth, but how the character fits into the legal conflict 
  should become more apparent when they arrive in the 
  grim court of the Lex.
  Secret of the Stormvault. A weather-related disaster 
  looms on the horizon, churned up by dark and mysterious 
  forces. The key to stopping the disaster lies hidden in 
  the Stormvault, and the characters must convince one 
  of the Storm Kings to let them access it. The party finds 
  themselves embroiled in the politics of those powerful and 
  somewhat fickle individuals while the clock ticks away and 
  the disaster moves closer to reality.
  Magical Law and Order. The characters suddenly find 
  themselves accused of breaking a High Law on Arcadia! 
  They are confronted by the Order of Courtly Summons 
  with a powerful host who request the characters’ 
  compliance with the order. If they disobey, they become 
  fugitives, but if they agree they find themselves locked 
  up in the Court Castles of the Lex while they await their 
  trial – in several years! Getting out and clearing their name 
  should take them on a journey across Arcadia, perhaps 
  with the help of a certain law-oriented bronze dragon. Who 
  set them up? And what do they have planned once the 
  party is out of the way?
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  is traveling through Arcadia. Look at each one as a 
  springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Arcadia
  1d100
  encOunteR
  01-05
  A lone brekekex singing its song in a nearby 
  swamp.
  06-10
  A force of a dozen formian drones on a 
  mission from their supervisor.
  11-15
  A passing goreworm below ground, 
  searching for chaotic prey.
  16-20
  Group of dwarven einheriar (knights) 
  protecting their region.
  21-25
  Several swarms of insects moving together 
  in harmony.
  26-30
  A cadmal watching from a short distance 
  away.
  31-35
  A herd of elephants on a methodical march.
  36-40
  Two lost monodrones that have been 
  separated from their fellows.
  41-45
  A deva aiding the Lex by searching for a 
  criminal.
  46-50
  Grazing giant goats in a nearby field.
  51-55
  A tortle druid communing with the insects.
  56-60
  Dozens of giant wasps stirred up and angry.
  61-65
  A judgewraith passing overhead.
  66-70
  A silver-eyed giant owl observing from a 
  nearby tree.
  71-75
  A guardian naga forced out of its lair.
  76-80
  A squad of formian soldiers fighting several 
  giant spiders.
  81-85
  An errant storm elemental driven mad.
  86-90
  Three giant boars crashing through the 
  nearby underbrush.
  91-95
  A group of human einheriar (knights) 
  patrolling the region.
  96-00
  A solar investigating rumors of an evil 
  presence.
  
  Wilderness of the Beastlands
  189
  Wilderness of the Beastlands
  “The Beastlands is a savage plane where ferocity and cunning stalk 
  through endless forests. Here, everything feeds on something 
  else, aggressively, and the rule of might makes right is the only 
  rule to rely upon. It is often compared to Arborea, and the two 
  planes share similar traits regarding the power of nature. Where 
  Arborea showcases nature in an abundance of life and glory, the 
  Beastlands depict nature stripped of all pretenses of civilization 
  and order, where the savage hunter kills mercilessly to survive. 
  Good and evil have little place is the savage wilderness where the 
  cycle of life, death, and rebirth is honored by all living creatures, 
  consciously or not.”
  Malakara the Warden
  There is no plane in the multiverse that better embodies 
  the savage and unpredictable aspects of nature than the 
  Wilderness of the Beastlands. Endless tracts of forests 
  stretch out across all three of its layers, where cycles of the 
  day are frozen in their paths – brilliant day, eternal dusk (or 
  dawn depending on your belief), and endless night.
  Forests of all kind grow rampant and enormous on all 
  three layers along with all types of plants, though few 
  places in all the multiverse rival the perpetual power 
  of the sun on the Beastlands first layer, Krigala. There, 
  supercharged by the powerful and never-ending sun 
  overhead, plants have taken on titanic proportions. 
  The second and third layers are overgrown with thick 
  vegetation as well, though not quite to the scale of Krigala.
  And beneath these endless forests stalk a dizzying 
  array of beasts of all kinds. Predator and prey move in 
  the eternal dance of life and death. All beasts understand 
  this cycle instinctively – there is no evil in the wolf taking 
  down a deer for the good of the pack. This bestial nature 
  is common with most beasts, but on the Beastlands the 
  creatures are more intelligent and most possess the gift 
  of speech (speaking a variant of the Celestial language). 
  Whether they speak with strangers is quite another matter.
  Beasts are the undisputed rulers of the Beastlands, 
  but there is nuance there that many do not realize. Every 
  type of creature obeys the edicts of a special Council 
  of Beasts unique to that type of animal. Each council 
  consists of thirteen exceptionally intelligent and powerful 
  representatives of their species – the Council of Panthers 
  rules over all panthers across the multiverse, while the 
  Council of Rats commands the rats. These powerful 
  groups have motives, schemes, and plans all their own, 
  many of which involve their representatives on the Material 
  Plane and beyond.
  Above the beast councils are the powerful animal lords. 
  These are unique creatures with many capabilities that 
  rival demon lords and devil princes. Like the councils, 
  they have their own schemes, which may coincide with 
  their “lower beasts” but often do not. Animal lords are 
  dangerous, canny, and strategic in their actions, and their 
  realms on the Beastlands harbor secrets and dangers to 
  tempt any planar explorer.
  While beasts are the dominant inhabitants of the 
  Beastlands, other creatures move about as well. Many 
  tribes of centaurs call the plane their home, and a great 
  number of lycanthropes of all types move amidst the three 
  forested layers. The lycanthropes are accompanied by 
  humanoids with lesser bestial abilities known as shifters. 
  These shifters and lycanthropes form a loosely organized 
  group called the Wylders that offer some of the only 
  civilized places in the Beastlands – though the standards 
  fall into the rustic or quaint categories when compared to 
  major planar cities.
  Many powerful variants of normally encountered 
  creatures also move through the plane’s three distinct 
  layers. More intelligent than even their planar kin, these 
  beasts possess magic and skills allowing them to thrive 
  in the savage wilderness. Whisperpads, nightprowlers, 
  grizzlepaws, sunspears, and more can be encountered in 
  the Beastlands though potential travelers are warned that 
  they rarely welcome guests in their lands.
  The Beastlands offers a bountiful plane of natural 
  wonder and beauty that cannot be rivaled across the 
  multiverse. Primal magic stirs in the shadows of the 
  endless forests, stirred up occasionally by chance or 
  luck. The animal lords and beast councils protect their 
  realms with fervent zealousness as well, though few are 
  considered evil by traditional standards. Trust is hard to 
  come by, however, when creatures have to constantly be 
  wary for the bigger or stronger predator at all times.
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of the Beastlands as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on the Beastlands.
  Beauty of Nature. The Beastlands is a plane filled with 
  the wonders of nature left unchecked. There is no major 
  presence of civilization on any layer to curb or cut down 
  the relentless spread of the natural power, so everything 
  has an overgrown and primal feel to it. Forest trees grow 
  close together and tower over the ground, creating deep 
  layers of canopy that hide any number of creatures, and 
  strange flowers that grow nowhere else in the multiverse 
  spread out with abundance. Unusual birds sing in the 
  shadows of the trees and the sense of ancient and primeval 
  wilderness extends out in every direction.
  
  Wilderness of the Beastlands
  190
  Hunt or Be Hunted. There is a very real danger lurking 
  in the Beastlands. Predators of all kinds and shapes can be 
  found, and their prey come in all sizes and shapes as well. 
  The endless cycle of natural life is on full display in the 
  untouched wilderness of the plane, and part of that is this 
  simple truth: hunters hunt. Intelligent beasts of all kind 
  stalk, hunt, and kill other creatures to satiate their appetite, 
  and while it can be messy there’s nothing inherently evil 
  or wrong about it. Travelers to the Beastlands always have 
  a sense that something is watching them from a distance, 
  weighing their moves, and waiting for the perfect moment 
  to pounce.
  Savage Instincts. A feral undertone permeates the 
  wilderness of the Beastlands. It heightens senses and 
  encourages more animalistic instincts to take over. The 
  metallic scent of blood from a wounded creature may waft 
  in suddenly, triggering a predatory response in martially-
  trained travelers, while the sweet smell of fresh rain 
  inspires everyone to throw off the shackles of civilization 
  and run naked in the wilderness, reveling in the simple joy 
  of a life uncomplicated by outside pressures.
  Lay of the Land
  The layers of the Beastlands are specially designed to 
  allow predators and prey of the animal kingdom to thrive. 
  This mean that there’s an abundance of vegetation, often 
  in titanic proportions, to allow herbivorous beasts to graze 
  and grow huge. By the same token, predators must also 
  be larger and craftier. This circle of existence is repeated 
  without end on all three of the Beastlands’ layers.
  Krigala
  The brilliant sun hangs in the sky over Krigala, the first 
  layer. It never sets or wanes from its position, and this 
  oversaturation of sunlight creates the most fantastically 
  huge plants in the plane. The River Oceanus flows through 
  Krigala as well, though no tributaries branch off as the 
  waters make their way across the multiverse.
  Lakes, pools, and streams crisscross the region which 
  is dominated by forests of all kind. The weather is violent 
  and random in Krigala, with rainforests standing next to 
  tracts of deserts filled with cacti of enormous proportions. 
  Mountains covered with evergreen trees rise up, creating 
  fertile valleys where no non-beast has visited.
  The beasts of Krigala are those that thrive in daylight, 
  including hawks, bears, stags, lions, and more. A large 
  herd of centaurs lay claim to a stretch of wilderness known 
  as the Greenway, and the Wylder frontier town of Signpost 
  sits as the plane’s most civilized point.
  Brux
  The sun and moon hang at opposite ends of the sky above 
  Brux, creating a perpetual cloak of twilight across its 
  shadowed forests. Debate rages over whether dawn or 
  dusk is forever frozen, but regardless the moon and sun 
  never rise or set further in the layer frozen at the perfect 
  “hunting hour.”
  The forests of Brux are filled with exotic plants with 
  enormous leaves grown to absorb the dim light of the 
  sun as much as possible. Groves of moonflowers tilted 
  towards the suspended moon are a common sight as 
  well, but even these are larger than their normal Material 
  Plane counterparts. Beneath all of this moves the stealthy 
  creatures of the Beastlands – snakes, ravens, rats, and 
  others occupy the twilight-shrouded expanses.
  Brux also holds Blackstone Lodge, the centerpiece of 
  the Glorious Lodge. This thoroughly selfish and depraved 
  group are only interested in hunting the creatures of the 
  Beastlands to extinction for their own vain glory, or the 
  glory of their many planar clients. They are reviled by all 
  beasts of the plane but magic keeps most of them out of a 
  wide radius around Blackstone Lodge.
  Karasuthra
  Endless night sits like a blanket over the dark forests of 
  Karasuthra, the Beastlands’ third layer. The sky overhead 
  is lit by a heavy moon shedding pale radiance along with 
  a multitude of stars. Unlike Material Plane night skies, 
  however, the stars above Karasuthra move and shift of 
  their own accord. No one is really sure what the stars are, 
  though some theories say they are animal lords yet to be 
  reformed into physical bodies.
  The darkness of the layer creates a perfect environment 
  for panthers, owls, cats, and other nocturnal creatures. 
  Dark trees stand in thick groves, obscuring the moonlight 
  and creating ample opportunity for stalking predators to 
  hunt wary prey. Danger and death lurks everywhere on 
  Karasuthra so few non-animals call it home.
  The exception are the Unicorn Knights, warriors and 
  defenders who follow the call of a great unicorn spirit that 
  dwells in a luminous moonlit grove. These noble souls 
  travel across the multiverse, righting wrongs and fighting 
  evil in the name of their powerful spirit leader.
  Cycle of Time
  Each of the three layers of the Beastlands are frozen at 
  a point in time – high noon for Krigala, dusk/dawn for 
  Brux, and midnight for Karasuthra. There is no constant 
  measurement of time on any of the layers, as the weather 
  is unpredictable and the moon and sun never move, but 
  time otherwise does flow normally.
  Surviving
  The Beastlands are dangerous because of their endless 
  tracts of forested land, wild and unpredictable weather 
  patterns, and multitude of stealthy predators that have 
  perfected the art of hunting. These factors make travel 
  through the Beastlands a risky maneuver, but there is no 
  pervasive natural element that threatens life and limb for 
  non-natives.
  
  Wilderness of the Beastlands
  191
  Getting There
  Naturally occurring portals and gates to the Beastlands 
  are common in the oldest forests of the Material Plane. 
  Many of these are known to ancient guardians of the 
  forest, animals that can trace their lineage back to the 
  Beastlands itself. Most of these portals lead to Krigala and 
  are activated by the presence of specific animal types only.
  The River Oceanus, which flows through many of the 
  Upper Planes as the bright twin to the River Styx, cuts 
  through Krigala as well. River travel is pretty regular 
  through the Beastlands, and the Wylders keep several 
  trading posts active along the Oceanus river banks to swap 
  stories and goods with travelers.
  Many gates exist between the layers as well, usually 
  within the remnants of fallen trees. The amount of light 
  on the tree’s trunk can give an indication of which layer 
  it leads – brightly lit gates (whether by sun or moon) lead 
  to Krigala, partially lit ones send a traveler to Brux, and 
  the darkest ones go straight to Karasuthra. Many animals 
  move naturally between the three layers in search of prey 
  or food though they always manage to make their way back 
  to their home layer.
  Traveling Around
  Wilderness is the prime deterrent to any sort of travel 
  throughout the Beastlands. Forests, meadows, hills, and 
  valleys tend to start to look the same the longer a traveler 
  stays on the plane, but the cardinal directions still function 
  by some quirk of planar geography. Animal trails crisscross 
  all layers, though these can shift and change over the 
  course of days or weeks.
  There is a sect of Wylders that offer their services as 
  guides to visitors. Known as trailfinders, these hearty 
  rangers know many secret paths throughout each layer 
  and can often provide maps to well-documented locations. 
  Some of these trailfinders delight in tricking gullible 
  travelers, leading them into dangerous situations for a 
  laugh. If you come to the Beastlands with evil in your heart 
  and a wish to defile nature, the trailfinders definitely make 
  sure you have a hard time.
  Powerful & Mighty
  Kings and queens of animals and beasts rule over many 
  regions of the Beastlands, but usually these powerful 
  beings are one with the natural beauty of the plane. 
  Animal lords – mysterious and capricious beings on par 
  with demon lords and devil princes – keep a watchful 
  eye on their domains, while the various beast councils 
  work towards the betterment of their animal type. Other 
  organizations usually try to stay out of the way of these two 
  potent forces.
  Animal Lords
  There are great primal powers that lurk in the Wilderness 
  of the Beastlands. Unique, capricious, and unpredictable, 
  these animal lords are masters of vast domains across 
  the plane, with minions and servants placed in cunning 
  and strategic locations. Their exact nature is not precisely 
  known. Perhaps they are the spiritual manifestation of a 
  specific animal type, savage perfection personified, though 
  there are known to be multiple animal lords of a single 
  type (there are multiple cat lords, for example, and at least 
  two rat lords).
  
  Wilderness of the Beastlands
  192
  They are all canny shapeshifters as well, able to shift 
  effortlessly from animal to humanoid to hybrid, switching 
  genders as it pleases them or as it suits their needs. Listed 
  below are the most influential or visible of the animal 
  lords of the Beastlands, each with their own realms and 
  schemes that can certainly extend far beyond the borders 
  of their own plane. Certain individuals are drawn to these 
  powerful entities, pledging their fealty in exchange for 
  magical prowess; these warlocks are tools to be used by 
  the animal lords as they see fit.
  Aaru the Owl. The most feared of the owl animal lords, 
  Aaru dwells in a massive hollow tree called the House of 
  Owl beneath Karasuthra’s eternal night. Those that seek 
  the wisdom of Aaru must navigate the maze within the 
  tree, filled with dangerous traps and monsters of all kinds. 
  The great owl lord dwells at the top, always in the form a 
  huge, weathered owl with thick gray feathers and piercing 
  yellow eyes. It is said Aaru speaks all languages and can 
  decipher any script as well.
  Batris the Elk. Batris is a powerful elk that bounds 
  through the sunlit layer of Krigala without a care in the 
  world. This animal lord is one of the few with no definitive 
  claim to a domain, though a stampeding herd of elk 
  accompanies the animal lord on many of its travels. Batris 
  spends most of its time as an elk, wild and free, and the 
  warlocks and other mortal servants that follow the animal 
  lord’s ways tend to be nomadic and carefree.
  Eerin the Rat. The twilight layer of Brux hides the 
  shadowy movements of the minions of Eerin the rat lord, 
  one of the oldest animal lords and the only known blind 
  one. Thousands upon thousands of the creatures spread 
  out in all directions, keeping an eye on the movements of 
  other animal lords, the beast councils, and especially any 
  strangers in the Beastlands. Secrets are whispered back to 
  Eerin’s ears deep in an underground lair called the Maze 
  of the Blind Rat. Eerin enjoys taking the form of a blind 
  hermit, both within the maze and while traveling abroad.
  Lyanh the Cat. Lyanh is the most well-known of the cat 
  lords of the Beastlands, and perhaps the most curious of 
  them all. The home of this famously capricious animal lord 
  is a region of Karasuthra called Cat’s Breath – a stretch 
  of thick forest blanketed entirely by dense fog. Strangers 
  are blind in the mist, but Lyanh and other felines can see 
  perfectly, allowing them to observe at their leisure. Lyanh’s 
  mortal servants are ever-watchful across the planes.
  Rhirius the Bear. Strength and the power that comes 
  from possessing it is all that matters to Rhirius, the bear 
  lord. Dwelling within Great Bear Mountain, Krigala’s 
  tallest peak, Rhirius only recently ascended to the status of 
  bear lord, following the disappearance of Rhekenar from 
  the Beastlands. The loss does not bother Rhirius except 
  the gnawing fear that Rhekenar might some day return, 
  as the former bear lord was stronger and more cunning 
  than Rhirius. Most do not believe the younger animal lord 
  capable of the kind of coup that would remove Rhekenar 
  from power, so theories point to an outside force that 
  manipulated the situation within Great Bear Mountain.
  Satassis the Snake. Moving silently through the twilit 
  region called the Jungle of Slithers is Satassis, the snake 
  lord, along with a swarm of seen and unseen vipers and 
  snakes of all kinds. Satassis is an exceptionally charming 
  animal lord, capable of convincing almost anyone of 
  almost anything with its hypnotic voice, eyes, and powerful 
  charming magic. Through spies and pawns across the 
  multiverse, Satassis is also one of the busiest animal lords 
  of the Beastlands with countless plots spinning at any 
  given time.
  Vadon the Hawk. Proud, agile, and defiant, Vadon the 
  hawk lord is a symbol of nature’s righteousness and pride. 
  The Sunscream Spire stands alone on Krigala, allowing 
  Vadon and their bird minions to survey the plane for miles 
  upon miles in every direction. Ever alert and always ready 
  to strike, Vadon often lets its pride get in the way of good 
  judgement, which may some day be the animal lord’s 
  downfall.
  Zutris the Panther. The Midnight Plateau on 
  Karasuthra is the forested realm of Zutris and a pack of 
  cunning panthers. Unlike many of the other animal lords, 
  Zutris takes an active role in the Council of Panthers, 
  leading them in their decisions and running meetings 
  when they occur. The panther lord’s control over the 
  Midnight Plateau is complete, though some malcontents 
  whisper behind Zutris’ back and plot quietly to overthrow 
  the complacent lord. When they move they may be 
  surprised to find Zutris is not as oblivious as they believe.
  Beast Councils
  Most inhabitants of the Material Plane are not aware that 
  there is a secret council of beasts that rules the actions and 
  activities of animals across their plane. Squirrels, wolves, 
  deer, bears, and every other animal obeys the commands 
  of a specific beast council located in the Beastlands. Each 
  council contains thirteen animals of high intelligence with 
  the ability to communicate across the planes to their fellow 
  beasts on the Material Plane.
  Given that there is only one council for each type of 
  beast, their attention is naturally focused on only so many 
  Material Plane plots and schemes. Most animals of the 
  Material Plane have no knowledge of the secret councils 
  and most never hear or see them in their lifetimes. But 
  each beast council keeps a magical scrying eye on the 
  activities of their fellows, and while the Material Plane 
  is the focus they usually have no qualms about involving 
  other planes if necessary.
  The members of each beast council are chosen by 
  hidden lottery, which some claim is divine, but unless they 
  are killed by violence each is effectively immortal. When 
  they gather together, the thirteen council members can 
  muster great magical might to effect their plans across the 
  planes. They usually use them to watch from a distance 
  and direct their fellows towards actions, but occasionally 
  a council member is sent directly from the Beastlands to 
  coordinate efforts directly.
  
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  There is at least one documented case of the Council 
  of Rats moving to take over an entire city on the Material 
  Plane using legions upon legions of rats, but their efforts 
  were eventually thwarted by the intervention of outsiders. 
  The Council of Rats is always looking to expand their 
  territory, and many beast councils look upon humanoids as 
  pests that must be eradicated for them to claim their true 
  position in the multiverse.
  Glorious Conclave
  Not everyone that gazes upon the splendor of the 
  Beastlands sees beauty and wonder. There are those that 
  see only a land and creatures to be exploited, however. 
  Such are the members of the Glorious Conclave. These 
  rangers, warriors, wizards, warlocks, and more are 
  dedicated to hunting down the powerful and unique 
  creatures of the Beastlands for personal glory and profit. 
  There are a great number of decadent nobles across the 
  multiverse that pay great sums of gold and magic for a rare 
  trophy to show off.
  The Glorious Conclave is happy to oblige these requests, 
  but at its core the Conclave is dedicated to exterminating 
  as many creatures of the Beastlands as possible. They 
  have established Blackstone Lodge, a permanent base, 
  on Brux, and use powerful sorcery to deter the elements 
  of the plane from affecting it. The leaders of the Glorious 
  Conclave are mysterious and direct things from off the 
  plane, so the lodge captains have great leeway in how they 
  conduct their business. Lodge Captain Hazaa al’Zuraa, an 
  efreeti ranger, runs Blackstone with an iron fist and often 
  leads hunts himself.
  Tribes of the Greenway
  Centaurs are a proud race that run in tribes along a great 
  stretch of wilderness known as the Greenway. They are 
  one of the few non-animal natives of the Beastlands and 
  they share a special kinship with the forests and wilds 
  of their planar home. Nonetheless, they are part of the 
  ecosystem, and they hunt and in turn are hunted by many 
  of the creatures of the Beastlands.
  There are more than two dozen tribes that run through 
  the Greenway, nomadic and free, moving beneath the 
  eternal sunshine of Krigala. Each tribe is named for a 
  momentous event in their past, such as the White Storm 
  Tribe named after a torrential thunderstorm that split a 
  previous tribe in two with jagged lightning and flashfloods.
  The dominant tribe of centaurs is the Sunstone Tribe, 
  with many members that worship Krigala’s sun as a 
  god and receive power from their prayers. Other tribes 
  include the Scorched Hooves Tribe (berserkers) and the 
  Hawk Run Tribe. The Blackwind Tribe have fallen from 
  the main centaur groups and now keeps to themselves 
  on the fringes of the Greenway, practicing a foul magic 
  summoned from the depths of the Abyss itself.
  Unicorn Knights
  Most of the creatures of the Beastlands are animals – 
  more intelligent, more aware, perhaps larger or more 
  aggressive, but otherwise similar to the variety found 
  on most Material Plane worlds. Some exceptions exist, 
  and one of the primary are the unicorns. These majestic, 
  celestial beings are found natively in the Beastlands, 
  though they rarely gather in any large numbers, and can be 
  found moving between all three of the plane’s layers. Their 
  mere presence has inspired a loose-knit band of warriors, 
  rangers, and hunters called the Unicorn Knights.
  Honoring the benevolence and stewardship of their 
  namesake, Unicorn Knights start off as individuals from 
  across the multiverse that experience the life-changing 
  beauty and wonder of encountering a unicorn. For these 
  people, the meeting draws them to the Beastlands and 
  eventually to the Grove of the Unicorn on Karasuthra. 
  There, beneath the ever-present full moon in the sky and 
  thousands of twinkling moving stars, those that come with 
  goodness in their hearts are visited by the unicorn spirit.
  Unicorn Knights have no formal organization structure 
  and they are led by no individual. Members are encouraged 
  to fight for the good of all goodly people wherever their 
  travels may take them. They share a special kinship with 
  celestial creatures, as their goals often align, but otherwise 
  the Unicorn Knights have no mandate beyond helping out 
  whenever and wherever they can. 
  
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  Wylders
  The most numerous of the non-animal natives of the 
  Beastlands are the disparate bands of lycanthropes and 
  their kin known as Wylders. They live in harmony with the 
  primal wilderness of the plane, hunting and being hunted 
  in the trackless forests of all three layers according to the 
  ways of the beasts. Lycanthropes of all kind can be found 
  in the Beastlands, though many prefer the permanent 
  moonscapes of Karasuthra or twilit regions of Brux to the 
  everlasting noon of Krigala.
  Many of the Wylders are not true lycanthropes but 
  distant relations instead, an offshoot known as shifters. 
  These humanoids appear as feral humans though they 
  can manifest animalistic features under stress. Shifters 
  outnumber the lycanthropes within the Wylders by ten 
  to one, and a small number of other races can be found 
  among their ranks as well.
  Wylders operate a handful of permanent settlements in 
  the Beastlands. Signpost is the largest and best known, 
  located on the banks of the River Oceanus on Krigala, 
  but they have a few others scattered throughout Brux and 
  Karasuthra as well. The Wylders are violently opposed 
  to the Glorious Conclave and the two have clashed on 
  numerous occasions. The lack of any organization within 
  the Wylders has kept focused counterattacks against the 
  poachers to a minimum, and the Conclave members have 
  kept information on tactics of their enemies in order to 
  prepare hunts effectively.
  Creatures & Denizens
  Creatures of all kinds can be found in the Beastlands. 
  Many of these appear as normal versions of commonly 
  encountered animals, though more intelligent and with the 
  ability to speak a form of Celestial. There are some unique 
  creatures as well that travelers can encounter, many of 
  which are hostile as a predator is hostile to prey in the 
  wilderness.
  Beasts
  The beasts that dwell in the Beastlands are more 
  intelligent than regular variety. Creatures of the beast 
  type that are native to the Beastlands can speak and 
  understand the Celestial language and possess Intelligence 
  and Wisdom scores of 10. They are cunning creatures 
  that have evolved in a pristine wilderness catering to their 
  every needs, though most remain animalistic in nature and 
  savage in ferocity.
  Gaspar are unique inhabitants of the Beastlands that 
  resemble enormous elks, but their antlers possess the 
  ability to rip open planar barriers. They often use this 
  ability to deter attackers and even the ferocious predators 
  of the plane know to leave most gaspar herds alone.
  Animal Lord Agents. The Animal Lords are unique 
  creatures that have evolved from various beast types 
  into immensely powerful beings, on par with the demon 
  lords of the Abyss. Their motives are mysterious and 
  their methods unusual, but most rely on agents to do 
  their bidding across the Beastlands and into the wider 
  multiverse beyond. Darkstrikers are smoky serpents 
  that slither through the twilight jungles of Brux, while 
  grizzlepaws are immense bears who protect sacred sites 
  all across the plane. The stealthy nightprowlers serve the 
  panther lords as hunters and warriors with a legendary 
  ability to blend into the wilderness. The skies of the 
  Beastlands are the domain of hawks, and the sunspears 
  are the greatest of those flying. Beneath the ground of 
  Karasuthra run tricktails, deceptive rat creatures devoted 
  to spying and subterfuge in the name of their rat lords. 
  Whisperpads are charming cats with many spells at their 
  disposal, and they are unique in refusing to serve any other 
  cat or cat lord.
  Humanoids
  Animals dominate the Beastlands at every level, but 
  humanoids have managed to eke out an existence as 
  well. Most live in small families, perhaps living in a single 
  dwelling in the middle of the savage wilderness, hunting 
  and foraging for food and trading amongst themselves. The 
  River Oceanus provides a lifeline for much of the trade on 
  the plane and most humanoid settlements are established 
  along its riverbanks. Only the brave or foolhardy attempt to 
  live further out in the jungle.
  Centaurs. Centaurs are the undisputed lords of the 
  Greenway, a river of grassland that snakes through the 
  otherwise thick jungle of Krigala. The centaurs run and 
  hunt in small nomadic family herds, rarely staying in any 
  single place for more than a chance to rest and gather 
  water. They fashion weapons and armor from the natural 
  resources of the Beastlands, and a few herds make the 
  journey to the River Oceanus to trade in more durable 
  goods to help in their lives.
  Shifters. Shifters are the most numerous humanoids 
  of the Beastlands. They form the bulk of the traders and 
  hunters along the River Oceanus, and they’ve formed 
  their own rough society called the Wylders as a result. 
  Most believe that humans that settle in the Beastlands 
  eventually transform into shifters as the wild nature of 
  the plane physically changes them into more animal-like, 
  but this may just be superstition. Shifter guides on the 
  river and in the jungles are invaluable resources and their 
  natural talents of wilderness lore make them excellent 
  survivors in the harsh, unforgiving jungles.
  
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  Tabaxi. At some point long ago, a mysterious cat lords 
  decided to play around with creating life in its own image. 
  They captured a band of humans and kept them in the 
  darkest part of the jungle, subjecting them to magical 
  experiments and training exercises. Some of these were 
  cruel, some were helpful, but they all helped shape a new 
  race – the tabaxi. This tale is popular among tabaxi as 
  their origin, though very little evidence exists to support it. 
  They are usually connected to one of the cat lords, though, 
  and form close personal bonds with their feline brethren 
  in the jungle. Tabaxi possess a natural curiosity, much like 
  their cat ancestors, and many go out in search of adventure 
  before eventually returning to the Beastlands to aid their 
  cat lord in their many schemes.
  Plants
  Beasts may be the stars of the Beastlands, but plants 
  are major supporting players of the entire ecosystem. 
  From mantraps hiding in the jungle, waiting to devour 
  unsuspecting prey, to dangerous yellow musk creepers 
  infecting close humanoids with a zombie-like fungal 
  growth, plants are often an underestimated threat in the 
  verdant wildlands of the plane. Intense tri-flower fronds fill 
  entire jungle fields with their beautiful yet deadly blossoms 
  and assassin vines drop tendrils down to grab at victims 
  and crush them to create its own fertilizer.
   
  Hazards & Phenomena
  The Beastlands is a dangerous place, mainly due to the 
  number of predator creatures that stalk through all three 
  of its forested layers. Several latent planar effects can 
  surprise the unwary traveler, however.
  Hunter’s Paradise
  There’s a primal order that infuses the Beastlands, 
  heightening the abilities of predators and prey alike 
  throughout all the layers. Living creatures have advantage 
  on Wisdom (Animal Handling), Wisdom (Perception), and 
  Wisdom (Survival) checks while in the Beastlands.
  Shape of Beasts
  Changing into a beast, either through polymorph or 
  a druid’s wildshape, is dangerous in the Beastlands. 
  Creatures that do not possess the shapechanger subtype 
  that transform into a beast while in the Beastlands must 
  succeed on a DC 15 Wisdom saving throw. On a failure, 
  the animalistic nature of the plane takes over for 1 minute. 
  At the beginning of each of the creature’s turn, roll a d10 to 
  determine its behavior for that turn.
  shapechange animalistic behaviOR
  1d10
  animalistic behaviOR
  1-2
  The creature uses all its movement to move 
  in a random direction. The creature doesn’t 
  take an action this turn.
  3-8
  The creature uses its action to make a 
  melee attack against a randomly determined 
  creature with its reach. If there is no 
  creature with its reach, the creature moves 
  towards the nearest creature it can see and 
  takes no other action this turn.
  9-10
  The creature can act and move normally.
  This planar effect can be ended early by targeting the 
  creature with a calm emotions spell.
  Sites & Treasures
  The Beastlands holds a trove of wonderous sites within its 
  wooded boundaries, from the lairs of the most prominent 
  animal lords to naturally occurring places of strange 
  beauty and unknown power.
  Blackstone Lodge
  The Glorious Conclave has made it their mission to 
  harvest the most valuable parts of the beasts found in the 
  Beastlands and sell them to wealthy patrons and collectors 
  across the multiverse. They are universally reviled by the 
  natives of the plane, but that hasn’t stopped the conclave 
  from establishing several outposts from which they 
  perform their poaching and hunting. Blackstone Lodge is 
  the largest and most prominent of these, standing three 
  stories tall on a cleared ledge overlooking a brilliant azure 
  lake on Krigala. The impressively built wooden building is 
  stained black and contains rooms for nearly 100 hunters 
  of the conclave, with additional space for guests. Portals 
  leading across the multiverse are maintained by conclave 
  wizards.
  Magical wards surround Blackstone Lodge that prevent 
  the natives of the Beastlands from attacking it directly, 
  allowing the conclave members inside to enjoy luxurious 
  privacy amidst their ill-gotten trophies and treasures. The 
  leader of the Blackstone Lodge is the cruel and merciless 
  efreeti, Lodge Captain Hazaa al’Zuraa, who personally 
  hunts down the biggest creatures across the Beastlands 
  he can find. Smaller bands of conclave hunters head out 
  on specific targeted hunts, taking on commissions from 
  wealthy patrons.
  Infiltrating Blackstone Lodge requires passing through 
  multiple layers of magical scrutiny, and then facing against 
  the golem guardians that protect the interior. Wood and 
  stone golems are carefully hidden amongst the trophies 
  inside, ready to come to the aid of the lodge when a 
  ranking conclave member calls to them. It is rumored that 
  Hazaa al’Zuraa keeps a secret vault beneath the lodge for 
  his personal trophy collection, including the heads and 
  stuffed bodies of at least three fallen animal lords.
  
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  Cat’s Breath
  The realm of Lyanh, the most curious cat lord in the 
  Beastlands, is a fog-enshrouded region of Karasuthra 
  forest known as Cat’s Breath. There, the many felines 
  under Lyanh’s control patrol for intruders while the cat 
  lord itself listens to messages delivered by spies and 
  agents from across the multiverse. Non-felines that enter 
  Cat’s Breath are blinded by the thick fog, forced to stumble 
  around in the dark forest.
  Lyanh’s personal sanctuary sits at the heart of Cat’s 
  Breath. There, in the sprawling arms of a mighty tree, the 
  cat lord lounges, sleeps, and moves multiple plots forward. 
  Like all animal lords, Lyanh can take the form of any 
  gender and transform into a cat, human, or hybrid between 
  the two. Its personal preference is a large female kitten, 
  similar to a whisperpad, and it’s in this form that most of 
  its agents speak or work with. Lyanh has a vested interest 
  in multiple plane-spanning plots, most just for fun, but 
  a few secret ones that the animal lord hopes will deliver 
  magical artifacts into their paws.
  The felines that serve as Lyanh’s eyes and ears in Cat’s 
  Breath are no more fearsome or dangerous than ordinary 
  feral cats, so they do not engage in combat. Aggressive 
  intruders are dealt with using charm and subtlety by the 
  cat lord, who can also command the thick fog to become a 
  choking mist upon command if its feline wiles fail to deter. 
  Few enter Cat’s Breath without good reason.
  Great Bear Mountain
  Towering above the forest of Krigala is a solitary peak 
  known as Great Bear Mountain. Its sides are dotted with 
  multiple cave entrances that lead into a sprawling network 
  of natural tunnels and levels within the mountain, and 
  there dwell the strongest of the bear lords. This mantle has 
  been passed between multiple bears over the centuries, 
  with the current bear lord, Rhirius, stepping up boldly to 
  fill the vacancy left by Rhekenar.
  Hundreds of bears live within Great Bear Mountain, 
  and though there was grumbling when Rhirius stepped 
  up to claim the bear lord title none moved actively against 
  the younger creature. Some of the older bears believe 
  Rhekenar’s disappearance was caused by an outside force, 
  and a few whisper Rhirius had a paw in the act considering 
  how quickly they moved to claim the bear lord leadership. 
  The elite guard of the bear lord, the Grizzled Guardians, 
  have not opposed Rhirius’ ascension, which leads most 
  to believe that the new animal lord had no direct part in 
  Rhekenar’s absence.
  
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  Activities within Great Bear Mountain are slow and 
  ponderous, but when moved by righteous anger the bears 
  within can act surprisingly fast. Rhirius is more aggressive 
  than most bear lords of the past, and it is widely believed 
  the new animal lord is sowing the seeds of war to mobilize 
  the forces of Great Bear Mountain against an unknown 
  foe.
  The Greenway
  The forested landscape of Krigala is marked by an unusual 
  feature called the Greenway. It is a wide, winding “river” of 
  grasslands that cuts through the heart of forest and jungle 
  alike, running for hundreds of miles. It parallels rivers 
  and moves around lakes, and on more than one occasion 
  the grassland route has shifted dramatically due to some 
  unknown cause. Its grassy width varies, from several 
  hundred feet wide at its narrowest to more than five miles 
  wide in some areas.
  The Greenway acts as a point of reference for many 
  beasts that call Krigala their home, but none depend on it 
  more than the centaur tribes. They live, breathe, and die 
  along the length of the grassy expanse, where they can 
  run unimpeded by the thick forests that surround them. 
  Batris the elk lord and its stampeding herd run through 
  the Greenway as well, and the centaurs usually welcome 
  the powerful animal lord and its retinue when their paths 
  cross.
  Herds of gaspar are known to run through the Greenway 
  as well, though they are generally avoided by the centaur 
  tribes. A gaspar in a wrong mood can wreak havoc on a 
  tribe, sending them across the planes with little hope of 
  returning, so the centaurs keep their distance.
  Grove of the Unicorn
  Unicorns are not natives of the Beastlands, which is why 
  the presence of one can be a surprising encounter. But 
  on Karasuthra, beneath the ever-present full moon and 
  dancing stars, a sacred place stands that holds the eternal 
  spirit of one of these majestic creatures. The Grove of the 
  Unicorn is a magical area filled with wonder and beauty 
  that holds the immortal spirit of Arryn, a unicorn that 
  came to the Beastlands accidentally.
  Arryn’s complete story is not known, but the pieces 
  that planar scholars have been able to gather suggest 
  the unicorn was pulled into the Beastlands by an outside 
  force. Whether malevolent or not, Arryn was unable to 
  leave, and spent some time learning about Karasuthra and 
  the powerful primal magic that infused the entire plane. 
  She encountered a band of Wylders that fell in love with 
  the unicorn, and Arryn encouraged them to take the love 
  they felt for her and share it with the multiverse. The first 
  Unicorn Knights were born then.
  Arryn’s passing is also not known, and some believe 
  that she didn’t die but instead became one with the grove 
  that bears her likeness. Her generous spirit dominates the 
  Grove of the Unicorn and fills the heart of all goodly people 
  that find it, inspiring many to take up the role of Unicorn 
  Knights. Arryn rarely speaks now, instead preferring the 
  more powerful and subtle language of the plane and grove 
  to convey her thoughts.
  House of Owl
  The oldest tree in Karasuthra’s night-blanked landscape 
  is a great, gnarled oak tree, sprawling and ancient. Its 
  limbs are twisted and covered with luminous moss that 
  resembles strands of spider webbing, but no spiders can be 
  seen around it. In fact, no creature native to the Beastlands 
  comes to this tree unless they are looking for its master, for 
  this is the House of Owl, home to the most feared animal 
  lord of the plane.
  Aaru, the owl lord, sleeps for days at a time in the 
  tree’s hidden heart. Visitors that wish to partake in Aaru’s 
  wisdom must navigate the House of Owl’s defenses – 
  magical locks that can only be unlocked by riddle answers, 
  natural tree-like guardians that deter aggressive intruders, 
  and powerful befuddling sorcery that can confuse the 
  strongest of minds. If a visitor can get through it all and the 
  twisting tunnels of the tree itself, Aaru waits in the center.
  Though it is believed Aaru can transform into a hybrid 
  or human like the other animal lords, no one has seen the 
  owl lord in any form but that of a titanic horned owl, with 
  graying feathers and enormous yellow eyes. Because Aaru 
  sleeps for so long, the luminous moss that grows around 
  the House of Owl creeps in around it as well, so some 
  visitors have been startled by the sudden movement of 
  what otherwise appeared to be a monstrous statue. Aaru’s 
  knowledge of words, scripts, and languages is unparalleled 
  in the multiverse, and many scholars have sought the owl 
  lord’s aid in deciphering ancient tomes or books.
  Jungle of Slithers
  Snakes are a common encounter on Brux, the twilight 
  realm of the Beastlands, but nowhere are they more 
  numerous than the aptly named Jungle of Slithers. This 
  hot, humid stretch of forest is densely covered with 
  thick vegetation, hiding so many snakes that an exact 
  count would be impossible. It is the realm of Satassis, 
  a charming and engaging snake lord, who is always 
  interested in learning about the outside realms.
  Satassis is a rare animal lord who holds true malice 
  in its heart, and it uses its snakes and charm to force 
  bad things to happen. If confronted, Satassis is always 
  quick to point out that good and evil are constructs of 
  civilization and have no place in the animal world of the 
  Beastlands, but it nonetheless revels in inflicting pain 
  and stealing joy from all creatures. The Jungle of Slithers 
  reflects this nature, where new and deadly poisons can be 
  found behind the fangs of countless serpents. Satassis is 
  a master of poisons, especially debilitating ones that don’t 
  kill but instead steal the agency from a victim.
  Few enter the Jungle of Slithers on purpose, but those 
  that do are encouraged to bring fire with them. It is widely 
  known that Satassis and the serpents of the Jungle of 
  Slithers abhor fire of all kind, and the perpetually wet 
  and rainy region keeps such natural occurrences to a 
  minimum. Of course, those that bring fire into the snake 
  lord’s realm had better have a good reason, for Satassis’ 
  cruelty is on full display for those that dare tread upon its 
  ground with such fiery tools.
  
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  Maze of the Blind Rat
  Rats live on every layer of the Beastlands, from Krigala’s 
  eternal sunshine to Karasuthra’s endless moonlight. The 
  shadowy layer of Brux, between the two, is the favored 
  home of the rats, and beneath the forested ground hides 
  the lair of the oldest animal lord. Eerin, the rat lord, has 
  never been deposed and it is said the animal lord was the 
  first of its kind to be uplifted to intelligence and awareness.
  Eerin is also blind, and his realm has become known 
  as the Maze of the Blind Rat. It is a bewildering network 
  of tunnels, some no larger than a rat could pass through, 
  that keeps Eerin safe from those that would do the rat 
  lord harm. Over the centuries, Eerin has made numerous 
  enemies including those of its own rat kind. The rat 
  council refuses to honor Eerin’s requests, though the clever 
  rat lord can see through and manipulate the actions of any 
  rat on the Beastlands, giving it plenty of tools with which 
  to play.
  As the oldest animal lord, Eerin has also accumulated 
  perhaps the greatest treasure hoard of any others on the 
  plane. Explorers and treasure hunters have gone into 
  the Maze of the Blind Rat in search of Eerin’s fabulous 
  treasure, but none have found more than a pittance. 
  Perhaps the blind rat lord has seeded these rumors itself 
  in order to lure strangers into its realm. But for what 
  purpose no one knows, and Eerin doesn’t let slip much 
  from what it thinks.
  Midnight Plateau
  Rising above the forested layer of Karasuthra is the 
  impressive Midnight Plateau, so named because of its 
  black volcanic stone ground. Gnarled leafless trees grow 
  between the cracks of the plateau’s landscape beneath the 
  eternal full moon overhead. It stretches for many miles and 
  stands a hundred feet over the regular floor of Karasuthra, 
  as if the entire plateau was pushed up by some incredible 
  force long ago.
  This is the home of the panthers of the Beastlands. 
  Countless panthers of all types lounge, sleep, and play 
  on the Midnight Plateau, leaving only to hunt in the 
  wilderness surrounding the area. The Council of Panthers 
  meets here, and they are advised directly by Zutris, the 
  panther animal lord, a close relationship rarely shared by 
  other animal lords of the plane. The council and Zutris 
  rely on the stealthy skills of the nightprowlers to keep 
  them free from outside forces, but few would dare intrude 
  upon the Midnight Plateau uninvited. The panthers are not 
  known for their welcoming behavior.
  Sacred Stones of Salazha
  The Wylders that live alongside the natural creatures of 
  the Beastlands have long viewed many aspects of the plane 
  as sacred. Whether it’s a pool, river, patch of trees, or other 
  feature, different Wylders hold different aspects of the 
  plane as holy or supernatural. All agree that the Sacred 
  Stones of Salazha are truly unique.
  These large monolithic stones are found scattered 
  across the three layers of the Beastlands. They are each 
  tall, roughly 20 feet high, and about 10 feet thick. They 
  appear cut from a single slab of gray stone inlaid with 
  intricate patterns of red, black, and gold minerals. No 
  mason, dwarf, or other expert can explain their presence 
  or origin but they are each identical in size, with strong 
  variations in the mineral striations. Each stone hums with 
  sorcerous power related to transmutation magic, but to 
  date no one has unlocked what they do or what they are 
  for. Or at least not intentionally.
  The sacred stones are named for Salazha, a shifter 
  druid who is credited with finding the first one on Krigala. 
  Salazha not only found them, she catalogued more 
  than a dozen across the Beastlands. While her records 
  were passed to other Wylders, Salazha herself vanished 
  mysteriously into one of the sacred stones many years 
  ago. No one knows where she went, as all attempts at 
  divination have resulted in nothing conclusive.
  Signpost
  The River Oceanus winds through Krigala before passing 
  into other Outer Planes. Its banks draw numerous 
  creatures from all over the layer, and river traffic is 
  frequent enough to create small communities along its 
  length for travelers to stop, rest, and resupply. Signpost 
  is the largest of these communities, big enough to be 
  considered a frontier town. No government runs Signpost, 
  though a few Wylders keep a close eye on outsider 
  activities to make sure nothing is being done that could 
  threaten the natural order of the Beastlands.
  Signpost has numerous taverns along its muddy streets. 
  The most famous is the Boar Boot, run by a werewolf 
  ranger named Howling Rheed. He serves strong wildly 
  fermented ales using rare hops and barley from across 
  the Beastlands, which draw all manner of travelers along 
  the River Oceanus to his doors. Unfortunately for some 
  travelers, though, the Boar Boot is closed irregularly when 
  Rheed and his packmates decide close up and go on a hunt 
  through Krigala.
  Sunscream Spire
  Standing like a spike trying to pierce the ever-present sun 
  above Krigala, Sunscream Spire is the home of the hawk 
  lord Vadon. Proud and noble, Vadon keeps the peace in 
  and around the towering spire with the aid of the noble 
  flocks that live in the trees and rocky towers that surround 
  Sunscream. These flocks have their own agendas and 
  motivations that only occasionally align with Vadon, 
  keeping the hawk lord on his claws at all times.
  
  Wilderness of the Beastlands
  199
  The spire itself is tall and thin, only a few hundred feet 
  wide, but riddled with holes and perches. Inside is a series 
  of hollow chambers where hawks of all kind fly about in 
  their business. Vadon keeps the top of the Sunscream 
  Spire for its own private chambers, closest to the sun 
  which the hawks revere as a living deity.
  The political situation with the flocks of hawks and 
  sunspears is delicate enough to be upset by seemingly 
  minor occurrences. Recently, Vadon sired a clutch of eggs 
  with the daughter of a nearby flock. This in and of itself 
  is not unusual, as Vadon has no wife and can choose any 
  mate he desires. The situation is made more complicated 
  by the daughter’s recent exile from her family due to 
  unhawk-like behavior. If the eggs were to be discovered, 
  the scandal could upset Vadon’s delicate political situation 
  and send the flocks into a frenzy of war.
  Valleys of Thunder
  The Beastlands are filled with beasts that can be found 
  in many Material Plane realms. One type, however, have 
  been isolated from the rest by some unknown force, 
  whether time or the hand of a divine agent from long ago. 
  Dinosaurs, rare in most Material Plane wildernesses, exist 
  almost exclusively in the Beastlands in the three broad 
  hidden regions known as the Valleys of Thunder.
  A Valley of Thunder exists one each of the three layers 
  (Krigala, Brux, and Karasuthra) and they are all connected 
  via large natural gates. The dinosaurs that inhabit the 
  valleys are powerful, savage creatures, though they possess 
  the same intelligence and speaking ability as the rest of 
  the beasts. Are there dinosaur lords hidden amongst their 
  ranks? Planar scholars believe so but so far none have 
  revealed themselves to the outside world.
  Each Valley of Thunder is more than a hundred miles 
  across located in a stretch of rugged mountain peaks. 
  Finding them is often a matter of luck as some powerful 
  magical mist protects them, but it also keeps the dinosaurs 
  bound within the three valleys. Travelers that have escaped 
  the Valleys of Thunder say ancient ruins dot the hidden 
  landscape, remnants of a time when the dinosaurs were 
  more than just beasts. What secrets they hide remain a 
  mystery for now.
  Adventure Hooks
  The Beastlands hold a wealth of adventure opportunity for 
  characters of any level. Whether it’s a trip to the plane itself 
  or an incursion from across the borders of the multiverse, 
  heroes of all kinds have an opportunity to show off their 
  own wild side!
  Agents of the Rat Council. The Council of Rats needs 
  information about a certain area of the Material Plane, and 
  they happen upon the characters as perfect agents. The 
  characters are approached by a rat from the Beastlands 
  representing the Council of Rats, and he explains what 
  they need – search out a nearby ruin for signs of a nest of 
  malformed rats that have gone fully savage.
  The Cruel Hunt. A portal opens up in the forest near 
  the characters and through it runs a proud elk with an 
  unusual rack of white antlers. The elk is being chased by 
  a team of hunters from the Glorious Conclave, and the 
  whole mess crashes right into the party. The hunters are 
  cruel and merciless while the elk begs for help against the 
  aggressors who only want the rare white antlers. Defeating 
  the conclave band puts the elk in the party’s debt and he 
  takes them through the portal to the Beastlands, where he 
  introduces them to Batris the elk lord.
  All Signs Point to Signpost. While traveling down a 
  river, the characters get pulled into a wild current and 
  sucked into a portal leading them to the River Oceanus on 
  Krigala. They arrive at Signpost and learn that a powerful 
  river spirit actually pulled them into the portal on purpose 
  to deal with a dangerous band of Glorious Conclave 
  hunters seeking to bring down a grizzlepaw that has 
  befriended the river spirit. The grizzlepaw needs help in 
  repelling the dangerous hunters and can be a strong ally to 
  the party if the characters prove themselves by aiding the 
  powerful bear.
  Curse of the Beast. A wounded band of Wylders pass 
  through a gate in search of help. They run into the party 
  and explain that one of the Sacred Stones of Salazha has 
  gone berserk, throwing magical power around randomly 
  and transforming people into snarling savage beasts. The 
  stone was activated by the ghost of a druid driven mad by 
  the strange whispers that only she could hear. Stopping 
  the wild magic from growing stronger requires putting the 
  ghost to rest.
  The Thunderous Prize. The Glorious Conclave are 
  after the biggest prize of all – the horns of an ancient 
  triceratops from the Valleys of Thunder. They believe they 
  have found the way, and a spirit guardian of the valley 
  picks the characters as the ones to help stop the hunters 
  from ravaging the populace of the valleys. Traveling to the 
  Valleys of Thunder, stopping the conclave hunters, and 
  not getting killed by dinosaurs are all in a day’s work for 
  heroes!
  
  Wilderness of the Beastlands
  200
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling through the Beastlands. Look at each one as a 
  springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Krigala
  1d100
  kRigala encOunteR
  01-07
  A family of apes moving through the forest
  08-14
  A Wylder hunter stalking prey
  15-21
  Three black bears fishing at a stream
  22-28
  A flock of blood hawks
  29-35
  A solitary grizzlepaw
  36-42
  A herd of elk grazing in a field
  43-49
  A family of elephants trampling the ground
  50-56
  The trail of a giant ape
  57-63
  A giant lizard sunning itself on a rock
  64-70
  A pride of lions resting in the sun
  71-77
  Two rival giant boars attacking each other
  78-84
  A rhinoceros rumbling through the forest
  85-91
  A flock of sheep
  92-98
  A gaspar separated from its herd
  99-00
  Two sunspears on patrol from the 
  Sunscream Spire
  Brux
  1d100
  bRux encOunteR
  01-07
  A pack of aurochs looking for food
  08-14
  A flock of axe beaks
  15-21
  An angry giant badger upset at being 
  awoken
  22-28
  A tricktail enjoying its time
  29-35
  Five dire wolves on the hunt
  36-42
  A werewolf hunter of the Glorious Conclave
  43-49
  The croaking of a dozen giant frogs
  50-56
  The harsh laughter of a pack of giant 
  hyenas on the prowl
  57-63
  A giant constrictor snake moving in for a 
  kill
  64-70
  Several swarms of poisonous snakes 
  devouring a recent victim
  71-77
  A darkstriker slithering on a mission from 
  Satassis
  78-84
  A swarm of ravens making a ruckus
  85-91
  A tiger moving through the underbrush
  92-98
  The howling of a pack of wolves
  99-00
  A swarm of rats looking for food
  Karasuthra
  1d100
  kaRasuthRa encOunteR
  01-07
  Several giant bats catching insects in the air
  08-14
  A cat agent of Lyanh watching from a 
  nearby tree
  15-21
  A giant owl swooping down from above
  22-28
  Three hunting panthers
  29-35
  A mage with bodyguards from the Glorious 
  Conclave
  36-42
  A pack of giant weasels
  43-49
  A nightprowler on a secret mission
  50-56
  A herd of rothe escaped from a nearby cave
  57-63
  A saber-toothed tiger looking for an easy 
  meal
  64-70
  A werebear ally of the Wylders hunting a 
  poacher
  71-77
  Swarms of stirges filling the night sky
  78-84
  A pit filled with a swarm of rot grubs
  85-91
  A whisperpad moving silently in the 
  darkness
  92-98
  A pack of beastwraiths hunting their killers
  99-00
  A unicorn seeking its lost mate
  
  Twin Paradises of Bytopia
  201
  Twin Paradises of Bytopia
  “Industry is the guiding principle of Bytopia, where there’s always 
  a job that needs doing and work that needs to be completed. An 
  inherent natural property of the plane breaks down goods and 
  even buildings, which means everything constantly needs to be 
  repaired, updated, or improved upon. The folk of Bytopia, gnomes 
  mainly, seem to not mind this, and most natives keep a cheery 
  attitude towards the never-ending industry. After all, the results 
  of that industry are clear and definite, even if they’re not destined 
  to last. The reward for hard work is the satisfaction of a job well 
  done.”
  Malakara the Warden
  The Twin Paradises of Bytopia is a plane of rewarding 
  work against a backdrop of ceaseless industry and 
  relentless wilderness. Manufactured goods, from tools to 
  buildings, break down beneath the weight of a powerful 
  if subtle force. Because of this, things require constant 
  maintenance, and it’s in this never-ending cycle of create-
  reward-repair that Bytopia earns its reputation.
  The residents of Bytopia understand this cycle and 
  relish it, for it gives their lives purpose. This is not the 
  meaningless purpose of a cog in the wheel, such as on 
  Mechanus, nor is the manufactured purpose of building 
  and upholding laws, such as on Arcadia. No, this is the 
  pride of the individual or community that originates from 
  confronting a problem and solving it.
  This feeling of independent pride in a job well done 
  runs through to the core of Bytopia and it permeates every 
  aspect of existence. The plane is divided into two separate 
  layers, but the layers face each other like the inside of a 
  massive sandwich, which creates a gravity-neutral zone 
  in between referred to as Betweensky. The two layers, the 
  Twin Paradises that give Bytopia its moniker, are separate 
  yet similar.
  Dothion is the more pastoral and civilized of the two, 
  with rolling grasslands, hills, and low mountains dotting 
  its endless landscape. The more prosperous communities 
  exist here, spread out and independent from one another, 
  but most are on friendly terms with any neighboring 
  regions. There are few if any monarchs or true rulers in 
  Dothion and commerce is guided by the principle of work. 
  Want to stay at an inn for the night? Perform some chores. 
  The more involved or lengthy the work, the greater the 
  reward.
  Shurrock is the other side and it’s a wilder, more feral 
  land. The natural order of plants and animals work against 
  the advance of industry as sure as the plane’s subtle 
  material breakdown effect, but pockets of civilization still 
  exist. These outposts are usually dedicated to harvesting a 
  specific resource and converting it into goods, or shipping 
  it to Dothion for manufacturing. The weather and beasts of 
  Shurrock ensure that Bytopia’s reputation for plentiful and 
  rewarding work do not go unjustified.
  Many types of people dwell in Bytopia, but the most 
  common are the gnomes. Whether they originated on 
  Bytopia or migrated here from elsewhere is not commonly 
  agreed upon, but regardless they have built towns and 
  cities on both of the plane’s facing layers. Their natural 
  tendencies line up with the industrious nature of Bytopia 
  perfectly, and the literal and figurative heart of their lives 
  on the plane can be found in the Golden Hills of Dothion. 
  Garl Glittergold, the chief gnome god, and his alliance 
  of powerful gnome deities dwell there and keep many 
  industries pumping throughout the multiverse.
  The gnomes of Bytopia group themselves into extensive 
  families known as clanns, with disagreements, strife, and 
  even conflict breaking out between the clanns on irregular 
  basis. A gnome’s full title always includes their clann name, 
  which includes Clann Coinnich, Clann Alasdair, Clann 
  Ruanaidh, and Clann Madagain.
  The industry that marks Bytopia from other planes is 
  guided largely by the individual, but that doesn’t mean 
  broader representation and coordination is not required. 
  For many fields of work, powerful organizations have 
  risen up to handle the supply and demand which stretches 
  beyond Bytopia’s endless planar boundaries. Known 
  collectively as the Great Guildclanns, these forces of 
  commerce are responsible for transforming Bytopia into 
  a large-scale operation of manufacturing and resource 
  harvesting.
  Most of the guildclanns have interests in keeping 
  everything moving forward, so conflicts are rare – in the 
  open at least. Behind the scenes, guildclanns maneuver 
  resources and workers around in order to gain the upper 
  hand, but they are all overshadowed by the machinations 
  of the mysterious Artificer Syndicates. These rogue 
  entities operate outside the normal guildclann power 
  structure as they touch upon many elements of many 
  different guildclanns. They wield enormous power on 
  Bytopia and across the multiverse, but their dealings are 
  kept confidential and their members anonymous. Most 
  Bytopians even disagree on the exact number of Artificer 
  Syndicates – most agree there are at least four, but some 
  have claimed there are as many as twelve!
  Bytopia is a plane of industry and opportunity for those 
  willing to work hard and complete a job. Laziness is not 
  tolerated, and cheating is often viewed as “creative solution 
  discovery” and is lauded as often as it is derided. The 
  powerful guildclanns and secretive Artificer Syndicates 
  control much of the larger movements across the plane 
  but the powerful of the individual on Bytopia can never be 
  underestimated.
  
  Twin Paradises of Bytopia
  202
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of Bytopia as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Bytopia.
  Simple Pleasures. Bytopia is a plane of simple 
  pleasures. Residents relish the feeling that comes after a 
  day of working, whether it’s tending to fields or maintaining 
  homesteads, and the pastoral landscape of Bytopia 
  responds to that work by revealing natural wonders and 
  splendors for all to witness. Flowers openly bloom in well-
  tended gardens, a cooling breeze dries the sweat from the 
  brow, and a sense of peaceful relaxation settles over much 
  of Bytopia by evening.
  Community Work. The people of Bytopia work to help 
  build their communities into strong, vibrant places of 
  safety and welcoming. Neighbors offer to help with chores 
  when their own work is done if they notice someone has 
  more to do than they can manage, and entire families work 
  together on tasks that a single person would have to spend 
  days to complete. These communities welcome travelers 
  as unrealized friends, as long as they are willing to help 
  out in some way, and everyone enjoys the sense of peace 
  that comes with knowing your neighbors have your best 
  interests at heart.
  Visible Goals. Bytopia life is not easy. Constructed 
  objects and buildings breakdown far quicker than they 
  should, even if left unattended, so there’s always something 
  that needs tending or fixing. But Bytopians view these as 
  challenges rather than annoyances, and they persevere 
  through adversity with a smile on their face since they 
  know their goals are visible. All they have to do is look 
  up to see the impossible – there’s another whole layer of 
  wonder above their heads! Nothing seems impossible on 
  Bytopia if you work hard and long enough at it, whether 
  it’s tilling a farm on Dothion or breaking new ground in the 
  wilds of Shurrock.
  Lay of the Land
  The Twin Paradises of Bytopia are beautiful landscapes 
  of striking contrasts. Dothion holds sweeping grasslands, 
  gentle forests, and low hills, marked by easy weather 
  patterns and comfortable seasons. Shurrock is wilder, 
  with denser forests, rough mountains, and violent storms 
  that roll through the land with surprising speed and 
  ferocity. Both of these layers embody the spirit of personal 
  achievement on different levels.
  Sitting between the two sides of this planar “coin” is 
  a strange and often violent gravity-less region known as 
  Betweensky. Crossing between Dothion and Shurrock 
  requires passing through Betweensky, whether it’s 
  via magical transport, winged mount, the Stairs of 
  Centerspire, or one of the other mountain peaks that 
  pierce into the central veil, but it all carries an element of 
  danger.
  Dothion
  By far the most benign of Bytopia’s layers, Dothion is an 
  idyllic realm of easy seasons and comfortable terrain. 
  Hundreds of rivers cut through the countless grasslands 
  and fields, flowing down from hills and mountains that 
  gather the moisture from the sky. Many of the rolling hills 
  hold shards of volcanic rock jutting from the ground as a 
  reminder of Shurrock’s more savage nature overhead.
  Many small communities dot Dothion’s landscape. 
  Most of these are oriented around a single family or clann 
  concerned with the well-being of their flocks and fields. 
  The constant erosion effect of Bytopia means there’s 
  always work to be done in these places – fences needing 
  mending, rooves needing repair, buildings needing 
  maintenance. Most clanns are happy to provide a safe 
  place to sleep and rest in exchange for a little work.
  This industrious and independent nature runs through 
  all of Dothion, where trade between the clanns is not done 
  in coins but in shared work. Several larger cities exist 
  that deal with more travelers and outsiders, necessitating 
  a certain amount of commerce be done with hard coin, 
  but beyond these areas work is the payment for a good 
  or service. The city of Yeoman is the largest hub of 
  trade in all of Bytopia and serves as the home to most 
  of the guildclanns (and, rumors say, most of the Artificer 
  Syndicates as well).
  Dothion is not all sunshine and coziness, however. 
  Dangerous beasts stalk the wilderness and some of the 
  larger guildclanns operate machinery that can produce 
  unpredictable results. Most family clanns protect their 
  own, but an informal planar militia has sprung up to help 
  out everyone across Bytopia, Known as the Fennid, these 
  free-ranging scouts, warriors, and guards often gather 
  in small bands as they wander Dothion. Many clanns 
  welcome a member of the Fennid but some view them as 
  family-less outcasts with no interests beyond their own.
  Shurrock
  Wild, savage, and untamed, Shurrock is the dangerous 
  counterpart to Dothion. Its forests, mountains, and fields 
  are overgrown and filled with all manner of beasts, and the 
  weather can turn especially violent in large areas. Driving 
  rain, howling tornadoes, and lightning strikes assist the 
  plane’s natural erosion effects to strike down manufactured 
  buildings and structures.
  But that doesn’t mean Bytopians haven’t settled 
  Shurrock. It’s a land rich in natural resources, from 
  gold and gems in the mountains, rich timber in the thick 
  woodlands, and wild game all across the layer. The Great 
  Guildclanns that manufacture goods in Dothion pull their 
  raw materials from Shurrock’s bountiful tracts of land. 
  Unfortunately, however, many factors make extraction 
  difficult, but the ingenuity of the guildclanns is on full 
  display.
  
  Twin Paradises of Bytopia
  203
  The communities of Shurrock tend to be smaller 
  and more work-based, primarily mining and logging 
  encampments. Buildings are hastily constructed but built 
  so they can be repaired quickly and easily, as most don’t 
  last a season considering Bytopia’s natural erosion and 
  the violent storms that pepper the landscape regularly. 
  Quarryhome is the largest and oldest settlement on 
  Shurrock and it holds less than 5,000 workers – gnomes 
  mainly – all living and working in stone shelters on the 
  side of a massive quarry of natural stone beauty.
  The Fennid bands that protect Bytopia have no trouble 
  finding work to do on Shurrock and they are well-regarded 
  by the settlements as benevolent protectors and watchful 
  guardians. The creatures that stalk Shurrock’s wilderness 
  are less intelligent than those in the Beastlands but no 
  less fierce or ferocious, and unlike their Beastlands 
  counterparts they do not respond to parlay requests!
  Betweensky
  The Twin Paradises of Dothion and Shurrock face 
  each other across an endless landscape over a distance 
  of roughly twenty miles. The distance is not huge but 
  that empty region, known as Betweensky, holds many 
  unusual mysteries and dangers. The first is the lack of 
  gravity, disappearing completely after about five miles 
  up from either layer. Creatures and objects float in this 
  region, propelled by nothing more than the turbulent and 
  unpredictable winds. Several monsters have adapted to the 
  unusual environment, such as the ni’iath – large fish with 
  wolf-like features that can fly through the air and physically 
  hurl opponents out of the anti-gravity region.
  Another mystery is the source of light that serves to 
  mark daytime from night across Bytopia. To date, no one 
  has found what exactly causes the light to brighten and 
  then fade in a pattern resembling the rising and setting of 
  a sun, but no sun or source of heat has ever been found. 
  Betweensky is simply lighter at times, then darkening as 
  twilight approaches before falling into night, and then 
  repeating the cycle the next day.
  Cycle of Time
  One of the mysteries of Betweensky is the cycle of day and 
  night. The sky between Dothion and Shurrock lightens 
  with morning, brightening with full daylight, before 
  darkening into twilight and finally into night. The cycle 
  is regular, predictable, and seasonable. The days are 
  shorter in the winter then the summer, but in general the 
  whole cycle runs through 24 hours like a typical day in the 
  Material Plane.
  The source of this cycle is not known but it has puzzled 
  planar scholars for generations. Ancient libraries in the 
  Golden Hills offer cryptic hints at a pair of beings that 
  lived in Betweensky, one dark and the other light, but most 
  learned scholars believe this to be simple legend.
  Surviving
  Dothion, Shurrock, and Betweensky offer no planar 
  hostility towards life. The weather on Shurrock can be 
  dangerous at times, and traversing Betweensky can be 
  difficult, but Bytopia itself does not actively affect living 
  creatures like several other planes.
  Getting There
  Many portals exist to Bytopia from across the planes, many 
  of them known and maintained by the Great Guildclanns 
  that operate large operations across the multiverse. The 
  key to many of these gates is a manufactured item of a 
  specific type – a specific type of wood or stone for example. 
  These keys must be crafted over the course of several days 
  while within a certain radius of the portal itself.
  
  Twin Paradises of Bytopia
  204
  Most portals are doors or archways in very old homes 
  and they can spontaneously appear without warning if a 
  building is constructed of a certain type of material and is 
  of sufficient age. Buildings containing a portal to Bytopia 
  that are subsequently destroyed still hold the planar gate 
  together and, over time, the natural power of the plane 
  reconstructs a frame around the freestanding portal. These 
  unusual sightings are sometimes referred to as “witch 
  doors” by superstitious locals who do not understand their 
  true meaning.
  Traveling Around
  On Dothion, travel is easy. Many trails and paths exist 
  between the countless small communities and farmsteads, 
  though no formal road system can withstand the natural 
  erosion effect of Bytopia. Besides from the odd wandering 
  monster, often from a spontaneous gate to Shurrock, travel 
  is unimpeded across Dothion.
  Shurrock is another matter. The game trails that cut 
  through the savage wilderness are erratic and sometimes 
  deliberate traps meant to capture foolhardy travelers. The 
  weather is violent and extreme, adding another wrinkle to 
  moving across Shurrock’s expansive regions.
  With its lack of gravity, moving through Betweensky 
  can be tricky without the right tool or magic to aid. Flying 
  creatures are unimpeded in Betweensky but without the 
  magical or natural ability to propel oneself through the 
  air, travelers are buffeted by the unpredictable winds (how 
  the winds blow in a gravity-less environment is a puzzle 
  no planar scholar has solved). The Stairs of Centerspire 
  are the most used mode of transport through Betweensky, 
  where travelers move up the circular stairs around a 
  great stone spire that spans the twenty-mile gap between 
  Dothion and Shurrock.
  No stable gate exists between Dothion and Shurrock. 
  Spontaneous gates appear as a result of particularly 
  violent or disruptive storms on Shurrock, and the 
  guildclanns that operate mining and logging operations 
  are always on the lookout for these to appear. Using them 
  makes transporting raw materials back to Dothion much 
  easier, for otherwise they must use winged mounts such as 
  hippogriffs or magic.
  Powerful & Mighty
  The constant industry of Bytopia feeds the clanns and 
  other powerful organizations of the plane with a steady 
  diet of quality goods that last longer the sooner they are 
  moved out. Trade connections abound across Dothion 
  specifically, but other groups have arisen as well, some 
  obvious and others more secretive.
  Artificer Syndicates
  Bytopia is largely concerned with the work of the 
  individual to create useful and functional components of 
  existence. On the grand scale, this is evidenced by the 
  output of the Great Guildclanns who have banded together 
  to leverage the bargaining power of a single entity over 
  individuals or smaller clanns. These are the heavyweights 
  of Bytopia who operate the largest mining and foresting 
  expeditions across Shurrock and Dothion.
  But there’s a more secretive layer beneath the 
  guildclanns that work behind the scenes of Bytopia’s 
  industry and common work. Known collectively as 
  the Artificer Syndicates, these smaller organizations 
  focus their efforts on combining the materials of many 
  different vocations and harnessing them in new and 
  often dangerous ways. There are four known Artificer 
  Syndicates functioning across Bytopia in small groups, 
  usually no more than two or three, but with deep 
  connections (and leverage over) many of the Great 
  Guildclanns.
  The interesting truth is that there is only one 
  Artificer Syndicate, but there are specific groups 
  called cabals within the organization that specialize in 
  specific areas. The Cabal of Alchemy is devoted to the 
  mixing of ingredients into potions and unguents; the 
  Cabal of Awakening is concerned with the function of 
  awaking intelligence in inanimate objects; the Cabal of 
  Artillery builds explosives of all kinds; and the Cabal of 
  Battlesmithing constructs devices for armies. Rumors of 
  a fifth cabal have spread around towns like Yeoman for 
  years.
  The Artificer Syndicates utilize networks of spies and 
  informants to keep the flow of information coming into 
  their secret headquarters. Individual members identify 
  each other with a magical tattoo that is only visible when 
  exposed to a special light held by syndicate members. 
  Their interests often lie far beyond the borders of Bytopia 
  but they are believed to have secret headquarters in 
  Shurrock from where they build and experiment away 
  from prying eyes.
  Why are the Artificer Syndicates so secretive? They have 
  a sinister reputation that makes them feared by most of the 
  guildclanns of Bytopia, but few have a true understanding 
  of their motives or purpose.
  Circus Fortuna of Countess 
  Fortulla
  Most of the residents of Bytopia are hard-working 
  individuals who take pride in a long day’s toil. This 
  pervasive attitude speaks to the core of the plane’s nature, 
  but that doesn’t mean the people are dour or unhappy. 
  The joy of a job well-done keep them content but everyone 
  needs a chance to relax every once and a while.
  
  Twin Paradises of Bytopia
  205
  To provide that relaxation, a number of traveling circuses 
  roam about Bytopia entertaining villages and towns 
  with acrobatics, antics, and daring feats. None are more 
  recognized than the Circus Fortuna of Countess Fortulla, 
  a grand affair that tours throughout Dothion. The Circus 
  Fortuna constructs a massive colorful tent in a clearing 
  and then invites all around to view the show. Under the 
  big tent, amazing acts of aerial acrobatics are performed 
  by the most talented entertainers of the plane. The 
  material erosion nature of Bytopia makes such acts more 
  dangerous which just adds to the thrill of the experience.
  Countess Fortulla is a female half-orc with a flair for 
  the dramatic and an eye of true talent. She has cultivated 
  a great number of skilled performers within the Circus 
  Fortuna but she’s always on the lookout for the next 
  breakout star. She has taken her circus across the 
  multiverse on several occasions, performing in Arcadia, 
  Arborea, Elysium, Mount Celestia, Ysgard, and more, but 
  she and her troupe always come back to Bytopia.
  For the Circus Fortuna and most other traveling 
  performance groups across the plane, admission to see 
  the show has a price of some amount of labored time. 
  Countess Fortulla keeps it to an hour’s worth of work 
  but most know that she could charge several times that 
  and still turn out a crowd. The circus could always use a 
  hand setting up, tearing down, or repairing the acrobatic 
  equipment used by the performers, so there’s rarely a 
  shortage of work. Small items that can be built, carved, or 
  constructed in an hour are sufficient as well.
  Clann Fennid
  Bytopia has no standing army or military force. The clanns 
  protect their own interests, and the Great Guildclanns 
  often hire out guards and mercenaries to protect their 
  interests, on Shurrock primarily as Dothion is much 
  more stable. However, that doesn’t mean the plane is 
  left to fend for itself. Wandering bands of guardians 
  and warriors known as Clann Fennid travel throughout 
  Bytopia, maintaining the peace and keeping an eye out for 
  dangerous monsters and invaders.
  The Fennid are a clann in and of themselves and its 
  members are largely made up of family outcasts and 
  wanderers who have given up their own clann name. 
  Fennid has no official home and they usual travel in small 
  bands of three to ten. Joining Clann Fennid is a simple 
  manner of taking an oath of loyalty to protect Bytopia from 
  harm at all costs. The oath can be administered by any 
  member of Clann Fennid but there’s no binding magic or 
  mystic power behind it. But the people that take the Fennid 
  oath usually adhere to it religiously.
  Legends say that Bytopia was once ruled by a powerful 
  sorcerer known as the Gem King. Clann Fennid were his 
  elite soldiers and guards that protected the realm against 
  invasion, but then something happened. Different stories 
  tell different tales, but most agree that the Gem King’s 
  mind slipped and he lapsed into madness. The warriors of 
  Clann Fennid turned on their ruler for the good of Bytopia, 
  but they never stopped defending Bytopia even after the 
  Gem King was long gone.
  Gnome Powers of the Golden 
  Hills
  Are gnomes native to Bytopia or did they emigrate from 
  some other place? There is no greater population of 
  gnomes in the multiverse than on Bytopia, but given the 
  number of stories passed around about their origin this 
  could be from any number of factors. Regardless, gnomes 
  are part of Bytopia now, and nowhere is this more evident 
  than the Golden Hills of Dothion.
  There, seven massive hills sit covered in rolling fields 
  of golden grass that give the area its name. In, above, and 
  around are hundreds of gnome communities serving under 
  the watchful guidance of Garl Glittergold, the chief gnome 
  deity. Garl Glittergold doesn’t rule and wouldn’t pretend to, 
  but he does extend a divine watchfulness over the region 
  that includes the rest of the gnomish pantheon. Seven of 
  them, excluding Garl who dances and watches over them 
  all, claim one of the Golden Hills as their representative 
  home.
  The gnome clanns of the Golden Hills usually pay 
  homage to one of the powers of the region, who are 
  viewed as the pinnacle of gnomish ingenuity and skill in 
  their particular field of expertise. And above it all, Garl 
  Glittergold reminds everyone that life is to be taken lightly 
  and that a good laugh serves better than a grim attitude 
  against hardship and strife. The Great Guildclanns all have 
  representatives among the Golden Hills and it is believed 
  at least one of the Artificer Syndicates are headquartered 
  here. With so much activity, intrigue is a common element 
  as each power maneuvers their people and goods to the 
  most advantageous position.
  Great Guildclanns
  Clanns on Bytopia function as families of similar workers, 
  whether they be cobblers, glassblowers, masons, smiths, 
  or anything else. They take in orders, assign it to one 
  of their members, and work to complete the task as 
  requested. The Great Guildclanns operate on this same 
  principle but leverage a much larger network of workers 
  and take in orders from all over the multiverse. They 
  source the raw materials themselves, often working with 
  other guildclanns to pool their collective resources. In this 
  way, they dominate much of the larger trade on Bytopia 
  where they can use their larger teams of workers to 
  complete jobs faster and with little delay if an individual 
  were to fall behind or be unable to complete their task.
  There are dozens of recognized Great Guildclanns, 
  and they form a larger trade organization called the 
  Council of Guildclanns to settle disputes and organize 
  their work efficiently. Each individual guildclann is a 
  powerful trade force that focuses on one type of work – 
  the Leatherworkers Guildclann, the Masons Guildclann, 
  the Glassblowers Guildclann, and so forth. Each operates 
  differently but usually as an extended family that became 
  ambitious over the generations and grew their influence 
  and skills to encompass smaller clanns.
  
  Twin Paradises of Bytopia
  206
  As a whole, most on Bytopia view the guildclanns 
  as necessary tools to conduct trade on a planar scale. 
  But that doesn’t mean they agree with the guildclann’s 
  more ruthless practices, most of which remain firmly 
  in the realm of suspicion and not confirmed actions. 
  Nonetheless, the guildclanns are responsible for a variety 
  of underhanded activities usually meant to undercut a rival. 
  Sometimes this is as innocuous as not sharing information 
  about a newly discovered vein of rich ore. Other times it 
  can be as ruthless as actively sabotaging the efforts of a 
  rival guildclann in the effort of stealing a wealthy client.
  The Council of Guildclanns is credited with the creation 
  and distribution of the Bytopian gemcoin as an accepted 
  currency. These round discs of precious gemstones are 
  constructed by a wide variety of guildclanns, ensuring no 
  one of them has a monopoly on the creation of the money. 
  Gemcoins come in three values based on rarity, each 
  representing an amount of work accepted on Bytopia – 
  sapphire gemcoins are a day’s worth, emerald gemcoins 
  are a tenday’s, and ruby gemcoins are a year’s worth 
  of work. The gemcoins are accepted currency at every 
  guildclann outpost and are starting to spread across the 
  multiverse as a universally accepted currency.
  Urdlen
  The dark side to the gnome powers of the Golden Hills 
  is the great creature known as Urdlen the Crawler 
  Below. This massive monster appears as an albino mole, 
  blind, hairless, and sexless, with claws of steel and a 
  primal appetite for destruction. Urdlen is a force of 
  nature that burrows beneath the ground of both Dothion 
  and Shurrock, traveling between the two layers via 
  spontaneous gates it creates and collapses, with hundreds 
  of miles of tunnels left in its wake.
  Urdlen is now nearly mindless but legends say it was 
  once an honored friend of Garl Glittergold. The creature 
  became greedy and dug too deep into forbidden caverns 
  where it unleashed a powerful evil left trapped in the 
  ground. The evil seeped into Urdlen, consuming the mole 
  utterly and transforming it into a monstrous force of 
  wanton destruction and hunger. The Crawler Below is now 
  used as a warning to gnomes on the dangers of greed and 
  avarice.
  Urdlen is as powerful as a deity, and some small cults of 
  gnomes and miners worship it in the dark corners of the 
  multiverse. It is a widely known fact that Urdlen travels 
  between Bytopia and the Abyss, specifically the 399th layer 
  known as the Worm Realm, where it can be found among 
  other terrifying burrowing monsters of the multiverse. 
  Because of this travel, spontaneous portals to the Abyss 
  are more frequent than most denizens of Bytopia are 
  comfortable with, and Clann Fennid has had to step up and 
  push back Abyssal invaders on more than one occasion.
  Creatures & Denizens
  Bytopia has its share of dangerous creatures roaming the 
  land. Shurrock gets most of the attention here, with its 
  wild untamed regions, but Dothion has a number of beings 
  that can cause mischief and panic among the fields and 
  villages.
  Beasts
  Most planar sages have a vision of a simple pastoral 
  landscape when they think of Bytopia, and the vision isn’t 
  necessarily wrong. There is more to it than that, however, 
  and there are plenty of wilderness regions even on Dothion 
  where wild beasts roam. Hunting cats, bears, wolves, 
  and other temperate climate beasts can all be found in 
  abundance outside the hamlets and villages of the plane. 
  The most ferocious creatures dwell underground, though. 
  Moles of all kinds burrow and dig beneath the surface of 
  Bytopia, and while some are simple animals many are 
  servants of Urdlen, a powerful and evil monstrosity of 
  gnomish legend. Terror moles are capable of letting loose 
  a horrifying screech that can send the bravest running in 
  fear, enormous behemoth moles eat and kill with reckless 
  abandon, and fierce storm moles wreak havoc when the 
  weather turns bad.
  The region between the two facing layers of Bytopia, 
  Betweensky, sees a few flying beasts soaring around, but 
  the ni’iath are particularly vicious. They are flying fish that 
  are capable of flinging targets away, sending them crashing 
  to the ground of either Dothion or Shurrock. In the 
  wilderness of Shurrock, beasts of all kinds can be found. 
  Dobhar are large otters that live and play in the waterways 
  of Shurrock. Numerous other aggressive beasts dwell in 
  the untamed layer, providing a challenging living for the 
  loggers and miners working there.
  Fey
  The fey hold a strange position in Bytopia. They are not 
  known for their hard work and they don’t contribute to the 
  sense of goodwill or community fostered by the majority 
  of the inhabitants. Instead, they act as instigators, rabble-
  rousers, and troublemakers. Cathshay are fey creatures 
  that resemble large black cats, and they have a capricious 
  nature and a tendency to steal souls – and then make 
  outrageous demands in exchange for the soul’s release. 
  Bytopians have learned to fear the presence of any black 
  cat and regularly leave out offerings of fresh meat and 
  sweet treats for the unpredictable creatures.
  Pooka are similar pranksters but they can take on 
  the form any woodland animal, so spotting one is more 
  difficult. They also tend to be more cruel than the playful 
  cathshay, with a legendary ability to hold grudges through 
  generations. Mostly, if a Bytopian takes no more than 
  they need and honors the land around them, pookas are 
  content to leave well enough alone, but there are plenty 
  of stories of cruelty and malice being inflicted by wicked 
  pookas – and conversely, stories of generosity and random 
  acts of kindness from others.
  
  Twin Paradises of Bytopia
  207
  Humanoids
  A wide variety of humanoids live and work on Bytopia. 
  Most live in small communities, helping each other with 
  chores and coming together to celebrate life’s simple 
  pleasures. Humans are common but anyone who can 
  prove themselves in a day’s work are welcome, including 
  humanoids traditionally considered abhorrent to good 
  society, such as drow elves and goblinoids. The residents 
  of Bytopia strive to see a person for their actions, not their 
  history, and it has become a haven for outcasts looking to 
  start a new life.
  Gnomes. The most common inhabitant of Bytopia are 
  gnomes. Their hardworking nature and strong belief in 
  helping others is a perfect mirror of the plane’s inherent 
  qualities. The Golden Hills are the home to the pantheon 
  of gnomish powers which helps to bolster the gnomes’ 
  sense of pride in Bytopia. Gnomes work hard, enjoy their 
  leisure time, and operate many of the powerful guildclanns 
  of the plane that bring lucrative trade in from across the 
  multiverse.
  Families of gnomes on Bytopia are referred to as clanns, 
  and many are part of a larger guildclann dedicated to a 
  single crafting skill. Each clann typically dwells in a single 
  sprawling house, with above and below ground regions, 
  with the halls filled with laughter, the sounds of work, 
  and a sense of contentment. They gather with neighbors 
  on special occasions but most clanns are pretty insular, 
  coming out to assist in emergencies but maintaining 
  their own customs and traditions separate from even the 
  larger gnome communities. To the gnomes of Bytopia, 
  community is family, and family is community.
  Hazards & Phenomena
  Bytopia’s twin realms are a study in the duality of existence 
  – tranquility and strife, peace and conflict, order and chaos. 
  Shurrock is known for its dangerous storms, unpredictable 
  weather, and ferocious wildlife, but Dothion is not as 
  innocent nor benign as it seems at first. Natural hazards 
  exist across both layers along with the omnipresent 
  erosion that eats away at all manufactured goods.
  Hungry Grass
  Hungry grass is an insidious weed that grows in small 
  patches, usually no larger than 5 feet across, blending in 
  with the tall grasslands that sweep through both Shurrock 
  and Dothion. Each patch of hungry grass stems from 
  roots that have been tainted with the passage of Urdlen 
  the Crawler Below, the great mole beast of gnome legend. 
  Touched by Urdlen, the hungry grass seeks to consume life 
  itself with a mindless determination.
  Creatures that come within 5 feet of a patch of hungry 
  grass must succeed on a DC 13 Constitution saving throw 
  or become infected with the crawling hunger disease (DC 
  16 for moving directly through the hungry grass patch). 
  The disease takes 1d12 hours to gestate, during which a 
  lesser restoration spell or a treatment of special herbal 
  flowers (found only on Bytopia) and a DC 15 Wisdom 
  (Medicine) check is sufficient to remove the disease.
  If left to gestate, the crawling hunger takes over and the 
  victim is consumed with a ravenous desire to eat worms 
  and dirt. The desire is overpowering, inflicting a -1 penalty 
  on attack rolls, saving throws, and ability checks. Each day 
  the hunger grows worse, increasing the penalty by -1, until 
  it reaches -5 by the end of the fifth day. After that, unless 
  treated, the victim’s organs erupt in violent protest of the 
  disease and the victim dies a horrible violent death.
  Stopping the crawling hunger after it has taken over is 
  difficult. A greater restoration is sufficient to remove the 
  penalties for 1 day but the disease is divinely produced and 
  requires more than this to deal with. The gnomes of the 
  Golden Hills are said to possess the knowledge of a cure, 
  which requires the acquisition of a rare flower in Shurrock 
  mixed with a large quantity of mole blood. Few are known 
  to survive the crawling hunger.
  The people of Bytopia are careful to watch out for the 
  grassy fields, and some rangers have taken to watching 
  for signs of mole passage in the dirt. Hungry grass grows 
  quickly after Urdlen or its stronger spawn pass by and it 
  doesn’t live for more than a week before withering as it 
  consumes itself.
  Material Erosion
  Some inherent byproduct of Bytopia’s planar nature 
  causes manufactured goods to erode and collapse far 
  more quickly than they should. Rooves leak, timbers break, 
  weapons snap, and items simply collapse of their own 
  accord. This creates an unlimited demand for the workers 
  of Bytopia to repair and rebuild but it can also cause stress 
  to travelers and merchants visiting Bytopia from across the 
  multiverse.
  Anytime a character rolls a 1 on a saving throw, ability 
  check, or attack roll, something they possess breaks 
  and must be repaired. Magical items and equipment are 
  immune to this effect, but otherwise all items are fair 
  game. Ideally, the item should be related to the task at 
  hand, such as the roll of a 1 on an attack roll causing the 
  attacker’s weapon to break, but if a magical item prevents 
  this another item in the person’s equipment breaks. This 
  can be insidious for those not paying attention – too 
  many adventurers have trusted rope in their pack that has 
  mysterious become frayed and useless only to learn it after 
  using it to climb a mountain!
  Slothsludge
  Bytopia is referred to as the Twin Paradises and because 
  of this most people that know of it think it is a sacred 
  place where evil doesn’t exist. It’s true that the majority of 
  Bytopian residents are good-natured, hard-working people 
  who enjoy an honest day’s work, but that certainly doesn’t 
  mean darkly natured things don’t exist. Case in point are 
  the fields of slothsludge that have been sighted on both 
  Shurrock and Dothion.
  
  Twin Paradises of Bytopia
  208
  Slothsludge appears as a thick, black or brown tar-like 
  substance that oozes up from the ground. The gnomes 
  believe it is caused by the portals to the Abyss created by 
  Urdlen, but others say it is a byproduct (or cause) of the 
  material erosion that eats away at manufactured goods all 
  across the plane. Living creatures that touch slothsludge 
  must succeed on a DC 15 Constitution saving throw or 
  gain a level of exhaustion as feelings of apathy wash over 
  the victim.
  The exhaustion can be restored by normal means, but 
  for every 1 minute the victim remains within sight of 
  the slothsludge, they must succeed on additional DC 15 
  Constitution saving throws or gain additional levels of 
  exhaustion. There are some regions of Shurrock that have 
  lakes of slothsludge but few have ventured near them for 
  fear of the malaise that overwhelms people in the area.
  Shurrock Weather
  Shurrock is rocked by violent storms and extreme weather 
  on a regular basis. The temperature can plummet in 
  summer to below freezing or become humid and sticky 
  in winter. Snow, wind, and rain whip about in great gusts 
  with little or no notice.
  Once per day, or whenever it would be more exciting, you 
  can roll on the below table to determine the nature of the 
  extreme weather on Shurrock that strikes at that moment. 
  Unless it’s important to the story, the extreme weather 
  lasts for 1d12 x 2 hours.
  extReme shuRROck WeatheR effect
  1d20
  extReme WeatheR
  1-3
  Extreme cold
  4-6
  Extreme heat
  7-9
  Strong wind
  10-12
  Heavy precipitation (snow)
  13-15
  Heavy precipitation (rain)
  16-17
  Extreme heat and strong wind
  18
  Heavy precipitation (rain) and strong wind
  19
  Extreme heat, strong wind, and heavy 
  precipitation (rain)
  20
  Extreme cold, strong wind, and heavy 
  precipitation (snow)
  The effects of the extreme weather can be found in 
  Chapter 5 of the Dungeon Master’s Guide.
  Sites & Treasures
  The rich landscape of Bytopia is filled with more than just 
  natural beauty and the sweat of a hard day’s work. Many 
  mysterious sites sit on both sides of the Twin Paradises, 
  and some are less hidden than others. Plenty of adventure 
  opportunities abound for those willing to risk the erosion 
  of their manufactured goods!
  Bytopian Gemcoins
  Gold and silver pieces don’t hold much value on Bytopia. 
  Some of the more established guildclanns with presences 
  across the multiverse adhere to the gold coin standard, but 
  for the most part these coins are not worth anything on 
  Bytopia. The most traded commodity is labor but for ease 
  of commerce this is represented by a unique economic 
  system – Bytopian gemcoins.
  Gemcoins come in five different types each with three 
  different sizes. The most common gemcoin is the opal ess 
  which is a flat disc similar to a silver piece carved from a 
  piece of emerald. Crafting this coin takes one hour of work 
  for the United Gemcrafter’s Guildclann, the largest gem 
  crafting organization on Bytopia, and thus it represents 
  one hour’s worth of work. The opal emm is thicker but 
  about the same size representing three hours of work, and 
  the opal ell is larger and as thick as emm, representing 
  seven hours of work.
  After opal comes amethyst for days (amethyst ess is 
  one day, amethyst emm is three days, and amethyst ell 
  is seven days), followed by the emerald (emerald ess is 
  one tenday, emerald emm is three tendays, emerald ell 
  is seven tendays), then ruby (ruby ess is one season or 
  about three months, ruby emm is three seasons, ruby ell 
  is seven seasons), ending in diamond (diamond ess is one 
  year, diamond emm is one decade, and diamond ell is 100 
  years). Very few diamond gemcoins exist.
  Outside of Bytopia, these gemcoins are valued little 
  beyond their intrinsic gemstone value (the ess gemcoins 
  are small, the emm gemcoins are medium, and the ell 
  gemcoins are large). Most residents of Bytopia recognize 
  the gemcoins and their values, though many farms and 
  homesteads prefer to take their payment in actual work 
  rather than representative coins of work. In Yeoman, the 
  gemcoin is king and the United Gemcrafter’s Guildclann 
  hold great sway as one of the most powerful of the Great 
  Guildclanns.
  Cairns of Clann Coinnich
  Countless generations of gnomes have lived on Bytopia 
  and over the centuries, family clanns have taken on 
  mythological proportions. A gnome with a certified claim 
  to one of the family clanns of Bytopia, such as Clann 
  Braonain or Clann Ardghail, can expect to be treated with 
  respect at least they do something to lose that respect. 
  Clannholds dot the landscape of Dothion especially around 
  the Golden Hills but few are as whispered about as what’s 
  left of Clann Coinnich.
  Long ago, Clann Coinnich was a respected family of 
  gnomes with a clannhold that oversaw a great forest and 
  prairie. They were far from the Golden Hills but their 
  prowess with working the land and crafting goods earned 
  them high honors all over the plane. It is said that Garl 
  Glittergold himself came to pay homage to the good works 
  of Clann Coinnich. They were well-liked, respected, and 
  did quality work in the name of the common good of 
  Bytopia and their family.
  
  Twin Paradises of Bytopia
  209
  Then, disaster struck. No one knows for certain but 
  somehow, an evil presence crept into the clannhold of 
  Clann Coinnich. Was it brought accidentally? Or called 
  down by a lesser scion of the family? No one knows for 
  sure but a blight spread out from the clannhold to the fields 
  and forests. One evening as the clann elders gathered to 
  discuss what to do, the evil took hold of the family cairns 
  nearby and in the course of a single devastating night 
  wiped out Clann Coinnich in a wash of undead horror. The 
  independent warriors of Clann Fennid arrived days later to 
  find the place overrun, and they petitioned Garl Glittergold 
  to put an end to the family’s misery.
  A great earthquake swallowed up the Coinnich 
  clannhold and most of the evil sank into the earth with it. 
  The family cairns are all that remain of the site now but 
  most believe the evil that took Clann Coinnich still resides 
  there, lingering, waiting to resurface again.
  Field of Glas Gavlen
  A picturesque farmhouse stands amidst a sweeping 
  landscape of rolling grass and planted crops. It’s similar in 
  many ways to hundreds of other homesteads like it that dot 
  the land of Dothion, but this is Glas Gavlen, and it is home 
  to a herd of monstrously huge cows. The steers and heifers 
  that graze in the field of Glas Gavlen are each as large as 
  dragons, roughly fifteen feet across and twice that tall.
  The people that run the Glas Gavlen farm are humans 
  of the Gavlen family who have lived on the site for 
  generations. And for generations, the cows that come to 
  the field grow stupendously over the course of a year. No 
  one knows for sure why, though some persistent rumors 
  about the family point to warlock bargains in their past 
  that have traded souls for the enormous cattle. Others 
  say it is something to do with the field itself, which would 
  explain why any cow that comes to the field to graze and 
  stays for a year turns into a gigantic beast. The Gavlen 
  family stick to themselves for the most part and don’t have 
  too much to offer on the subject of why or how their herd 
  is so big.
  For their part, the cows are simply gigantic versions 
  of normal cows – they graze, moo, and are a generally 
  peaceful herd used primarily as dairy cows. Due to their 
  size, the Gavlen family can only keep a half dozen of the 
  creatures fed but that is plenty big enough. The milk 
  produced by the Glas Gavlen cows is hearty and sells well 
  in the markets of Yeoman and across the multiverse.
  Golden Hills
  Gnomes are intrinsically linked to Bytopia, though whether 
  they originated on the plane or simply emigrated there is 
  a matter of debate. Part of the reason for this linkage is a 
  magical realm known as the Golden Hills wherein dwell 
  the gods of the gnomish pantheon, Garl Glittergold and his 
  divine allies. Seven massive hills dominate the area, each 
  housing one of the gnome gods and their devout followers. 
  The grass, flowers, trees, and leaves all carry a golden 
  sheen to them, creating a brilliant sparkling landscape 
  of divine beauty atop the otherwise pastoral splendor of 
  Dothion. Even the creatures have golden attributes about 
  them – gold-furred squirrels, golden-winged song birds, 
  and gold-specked butterflies all dance about the realm.
  The tunnels below the Golden Hills are near-endless and 
  well-worked. They crisscross beneath the hills, serving as 
  the homes to many of the gnomish powers. The Gemstone 
  Burrow is the home of Segojan Earthcaller and his ilk, 
  along with one of the largest gem mines in all of Bytopia. 
  The Mithral Forge serves as the home of Flandal Steelskin 
  and rests atop a rich and never-ending vein of precious 
  metals, including mithral and gold.
  Countless homes are built in and around the seven 
  hills of the region, though more exist underground than 
  most visitors realize. Some of the hills are covered in lush 
  forests of golden-barked trees while others are capped 
  with enormous mushrooms as strong as steel, glittering 
  in the light of the Bytopian sky overhead. Garl Glittergold 
  himself is said to wander the Golden Hills at his leisure as 
  none of the hills are directly dedicated to him – his home 
  is where he decides it to be for the time, which can be 
  anywhere in the Golden Hills, Bytopia, or even beyond.
  
  Twin Paradises of Bytopia
  210
  The friendly industrious nature of the gnomes means 
  they welcome travelers who come with a purpose. 
  Numerous bard colleges of great renown sit in the Golden 
  Hills, taking in worthy students from across the multiverse, 
  while the mines and fields of the region are in constant 
  need of tending. The material erosion native to Bytopia 
  eats away at all manufactured goods and buildings but for 
  their part, the gnomes are happy to rebuild, usually better, 
  stronger, or more dependable.
  Golemwood
  The storm-wracked layer of Shurrock hides many strange 
  secrets within its boundless realm of natural wonder. 
  One of the stranger ones is a stretch of forest that has 
  become known as Golemwood, named for the mystical 
  lure it holds over golems and constructed creatures across 
  Bytopia. Something calls out to constructed creatures, 
  especially those with little or no intelligence, sending them 
  on a journey across the plane into Shurrock’s uncharted 
  wilderness. Eventually, they come to Golemwood where 
  they seemingly disappear.
  What draws golems to Golemwood? Is it a divine power 
  or powerful wizard, calling constructs to the forest to 
  serve in some grand plan? Where do the golems go? The 
  few non-golems that have journeyed to Golemwood report 
  unusually high patterns of wild magic and a definite feeling 
  of dread and uneasiness. What lurks in Golemwood’s dark 
  heart? The presence of the strange forest keeps most of the 
  guildclanns of Bytopia from investing heavily in constructs 
  as a peacekeeping solution (the livestone creatures built 
  by the Artificer Syndicates seem either immune or at least 
  highly resistant to the call of the Golemwood).
  Peak of Continuation
  Some people see the primal wilderness of Shurrock as a 
  place to be avoided. The weather is extreme, the creatures 
  are dangerous, and all of your equipment breaks down 
  eventually due to the natural erosion of the plane. There 
  are few trails, almost no roads, and only a handful of 
  settled areas. There are those that look upon this as the 
  most extreme of challenges, and for them, the challenge of 
  the Peak of Continuation sits as the ultimate test of skill 
  versus nature.
  Located in a rough line of craggy mountains, the Peak 
  of Continuation is a mountain with a double summit. The 
  twin peaks at the top are separated by a 300-foot chasm 
  filled with nothing but jagged rocks and broken dreams 
  over which spans a poorly built rope bridge. Just reaching 
  the summit tests the mountain climbing and wilderness 
  survival skills of anyone, especially with flocks of ni’iath 
  gathering around the top waiting for their next meal.
  Crossing the bridge safely is said to be a life-changing 
  experience. All who walk away from the Peak of 
  Continuation after crossing the chasm have stared death 
  itself in the face and not flinched, and that experience can 
  really change a person.
  Pipe of the High Pooka
  The pooka of Bytopia are a wild, carefree lot who give 
  into their own whims in regards to everything. Or at 
  least, almost everything, as they do obey the words of 
  their leader, a mysterious and powerful figure known only 
  as the High Pooka. The High Pooka has eyes and ears 
  everywhere but one thing they are always on the lookout is 
  for his intricately carved wooden pipe.
  Nobody stole the pipe of the High Pooka. The fey ruler 
  simply loses it, either forgetting it somewhere or, more 
  commonly, when it runs away, for the pipe is imbued with 
  a singular intelligence and sentience. The pipe has served 
  the High Pooka since time immemorial and over that time, 
  it has grown bored with the powerful fey. It longs to see the 
  multiverse, to experience the joys and wonders that are 
  out there to be reveled in, but the High Pooka doesn’t leave 
  Bytopia (or at least the High Pooka doesn’t bring the pipe 
  with it).
  So the pipe leaves from time to time. It enjoys playing 
  games with travelers and has accumulated a great wealth 
  of knowledge about Bytopia and the High Pooka. The pipe 
  finds Bytopians to be a rather droll, boring people, so it 
  views them as little more than means to an end, an end in 
  the hand of a new adventurer to the plane for example.
  Pool of Reflection
  The mountains of Dothion are barely more than rocky 
  hills, but they can still hold mysteries and dangers. One 
  particularly remote mountain range is the home of a 
  magical source of divination magic called the Pool of 
  Reflection. It sits as a tranquil mountain lake surrounded 
  by tall peaks, some of the tallest on Dothion, and for those 
  that make the journey to its gentle shores, the pool is said 
  to offer a glimpse into their true desires.
  The Pool of Reflection is not without its guardians, 
  however. A settlement of deep gnome monks have built 
  simple homes in the caves surrounding the pool, and 
  they have taken upon stewardship of the waters. Clann 
  Somachain are devoted to knowing their hearts and souls, 
  and they make sure any that come to the Pool of Reflection 
  are seeking the same thing. More than one traveler looking 
  to profit off the pool’s power have been turned away, 
  violently at times, by the monks of Clann Somachain.
  There are rumors that say the pool does more than 
  simply reveal a glimpse into the true desire of a person. 
  Its divination power is said to run deeper and more potent 
  than that but the tales are almost too fantastical to be true. 
  Some say that the water of the pool can change fate itself, 
  or that any who drink of it receive a vision of their death 
  with the knowledge to change it. The deep gnomes of 
  Clann Somachain have only allowed a handful of visitors 
  to gaze upon the mountain lake so the truth remains a 
  mystery.
  
  Twin Paradises of Bytopia
  211
  Quarryhome
  Shurrock is dotted with small villages and logging camps, 
  most separated by days of travel, but these tend to be 
  ephemeral locations that come and go with the needs of 
  the people. The only permanent settlement on the layer 
  is Quarryhome, in the rocky foothills of a large mountain 
  chain, where several of the great guildclanns have 
  established a massive and complex mining operation. Like 
  Bytopia itself, Quarryhome has two layers. The top layer 
  is on the surface and consists of multiple stone buildings 
  built into the side of a massive quarry. Most squat on large 
  rocks for ledges and the whole place stretches up the side 
  of the quarry nearly as far as it is wide. Miners of all kind 
  live and trade in this section.
  Deeper into the mountain itself lies the other side of 
  Quarryhome. Hundreds of mine shafts and tunnels extend 
  into the rock itself where rich veins of nearly every natural 
  metal have been uncovered. The veins of ore seem to 
  replenish themselves nearly as fast as the miners dig 
  them out leading to a never-ending supply of high quality 
  raw materials. The materials are sent via mine cart to 
  the surface of Quarryhome where they are organized and 
  eventually shipped out to Dothion.
  Gnomes, dwarves, and humans are the primary 
  inhabitants of Quarryhome, and for the most part the 
  guildclanns work together to make sure everyone profits 
  from the work done in the mines. But sabotage and 
  subterfuge are not unheard of, which is why a large 
  contingent of Clann Fennid mercenaries function as the de 
  facto law around Quarryhome. They’re independent of the 
  guildclanns, interested only in peace and justice, and they 
  are grudgingly respected by the merchant leaders.
  The guildclanns are always digging deeper into the 
  mountain in search of veins of new and undiscovered 
  metals. Rumors are always flying around about the latest 
  find by a mining team, whether it be a new source of 
  mithral, a portal to the Plane of Elemental Earth, or a 
  vicious monster unleashed in the dark. Adventure always 
  find a way to pop up around Quarryhome.
  Sparkling Tunnels
  Gemcoins form the basis of the economy on Bytopia, 
  which means the raw materials for the gemcoins are 
  just as valued. The largest source of gems in all Bytopia 
  is a sprawling complex of rich natural resources called 
  the Sparkling Tunnels, which sit beneath the Glittering 
  Mountains in a remote region of Dothion. It is said 
  nowhere else in the multiverse can be found as rich a 
  source of emeralds, rubies, sapphires, and diamonds.
  Unfortunately, the Sparkling Tunnels are also plagued 
  with rock-eating creatures that resemble dinosaurs. 
  Ankylosaurus, brontosaurus, stegosaurus, and triceratops 
  are all known species of beasts that inhabit the region and 
  feed off of the gemstones, and they are all very territorial 
  and hungry. It has been noted that the dinosaurs of the 
  Sparkling Tunnels and Glittering Mountains are all natural 
  herbivores but have adapted their diet to precious gems – 
  no carnivores have been seen in the area.
  Various guildclanns over the years have tried to 
  establish a permanent colony at the Glittering Mountains 
  to establish a monopoly on the gems beneath the ground, 
  but the dinosaurs have put an end to that. The expeditions 
  into the Sparkling Tunnels all have to be well-guarded to 
  protect the miners from the herds of dangerous dinosaurs 
  which in other realms have been known as ‘gentle giants.’ 
  Not so in this region of Dothion, where the locals call them 
  ‘gem gobblers.’
  Stairs of Centerspire
  There are only a few ways to go between Dothion and 
  Shurrock. Natural gates exist between the two layers but 
  these appear infrequently and without any regularity. Using 
  magic is another way but the spells necessary to transport 
  the raw materials from Shurrock to Dothion, including 
  lumber and quarried stone, are out of the reach of most 
  guildclanns and merchant outfits. The safest and most 
  used route is an overland trek that follows a path around 
  the tallest mountain of Bytopia, Centerspire, that actually 
  serves as a bridge between the layers.
  The road, known as the Stairs of Centerspire winds 
  around the massive peak, the loops becoming tighter the 
  closer to the center of Betweensky one gets. Gravity shifts 
  in that central region, up becoming down suddenly, and 
  so the raw materials being transported must be secured 
  tightly to compensate for the change. This region sees the 
  highest concentration of ni’iath attacks in all the plane 
  which means that caravan guards are always in demand. 
  The trek is slow but most experienced drivers know that 
  slow and steady wins the race every time.
  It is said by those that make the journey that the 
  view from the Stairs of Centerspire is one of the most 
  breathtaking in all of Bytopia. Standing in the center of 
  Betweensky with a mountain peak to stand upon, gazing 
  out across both Shurrock and Dothion, it’s a wonder more 
  travelers don’t take the route. Of course, the howling packs 
  of ni’iath may be a bit of a deterrent.
  Yeoman
  The bustling heart of trade and commerce on Bytopia is 
  the city of Yeoman, near what is considered the center of 
  Dothion. Here, dozens of guildclanns and independent 
  workers operate workshops, factories, and more to craft 
  the items Bytopia is known for. Yeoman is a place of 
  constant activity, where there’s always a wagon being 
  unloaded or a new caravan coming or going, but the 
  erosion effect of the plane gives the city a worn-down look. 
  The streets are unpaved, the buildings are simple and 
  rarely more than one or two stories tall, and horses and 
  oxen are the main means of transport, which all adds up to 
  a frontier-like feel.
  
  Twin Paradises of Bytopia
  212
  But make no mistake, Yeoman is rife with its fair share 
  of intrigue and complications. The guiildclanns compete 
  with one another for the best contracts while the taverns 
  and inns are filled with merchants from all across the 
  multiverse. Most have come seeking Bytopian crafted 
  items, eager to get them off the plane as soon as possible 
  in order to avoid the possibility of erosion. Representatives 
  of demons, devils, angels, elementals, genies, and more 
  can be found making deals with the guildclanns, most of 
  which understand the value of the gold and silver coin.
  Yeoman is run by the Yeoman Conclave, a group 
  consisting of representatives from many of the prominent 
  guildclanns of the city. The Conclave itself is led by a single 
  leader elected by the Conclave to serve as the Master of 
  Guilds – or, as in the current case, the Mistress of Guilds. 
  Raxiris Illmath, a female copper dragonborn, is a diviner of 
  some skill and has guided the Conclave for nearly a dozen 
  years. Her steady hand and keen eye on the future has kept 
  Yeoman from descending into anarchy, but there are some 
  who say her time has come to an end.
  The Yeoman Conclave keeps a standing militia to deal 
  with external and internal threats, and if need be there is a 
  standing treaty between the city and the gnome powers of 
  the Golden Hills were a true problem arise. Trade comes 
  in and out along the roads leading into the city along with 
  the rivers Diligence and Splendor, making river travel an 
  easy option for those seeking Yeoman’s merchant hub. The 
  surrounding landscape is dotted with smaller villages and 
  family farms that support the trade interests of Yeoman, 
  making it a vital feature of Dothion and one of the true 
  connections to the rest of the multiverse.
  Adventure Hooks
  It easy for outsiders to look upon Bytopia as a boring and 
  lackluster place, but the truth is that there is plenty of 
  adventure opportunities for enterprising travelers who 
  don’t mind a little bit of legwork. The pastoral splendor 
  of Dothion can draw characters of all experience, but the 
  generally safe conditions make it perfect for inexperienced 
  adventurers looking to make a name for themselves. The 
  guildclanns in Yeoman and the farms across the layer are 
  always looking for a helping hand, but here are some of the 
  more interesting adventure opportunities that could come 
  up.
  Caravan of the Planes. The characters join up with 
  a strange merchant caravan from their local area with 
  sights on “distant and faraway lands.” The caravan passes 
  through a gate transporting them all to the city of Yeoman, 
  where the merchants are looking to purchase goods 
  from the guildclanns of Bytopia to transport elsewhere. 
  Foulness is afoot as the merchant discovers their contact 
  dead in a tavern room. Who killed the representative of 
  the guildclann? What goods was the merchant looking to 
  pickup and who are the strange figures looking to put their 
  hands on it first?
  Case of the Missing Cow. Someone has stolen one of 
  the massive cows of Glas Gavlen! The Gavlen family had 
  eight cows yesterday, and now today they only have seven. 
  The giant tracks lead off to the distance and then stop so 
  the family needs some outside assistance in retrieving 
  their missing gigantic cow, and the characters happen 
  to be close by. Characters with survival and tracking 
  experience can be an asset as the clues point to the 
  cow being transported by magical means to the north, 
  along a line of low hills. There, the cow stands in a cave 
  worshipped by stange grimlocks. Who brought the cow to 
  the grimlock cave? What do the grimlocks want with the 
  cow?
  The Mole You Know. The Whistling Pig Tavern in 
  Yeoman has a mole problem, but the proprietor doesn’t 
  want word getting out about the infestation. He quietly 
  asks the characters to go down into the cellar and deal 
  with the moles, but investigation quickly reveals a larger 
  tunnel system below the Whistling Pig. The moles are 
  being driven on by depraved gnome cultists of Urdlen the 
  Crawler Below, and the trail leads back to a prominent 
  guildclann in Yeoman working with the demented mole 
  worshippers.
  The Last Heirloom. The prized jeweled necklace of a 
  local noble breaks suddenly, and the characters are asked 
  to help repair it. The item was actually built by a guildclann 
  of jewelers on Bytopia generations ago, so repairing the 
  break requires traveling to Dothion and requesting the 
  service of the original crafters. Unfortunately this proves 
  difficult as that guildclann was disbanded years ago, but 
  rumors say the last living relative resides as a hermit in the 
  wilderness of Shurrock. Finding the reclusive jeweler is 
  only part of the adventure as the ancient gnome has given 
  up all crafting after a terrible accident. Can the characters 
  convince the jeweler to repair the necklace?
  The Badger Conspiracy. A livestone badger seeks out 
  the characters wherever they are and asks for their help. 
  Its master was taken by dark figures in the city of Yeoman, 
  but before that the master crafter was getting ready to 
  reach out to the characters for some unknown reason. The 
  livestone badger leads the group to a portal that transports 
  them to Bytopia and the home of its master. Signs point 
  to a struggle and through investigation the characters 
  learn that the gnome master was taken by agents of the 
  Artificer Syndicates. The trail leads them into the hall of a 
  powerful member of the Yeoman Conclave with ties to the 
  mysterious syndicates. Who is really behind the abduction? 
  What secret were they about to uncover? Why did they 
  want the characters in the first place?
  
  Twin Paradises of Bytopia
  213
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  is traveling through Bytopia. Look at each one as a 
  springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Dothion
  1d100
  dOthiOn encOunteR
  01-05
  A field of hungry grass
  06-10
  A band of pilgrims traveling to a holy 
  destination
  11-15
  The youngest son of a farming family 
  heading to market
  16-20
  Two gnomes arguing over the price of a job
  21-25
  A terror mole burrowing beneath the 
  ground
  26-30
  Three pegasi flying through the air
  31-35
  A patrol of Clann Fennid warriors
  36-40
  A wagon train of raw materials heading to 
  Yeoman
  41-45
  A livestone badger on assignment
  46-50
  A band of farmers working to clear the path 
  from a fallen tree
  51-55
  A cathshay watching invisibly
  56-60
  An aasimar farmhand taking a meal break
  61-65
  A sudden eruption of slothsludge
  66-70
  A herd of wild horses running free
  71-75
  Two farmers chasing down a herd of 
  escaped cows
  76-80
  A gnomish steam wagon broken down with 
  the inventor nearby
  81-85
  Priests of Garl Glittergold helping to spread 
  their god’s word
  86-90
  Two storm moles erupting from the ground 
  seeking fresh food
  91-95
  A pooka tormenting a family of crafters
  96-00
  A secretive wagon train of raw materials
  Shurrock
  1d100
  shuRROck encOunteR
  01-10
  A pack of dire wolves stalking prey
  11-20
  The territory of angry dobhar
  21-30
  A herd of giant elk
  31-40
  The cawing of several swarms of ravens
  41-50
  A tiger on the prowl
  51-60
  Three giant eagles swooping down to catch 
  fish
  61-70
  Two giant boars fighting one another for 
  dominance
  71-80
  A stone golem drawn towards Golemwood
  81-90
  The webbed lair of a giant wolf spider
  91-99
  A caravan of wagons loaded with raw 
  materials heading towards Centerspire
  00
  A behemoth mole driven above ground
  
  Tarterian Depths of Carceri
  214
  Tarterian Depths of Carceri
  “Carceri is known as the prison plane, and for good reason. It’s 
  uniquely suited to that purpose and not just in the difficult means 
  of exiting. The way each layer stretches out in an infinite space like 
  pearls on a necklace means that imprisoned beings can be cut off 
  from all contact and confined to their own space. For most, this is 
  the truly insidious power of Carceri – the isolation. On an infinite 
  plane in an infinite multiverse, the Tarterian Depths exist to 
  remind us all that the harshest punishment may be exile, a prison 
  of the mind reinforced by the very real attributes of Carceri itself. 
  For some, there is no greater threat.”
  Malakara the Warden
  Castoffs, prisoners, rejects, along with the lost and 
  forgotten, all adrift in the multiverse, have a tendency of 
  finding a way to the Tarterian Depths of Carceri. Like a 
  magnet, this inhospitable plane draws these discarded 
  elements towards its torturous depths and keeps them 
  there. A subtlety powerful force keeps Carceri’s planar 
  gates and portals shut, with a few notable exceptions, 
  and travelers are warned that finding a way into one of its 
  layers is far easier than finding a way out.
  Carceri’s reputation as the prison of the planes is well 
  deserved. Long ago, a race of powerful titans were exiled 
  from the fabled realm of Mount Olympus on Arborea by 
  stronger beings. Some say it was a union of gods from 
  across the multiverse that brought down the titans, while 
  other scholars postulate the titans had been struck down 
  by the very nature of the planes when their ambition 
  became (much) greater than their station.
  The truth is hard to guess as part of the imprisonment 
  clause of the titans forced their silence on the matter. 
  Their leader, a supremely powerful being named Kronus, 
  lives on Mount Othrys now, alone and brooding, while the 
  rest of the titans lay scattered in the remaining layers and 
  realms. A great storm surrounds Mount Othrys, a physical 
  manifestation of Kronus’ despair and rage some say, and 
  the ancient titan has not left the mountain for eons untold.
  Carceri is a plane of subtle evil that saps the strength 
  away from those that visit. A slumbering malevolence 
  pervades its infinite string of six layers as manifested by a 
  red glow inherent in the ground and air. Whether it’s the 
  swamps of Othrys, the jungles of Cathrys, the deserts of 
  Minethys, the mountains of Colothys, the shallow seas of 
  Porphatys, or the icy sphere of Agathys, a crimson glow 
  suffuses the natural presence of Carceri.
  The Tarterian Depths are also laid out unlike any other 
  plane. Each of its layers sit as strings of huge spheres in 
  an air-filled void that most planar scholars link eventually 
  to the Negative Energy Plane. The layers are nestled 
  within one another, spheres within spheres, with the space 
  between each successive sphere in its line growing farther 
  and farther apart the smaller the interior layers become. 
  Othrys is the largest, with enormous orbs that nearly touch 
  (and do in the case of Mount Othrys), while the spheres 
  of Porphatys are much smaller. The exception is Agathys, 
  which exists as a sole orb in the dead center of Carceri.
  And the layers are not uninhabited. A race of fiends 
  called demodands, also known as gehreleths, operate as 
  the wardens of Carceri, and always assume anyone they 
  come across has good reason to be locked away forever. 
  They are cruel embodiments of Carceri’s truest idiom 
  – betrayal is the only path to freedom. Demodands stay 
  out of the Blood War between the demons of the Abyss 
  and the devils of the Nine Hells but have been known to 
  offer particularly savage prisons for fiends and angels to 
  enterprising devil princes and demon lords.
  While Carceri exudes a scarlet evil like a cancer, its 
  existence as the prison of the planes serves everyone, from 
  the fiends to the angels and everyone in between. Gods 
  have birthed horrors beyond count that defy extermination, 
  and Carceri provides the perfect dumping ground for the 
  things that cannot simply be destroyed. There are dark and 
  terrible things festering within the multitude of orbs that 
  make up Carceri, and many of them have birthplaces in the 
  most revered places in the multiverse.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of Carceri as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Carceri.
  No Escape. Carceri earns its reputation as the prison of 
  the multiverse. Everything on the plane is designed to keep 
  inhabitants in and prevent them from getting out. Travel is 
  difficult by seemingly random incidents, such as overgrown 
  trails, thick vegetation, and an abundance of natural 
  hazards. The feeling of being trapped is heightened by the 
  presence of the other “orbs” in the layer hanging in the sky 
  like a chain, close enough to see in many cases but with no 
  means of travel.
  Bitterness and Resentment. Every creature on 
  Carceri is bound there, usually against their will, and this 
  imprisonment creates an atmosphere of bitterness and 
  mistrust that tinges every encounter. Every living creature 
  is looking out for themselves, and most are willing to do 
  anything to get even a chance at freedom; lying, cheating, 
  stealing, and killing are all too common for the inhabitants 
  of the Tarterian Depths. The plane breeds these dark 
  feelings – every bite of food or drink of water is tinged with 
  an unnatural bitterness, no matter how it was cooked or 
  what seasonings were used.
  
  Tarterian Depths of Carceri
  215
  Punishing Landscape. The layers of Carceri are harsh 
  and unforgiving, from the dangerous quicksand pits of 
  Othrys to the acidic rot that thickens the air of Cathrys. 
  There is a subtlety to these hazards that belies their 
  lethality, and this feature is considered one of the prime 
  punishments dealt to anyone that comes to the plane, 
  against their will or by choice. Travel is difficult on all 
  layers, and there are some unusual unsettling threads 
  that run through all of Carceri. Most layers are colored a 
  rusty red color, from the jungles of Cathrys to the sands of 
  Minethys, and no natural breeze or wind fills the air at any 
  time.
  Lay of the Land
  Carceri is unique among the planes for many reasons. 
  The most obvious of which is its landscape. The plane is 
  divided into six layers each consisting of strings of orbs in 
  an air-filled darkness. The layers are nestled within one 
  another, with each lower layer filled with smaller sized 
  orbs but all contained in the infinite blackness.
  As far as anyone has been able to surmise, the number 
  of orbs in each layer is infinite, with the exception of the 
  lowest, Agathys. There is only a singular Agathys orb, and 
  accessing it is a feat of incredibly dedicated proportions. 
  While it is true that each layer is smaller in size than the 
  one before it, the size in actual diameter seems to defy 
  easy calculation. The space between each orb is much 
  more measured, however.
  Othrys
  The first and largest layer of Carceri is Othrys. Each orb in 
  this infinite string is dominated by a dismal, scarlet swamp 
  dotted by fetid bogs, stagnant lakes, and great swaths of 
  dangerous quicksand. Desolate lifeless trees stand like 
  silent watchers in the gloomy twilight that pervades all of 
  Carceri, their branches twisting together to form massive 
  web-like growths that stretch out over many miles in some 
  cases.
  The orbs in the Othrys string are close enough apart 
  to be separated only by 500 feet of darkness, though the 
  lightless nature of Carceri makes even the nearest sphere 
  nearly invisible from one to the next. There are several 
  known exceptions, most notably Mount Othrys, a single 
  solitary mountain peak rising from the fetid bog that 
  connects two orbs together. Here is where the fallen titan 
  lord Cronus makes his home amidst a complex swarm of 
  lightning storms and driving wind.
  The River Styx winds through all of the Othrys orbs, 
  somehow, its flow continuing to defy conventional laws.
  Cathrys
  Carceri’s second layer is Cathrys, home to vast swaths of 
  dense crimson jungles and fields of scarlet grass. An acidic 
  rot fills Cathrys’ air, eating away at organic matter slowly 
  (or quickly in the case of the deepest jungles). The scarlet 
  grasslands move without breeze or wind, and most contain 
  razor-sharp grasses that hunger for nourishing blood.
  Smaller than Othrys, the distance between the Cathrys 
  orbs in its infinite string is about 1,000 feet. Most of the 
  fetid jungles of the layer seek out any that try to escape its 
  grasp, pulling them down with a savage fury, as if Carceri 
  itself sought to prevent travel from one sphere to the next.
  Minethys
  A great scarlet desert fills the orbs of Minethys, Carceri’s 
  third layer. Like the other layers, no wind blows that can 
  be felt, but the sands of Minethys shift and move just the 
  same. A parching heat holds dominance over the red 
  sands, which hide more than one ruined castle or treasure 
  vault. Some planar scholars say the great edifices and 
  palaces of the titans banished to Carceri so long ago 
  were cast into Minethys, though there are certainly some 
  smaller sized sites that have been discovered that suggest 
  it’s not just titan architecture buried in the scarlet sands.
  The orbs of Minethys are separated by half a mile of 
  darkness. The scorching desert heat exuding from the 
  very core of each orb grows more intense as a traveler 
  leaves the surface, draining life and energy away, until 
  after about 500 feet when the heat barrier breaks and the 
  encompassing darkness washes over.
  Colothys
  Jagged red mountain peaks scour the landscape of 
  Colothys, the fourth layer of Carceri. Deep ravines, 
  shadow-filled crevasses, and scarlet-mist enshrouded 
  valleys fill the endless orbs. Travel is nearly impossible 
  outside of little-used trails that move along rickety bridges 
  and crumbling stone stairs. Noises and sounds are 
  amplified a hundred fold in the haunted mountains of 
  Colothys, with some screams bridging the gap between the 
  orbs to echo weirdly against the scarlet stones.
  Colothys’ orbs are separated by mile-long stretches of 
  darkness that are filled with screams, cries, wails, and 
  other tortured sounds. It is rumored the darkness holds 
  the Sepulcher of Screams, the resting place of a banshee 
  queen cursed to wail forever in the emptiness of Colothys’ 
  space.
  Porphatys
  The orbs of Porphatys are covered in an icy shallow sea, 
  less than 100 feet deep in most places, while crimson 
  snow fills the darkened skies. Prison ships filled with 
  pirates and thieves cursed to sail eternally bob amidst 
  the icy black waters, sometimes running aground on 
  one of the countless sandbars. The water is mildly acidic 
  but eats away at inorganic matter quicker than organic 
  matter. Eventually, every ship on Prophatys’ sea collapses, 
  stranding prisoners on shrinking islands, crumbling 
  towers, and other unstable regions, promising treasure 
  to any willing to pick them up but rewarding only such 
  kindness with eventual betrayal.
  The orbs of Porphatys are separated by three miles of 
  darkness. The red snow that fills the dark skies of each 
  sphere stretches out into the space between them as well, 
  though none know its source for sure.
  
  Tarterian Depths of Carceri
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  Agathys
  The lowest and smallest layer of Carceri is Agathys, 
  and unlike the other five a single orb serves as the only 
  destination within the confines of its limitless darkness. 
  Agathys is frozen solid, an icy sphere of black cut through 
  with streaks of crimson like blood vessels. Anyone doomed 
  to Agathys is frozen forever in its depths, and in many 
  places on the surface of the orb, faces and bodies can be 
  seen in the ice.
  Little is known about Agathys. Some planar scholars say 
  it is the actual frozen heart of Carceri, which does operate 
  much like a living creature on a massive scale. Others say 
  the ice is the result of some ancient power of death known 
  as the Reaper, and certainly there is some evidence to 
  suggest this is at least partially true. One of the few known 
  sites on Agathys is the Citadel of the Reaper, a long tower 
  with cavernous tendrils cut into the frozen ground, where 
  death stalks the halls.
  Cycle of Time
  Time passes on Carceri but there is no indication of it. No 
  sun or moon fills the black starless skies, and the orbs of 
  each layer do not rotate or move of any kind.
  Surviving
  Each of Carceri’s layers holds threats for the unwary, 
  including patches of aggressive Othrys quicksand, the 
  acidic rot of Cathrys’ air, and the life-leeching scarlet snow 
  of Porphatys. These threats and more are described under 
  Hazards & Phenomena.
  Getting There
  There are many gates and portals leading into the layers of 
  Carceri. The most numerous lead to the top layer, Othrys, 
  but external portals from across the multiverse can lead 
  to any of the first five layers of the Tarterian Depths. The 
  exception is Agathys, which is accessible by no known gate 
  within or outside of Carceri.
  Most gates into Carceri are known and well-documented 
  by nearby inhabitants, and they can be found across all 
  of the Outer Planes (upper, lower, and conflict) as well 
  as the Inner Planes and the Astral and Ethereal Planes. 
  Angels and devas keep a watch over just as many Carceri 
  portals as demons and devils for much the same purpose 
  – the Tarterian Depths are imprisoning for all creatures 
  regardless of worldview.
  The unfortunate truth is that while there exist so many 
  planes leading into Carceri, the opposite is not true. 
  Leaving Carceri is another matter entirely and almost all 
  known portals are one-way access points. Finding a way 
  out of the prison plane is difficult, and for some like Cronus 
  and the fallen titans, escape is divinely forbidden. Some 
  residents have such divine marks on them, preventing 
  them bodily from leaving, but even for those that have no 
  such restriction finding a portal leading out is a difficult 
  and painstaking process.
  One of the few exceptions to this is the River Styx, which 
  winds through most of the swamp-filled orbs of Othrys. 
  Its oily black waters slither like a massive snake through 
  the red-tinged darkness of Othrys, but here it is closely 
  monitored by the merrenoloths. The natural mind-altering 
  properties of the River Styx prevent most creatures from 
  even attempting to use it as a means of escape, and the 
  watchful eyes of the merrenoloths aboard their secretive 
  boats are well-protected from those trying to hijack a ride.
  Traveling Around
  Each layer of Carceri consists of strings of orbs in an 
  endless chain, with the exception of Agathys, the lowest 
  layer. While each layer possesses a dominant terrain 
  feature – the swamps of Othrys, the jungles of Cathrys, the 
  sands of Minethys, the mountains of Colothys, and the seas 
  of Porphatys – they share the same structure of endless 
  spheres in a gulf of darkness.
  Traveling between the orbs requires flight capabilities, 
  but the endless darkness beyond is not a void and 
  creatures can breathe in it without difficulty. There is no 
  gravity beyond about 500 feet from the surface of each 
  orb, which means there is very little blackness separating 
  the orbs of Othrys. The swamp-filled top layer has its orbs 
  closest in proximity, and from one a creature can view 
  the next two in line from the right vantage point. The 
  lower layers have larger gulfs separating them, requiring 
  longer travel time in the darkness. Monsters do lurk in the 
  darkness, most notably the strength-hunting sky shadows.
  Accessing each layer from within Carceri can be tricky. 
  Very few known gates exist that allow access to an upper 
  layer (from Cathrys to Othrys, for example) – the nature of 
  the plane seems to prevent easy movement “up” the layers. 
  Moving to a lower layer is much more straightforward and 
  numerous swirling portals of darkness exist on the orbs to 
  the next lowest layer. Each is located on the lowest point 
  on a given orb, with most dumping travelers to a random 
  location on the next lower layer’s corresponding orb. 
  Theoretically, each layer’s orbs are smaller, but some 
  planar scholars believe this is a trick of the mortal mind 
  trying to capture the idea of how Carceri is laid out.
  There are many monstrous threats on each of Carceri’s 
  layers, but threading through them all are the malevolent 
  demodands. Cruel, merciless, and wicked, these 
  creatures were banished to Carceri long ago and now 
  consider themselves the jailers of the whole prison plane. 
  Truthfully they hold little power over Carceri, and their 
  natural untrustworthy nature prevents demodands from 
  organizing in any large number.
  
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  Powerful & Mighty
  Carceri imprisons some of the most powerful creatures 
  in the multiverse, spread across its subtly dangerous 
  layers and separated from each other by countless orbs. 
  Unwanted spawn of deities, power-hungry undead, fallen 
  gods, exiled angels and fiends, and so many more populate 
  Carceri. The below list highlights the ones that have had 
  the greatest impact on the Tarterian Depths from an 
  outsider standpoint, but travelers should be wary from 
  anyone they meet – treachery is rampant and the ones that 
  exiled to Carceri have usually done something horrendous 
  to deserve it.
  Apomps the Three-Sided One
  The progenitor of the demodand fiends that wander 
  throughout Carceri is an enigmatic being referred to as 
  Apomps the Three-Sided One. It was once a powerful 
  yugoloth on the plane of Gehenna, and Apomps was 
  obsessed with the creation of life itself. It tampered with 
  the forces of creation, pulling in the primordial power of 
  the multiverse and binding it with cold sorcery born of 
  logic and reason. The result was the demodands, three of 
  them with each representing a facet of truth Apomps came 
  to believe in, but through this act the powers of Gehenna 
  cast Apomps into Carceri.
  Apomps imprisonment allowed the fallen fiend to spawn 
  more demodands, and soon the plane was populated with 
  the farastu, kelubar, and shator beings borne of Apomps 
  experimentations. Each demodand is given a token of 
  Apomps power – a small black pyramid – that filled each 
  with the eternal memories of the demodands and Apomps 
  itself. And by decree from the Three-Sided One, the 
  demodands do not attack one another but instead work to 
  tear down the prison walls of Carceri and all within it.
  Apomps is an asexual fiend that has transcended 
  its previous form. It exists now as a fiendish spirit 
  linked intrinsically to Carceri. The ultimate goal of the 
  demodands – Carceri’s destruction – is likely linked to the 
  conditions of Apomps’ freedom, but it isn’t known exactly 
  sure if this is the case. The will of Apomps moves across 
  the endless orbs of the plane, driving the demodands to 
  greater acts of terror and violence, reminding them of the 
  terrible atrocities performed against their kind by the ilk of 
  the planes.
  Chaydarren, Lord of the Pillars
  The red sands of Minethys hold countless secrets beneath 
  its scarlet dunes, though most are revealed and buried 
  without anyone noticing. On one of the orbs, the great 
  wyrm blue dragon Chaydarren did notice one such reveal 
  as the dunes parted to show a series of ancient, symbol-
  inscribed pillars rising from the crimson sands. This was 
  the ruins of Illmoor, the City of Pillars, a place of great 
  arcane mystery and magical might that was banished to 
  Minethys ages ago, and Chaydarren set immediately to 
  plumbs its wonders and plunder its treasures.
  The exact reasons why Chaydarren was in Carceri in 
  the first place isn’t known, and the blue dragon carefully 
  avoids any such topics. He is cruel, merciless, and utterly 
  obsessed with unlocking the magical secrets of Illmoor 
  contained within the hundreds of stone pillars buried 
  beneath the Minethys sands. It’s likely that Chaydarren 
  was banished to Carceri from some other plane, for he 
  works largely now through proxies and agents. He spends 
  his days slithering around the pillars of Illmoor, checking 
  symbols and marks, and finding new areas unearthed by 
  the shifting sands.
  What secrets does Illmoor’s pillars contain? Chaydarren 
  believes it to contain some deep arcane truth about the 
  multiverse, and that the residents of Illmoor tampered 
  with forces beyond their control that ultimately led to the 
  city’s eternal sentence on Carceri. Mummies of all sorts, 
  dried out and desiccated by the harsh Minethys heat, have 
  risen to stop Chaydarren and his minions from uncovering 
  more about the pillars, but these are nothing more than a 
  nuisance – most of the time. The great blue dragon fancies 
  himself the Lord of the Pillars now but he knows there’s 
  a large section of the city at the base of the greatest pillar 
  that he has yet to open for fear of what it might contain.
  Cronus and the Fallen Titans
  No beings on Carceri more embody the prisoner mentality 
  than perhaps the plane’s most famous inhabitants, Cronus 
  and the fallen titans. It is widely accepted that these 
  powerful beings hail originally from the storm-enshrouded 
  peak of Mount Olympus in the Olympian Glades of 
  Arborea, a fact the titans do not dispute. However, planar 
  sages debate wildly the nature of the treachery that sent 
  Cronus and his fellow titans on a one-way trip to Carceri’s 
  depths. Did it have something to do with the event that 
  drove the gods from Mount Olympus in the first place? Or 
  was it simpler than that?
  Regardless of the origin of their crimes, the fallen 
  titans have not been able to escape Carceri’s grasp in 
  any meaningful way. Over the centuries, many have tried, 
  putting elaborate plans and plots into motion meant to 
  release them from their planar prison, but to date none 
  have succeeded permanently. Cronus himself, the once 
  powerful leader of the titans, now sits alone on Mount 
  Othrys, the tallest peak on the orbs of Carceri’s first layer, 
  and constantly schemes for release. His moods are foul, 
  his anger earth shaking, and his paranoia rampant – 
  Cronus blames every other being in the multiverse except 
  himself for his lonely fate.
  The other fallen titans are spread across the layers 
  of Carceri, living in isolation or small groups, never full 
  trusting one another or any other creature they come 
  across. One fallen titan dwells in a crumbling castle in 
  the scarlet jungles of Cathrys, while another pair crew 
  a literal skeleton crew on the icy shallows of Porphatys. 
  They are each powerful beings with great command over 
  their abilities, all of which they bend towards the ultimate 
  goal of freedom from Carceri’s bonds. They are distrustful 
  but few in the Tarterian Depths known more about what’s 
  going on across the orbs than the titans, who have seen 
  centuries pass. Even the demodands avoid tangling with 
  Cronus and his fallen kin, preferring instead the easier 
  pickings of lost travelers and lone prisoners.
  
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  218
  The fallen titans of Carceri use the statistics for 
  empyreans, except they are any evil alignment and do not 
  possess the ability to use plane shift.
  The Reaper
  Agathys, the frozen orb at the center of Carceri, is an 
  impenetrable sphere of icy black cut with streaks of red. 
  Few beings in the multiverse know what’s hidden in its 
  center, and its surface is as smooth as glass with only a few 
  notable exceptions. The Citadel of the Reaper is one such 
  exception. Sitting in the center of a bowl-like depression 
  is a massive black ice tower. Its black walls hold countless 
  souls frozen forever to feed the master of the citadel.
  Servants of the master, known only as the Reaper, 
  wander the citadel and keep intruders out. They are black-
  robed red-boned skeletons bearing scythes writhing with 
  negative energy. They do not speak and make no noise, 
  and in fact the entire citadel has a death-like quiet about 
  the entire structure. Thoughts become whispers, whispers 
  become shouts, and it is said that the master of the citadel 
  hears all that happens within the halls.
  What is the Reaper? Some say it is a deity of death and 
  ice who has chosen to dwell upon Agathys, while others 
  say it is a being beyond the gods that commands a legion 
  of undead monsters to do its bidding. The Reaper rarely 
  sends out minions beyond the halls of the citadel though 
  some planar sages have pointed out eerie connections 
  between the Reaper and the force of Death from the deck 
  of many things. Are they related? Does the Reaper carry 
  some connection to each Death spawned from that chaos-
  infused artifact?
  Sinmaker
  Few refuges are found in Carceri, a plane of prisoners, 
  betrayers, and malcontents. Any castle, tower, or building 
  could be the home of a foul being trapped for performing 
  some great evil, and even the angels and devas cast 
  into Carceri eventually become twisted by the plane’s 
  treacherous nature. However, that doesn’t mean there 
  aren’t any solaces. On one of the orbs of Cathrys, in a 
  scarlet jungle similar to the others on the layer, sits the 
  Apothecary of Sin and its master, the glabrezu demon 
  Sinmaker.
  Sinmaker is a master of poisons, perhaps none greater 
  in all the multiverse, and the Apothecary of Sin receives 
  a surprisingly large number of visitors from all across 
  the planes. Sinmaker has special poisons and acids that 
  can lay low demons and devils in the right dosage, or, if 
  the rumors are to be believed, even a god. The glabrezu 
  is surprisingly charming, and is usually seen wearing a 
  specialized robe of flexible obsidian cut to allow the use of 
  his extra set of hands.
  Sinmaker employs a small cadre of demons that travel 
  throughout the multiverse to procure rare ingredients for 
  his various poisons, but he is always on the lookout for 
  especially unique specimens. He can create large or small 
  batches of almost any poison he supplies, and Sinmaker 
  famously does not care who the buyer is – as long as 
  they can pay. The glabrezu poisoner only accepts magical 
  items and trinkets as payment for his valuable services, 
  the rarer and more powerful the better, which means the 
  Apothecary of Sin also contains a large number of potent 
  magical items at any given time. What Sinmaker does with 
  these items isn’t known but most do get transported out of 
  Carceri.
  Creatures & Denizens
  Carceri is the home to a multitude of dangerous creatures 
  along with the countless prisoners sent there from across 
  the multiverse. Characters traveling through the prison 
  plane should expect to run into foul monsters of all types, 
  many of which prove the old planar saying true – “there is 
  no innocence in Carceri.”
  Fiends
  Many of the foul denizens of Carceri are fiends of a wide 
  variety of types from all over the Lower Planes. Most are 
  prisoners, having been sent to the Tarterian Depths by 
  greater powers, such as a powerful celestial being from the 
  Upper Planes or particularly potent rituals cast by wizards 
  or clerics on the Material Plane. Demons and devils can 
  all be found lurking around the layers, trying desperately 
  to find a way to break the bonds of their imprisonment. 
  The banks of the River Styx on Othrys is a popular place 
  for fiends to congregate, hoping to convince some passing 
  traveler to take them with them – whether by diplomacy or 
  sheer force.
  Several creatures have adapted to Carceri’s punishing 
  terrain to transform into native species. Assassin crows 
  are great fiendish black birds with enormous eyes and 
  poisonous beaks that even other fiends fear. Hatemonger 
  vultures stir up powerful emotions wherever their foul 
  wings beat on any layer but usually keep to Colothys as 
  their preferred hunting grounds. Vargouille packs are 
  common pests along with hungry packs of hell hounds and 
  angry nests of hellwasps.
  Demodands. The most common fiend on Carceri are 
  the demodands, who are also one of the few sentient native 
  creatures of the plane. They are loathsome, greedy, cruel 
  monsters who delight in bullying and inflicting as much 
  pain as possible. There are three types of demodands 
  – the common and lanky farastu, the slimy and greedy 
  kelubar, and the loathsome and hideous shator. It has 
  been found by conjuration experts and summoners that 
  bringing forth a demodand from Carceri is very easy, but 
  the fiends are notoriously difficult to deal with and remain 
  quite powerful. They honor a strange quasi-deity called 
  Apomps the Three-Sided One, and each demodand carries 
  a black pyramid stone that some say allows them to access 
  a shared pool of demodand memories; they guard these 
  items with their lives.
  
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  219
  Humanoids
  There are no cities on Carceri, but there are 
  representatives from most humanoid creatures 
  somewhere on the plane. Whether they were wrongfully 
  imprisoned by demon lords, captured and tortured by devil 
  princes, condemned to exile by solars, or simply ran afoul 
  of the wrong power at the wrong time, any humanoid can 
  find itself on the receiving end of a Carceri life sentence. 
  Most of these imprisoned souls grow bitter and wicked in 
  their isolation, succumbing to the dark impulses that fuel 
  the plane itself, and they dig into makeshift lairs.
  Over the countless centuries, strongholds and castles 
  have risen and fall across the crimson layers of the plane, 
  and these have become home to the stronger prisoners 
  looking to carve out their own personal kingdom and 
  make the best of their imprisonment. The original builders 
  of these structures is rarely known, but some believe 
  that Carceri was once home to an entire plane’s worth 
  of humanoids. Remnants of their fallen civilization still 
  remain, buried in the muck of Othrys or the red sands of 
  Minethys. Did they escape? Or did they succumb?
  Undead
  If a humanoid creature sentenced to Carceri dies while 
  on the plane, their soul remains trapped within the 
  confines of the Tarterian Depths. They usually return as 
  mindless zombies, skeletons, or ghouls, but occasionally 
  their tenacity keeps them on as torments, ghostly undead 
  creatures with hate and longing in their hearts that do 
  anything to escape from Carceri. Most of the time, these 
  efforts are lethal, but many torments try to hide their 
  spectral forms from travelers for as long as possible in 
  order to wait for the perfect moment. No torment has ever 
  escaped from Carceri to date.
  Liches, mummy lords, ancient ghosts, and vampire 
  nobles can all be subject to imprisonment in Carceri, just 
  like any other creature, and these powerful undead live 
  unnaturally long lives, a length of time that gives them 
  hope for escape. Zombies, skeletons, and ghouls are 
  common, but rarer are the malevolent kebro – enormous 
  undead beetles that burrow beneath all the layers of the 
  plane. Their carapace is a dull rainbow of many hues that 
  can reflect energy back at creatures, a unique property that 
  makes them valuable in the creation of certain magical 
  items.
  
  Tarterian Depths of Carceri
  220
  Hazards & Phenomena
  The monsters and prisoners that lurk in the recesses 
  of Carceri’s orbs are only part of the threat. Each of the 
  plane’s layers offers its own way to harm inhabitants, from 
  the sucking quicksand of Othrys to the deadly chill of 
  Agathys. Through all of the layers and orbs, Carceri earns 
  its reputation as the prison of the multiverse by preventing 
  the escape of any who come into its borders.
  Agathys Cold
  The deathly chill of Agathys rivals and exceeds that of the 
  coldest reaches of the Nine Hells and the Abyss. After 
  each 10 minutes spent on Agathys, creatures without cold 
  immunity must make a DC 15 Constitution saving throw. 
  On a failure, the creature gains a level of exhaustion. After 
  every hour in Agathys’ deathly cold, creatures without cold 
  immunity gain a level of exhaustion (no saving throw). 
  Long rests on Agathys do not provide any benefit for 
  creatures without cold immunity and usually end in frozen 
  death.
  Cathrys Acidic Rot
  An acidic rot pervades the scarlet jungles and grasslands 
  of Cathrys. At the start of every hour on the layer, creatures 
  suffer 5 (1d10) acid damage. This acid damage cannot 
  be healed by natural or magical means while on Cathrys. 
  Nonmagical items break down from the insidious acidic 
  rot eventually; using such an item on Cathrys carries a 
  50% chance of the item being rendered useless.
  Colothys Echoes
  The mountainous terrain of Colothys has been known 
  to suddenly create rockfalls, stone avalanches, and 
  earthquakes, but the layer holds a more subtle threat 
  for those that travel its rocky paths. The unusual stones 
  of Colothys combined with an amplifying configuration 
  means sounds carry far farther than they do on the 
  Material Plane. Whispers can be heard from up to a mile 
  away, and normally conversations carry for 25 miles or 
  more. These echoes can be traced with a DC 15 Wisdom 
  (Survival) check.
  Minethys Sandwave
  The red sands of Minethys stand as titanic silent dunes 
  beneath the gray twilight of the ever-present dark sky. 
  No natural wind blows, but occasionally the sands 
  lurch forward from unseen forces, creating a dangerous 
  sandwave to bury and choke the unwary. A Minethys 
  sandwave covers an area up to several miles long and 
  stretches up to 100 feet in the air. Creatures caught in the 
  crash of the sandwave must make DC 15 Constitution 
  saving throws. On a failure, they are buried beneath the 
  sand and crushed for 35 (10d6) bludgeoning damage; 
  suffocation begins immediately. A successful save reduces 
  the damage in half and only renders the target prone. 
  Monsters, such as hatemonger vultures and demodands, 
  learn to watch for sandwaves and dig through the dunes 
  for stranded travelers to devour.
  Othrys Quicksand
  Traveling through the swampy orbs of Othrys is a difficult 
  business. Dry land is sparse, and the swirling eddies of 
  crimson water hide treacherous patches of quicksand 
  from the untrained eye. Stepping into an Othrys quicksand 
  patch sinks the victim 1d4+1 feet and restrains them. 
  At the start of each of the creature’s turns, it sinks 
  another 1d4 feet. As long as the creature isn’t completely 
  submerged in quicksand, it can escape by using its action 
  and succeeding on a Strength check. The DC is 10 
  plus twice the number of feet the creature sunk into the 
  quicksand. A creature that is completely submerged in 
  quicksand can’t breathe.
  A creature can pull another creature within its reach out 
  of the quicksand by using its action and succeeding on a 
  Strength check. The DC is the same to pull a creature out 
  as it is for the creature to escape on their own.
  A patch of Othrys quicksand usually hides just beneath 
  the water, out of sight except for a DC 15 Wisdom 
  (Perception) check. It can cover an area as large as half a 
  mile in radius on some orbs.
  Porphatys Scarlet Snowstorm
  A deadly scarlet snow falls on Porphatys on a regular 
  basis. Scarlet snowstorms last for 1d6 x 10 minutes, and 
  creatures within the storm’s radius suffer 4 (1d8) acid 
  damage and 4 (1d8) cold damage at the start of every 
  turn. The clinging dangerous snow is particularly effective 
  against buildings and items, dealing double damage to 
  objects and structures in the area.
  Prison Plane
  The inherent nature of Carceri prevents creatures from 
  leaving easily. Magical efforts to leave the plane by any 
  spell other than a wish simply fail. Spontaneous portals 
  and gates that open onto the plane become one-way only. 
  There are secret ways out, including some fixed portals, 
  but these are typically well guarded by demodands and 
  other creatures.
  Sites & Treasures
  As the dumping grounds for all of the multiverse’s 
  unwanted denizens, Carceri has more than its fair share of 
  mysterious places with imprisoned residents. Only the very 
  foolish are on Carceri by choice, and those that have been 
  sentenced to the Tarterian Depths by greater powers have 
  little to do with their time other than plot their revenge 
  against a multiverse that wronged them in some way.
  
  Tarterian Depths of Carceri
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  Apothecary of Sin
  The Apothecary of Sin sits in the swollen branches of 
  a massive black-barked tree in the densest part of a 
  Cathrys jungle. It is equal parts alchemical laboratory 
  and storefront catering to the most wicked and vile of 
  concoctions – poisons. Beneath a shielded canopy of acid-
  dripping leaves, the alchemists within the Apothecary of 
  Sin work tirelessly to create, extract, and distill the most 
  lethal poisons in the multiverse, with specialty doses 
  created to deal with fiends, angels, and everything in 
  between.
  The Apothecary is run by a glabrezu demon named 
  Sinmaker, who by all accounts is a prisoner of Cathrys like 
  most of the other inhabitants of Carceri. He developed a 
  fondness for poison and venom creation, and found the 
  distinct properties of the scarlet jungle uniquely suited to 
  this purpose. Sinmaker has a small team of alchemists at 
  his disposal, blind servants who have agreed to serve the 
  master poisoner for a period of time, but the glabrezu is 
  always on the lookout for new and exotic ingredients from 
  across the multiverse.
  Sinmaker’s reputation as a poisoner is without equal, 
  and he charges customers the only thing he considers 
  valuable – magical items. The canny demonic merchant 
  of death runs a brisk trade in these items as well through 
  a network of black magic marketeers, but Sinmaker’s 
  true passion is for poison. He meets personally with 
  every potential client of the Apothecary of Sin, which 
  provides the first real challenge for visitors. Up in the black 
  branches of the tree, the acidic nature of Cathrys here is 
  stronger than other places, and the use of magic is the only 
  way to guarantee access.
  Bastion of Last Hope
  Anyone who says there’s a safe place on Carceri is lying 
  and shouldn’t be trusted. Nonetheless, there are less 
  dangerous areas, and one of them is the obsidian fortress 
  known as the Bastion of Last Hope. Located on a small 
  rocky plateau in the middle of a vast swamp on an orb of 
  Othrys, the Bastion of Last Hope is regarded by most as 
  a neutral ground. No one runs the place and no one lives 
  there permanently.
  The refuge attracts anarchists and troublemakers from 
  all across Othrys, and there are numerous tunnels and 
  smaller antechambers in the twisting regions below the 
  fortress. It has stood for centuries, predating even the 
  arrival of the titans, but whomever built it originally doesn’t 
  seem to mind its new status as a waypoint for the lost and 
  angry. Merchants do stop in at the Bastion of Last Hope 
  occasionally, many of them traveling along the River Styx 
  via their own conveyances, but treachery is always afoot 
  within the obsidian walls.
  The Bastion of Last Hope is also a waypoint for 
  information. Creatures stop by the fortress to swap stories, 
  trade rumors, and chase down leads on possible escape 
  routes from Carceri. For their own reasons, demodands 
  avoid the place but occasionally a pack of them can be 
  seen lurking around the edges of the swamp, hoping to 
  pick off a stray visitor.
  Baleful Bog
  The orbs of Othrys are filled with treacherous swamps, 
  but few are so dangerous as the Baleful Bog. This massive 
  stretch of muck and mire encompasses an entire orb, 
  with thick mud, oil pools, and vast expanses of quicksand. 
  Deeper than most on the layer, the Baleful Bog contains a 
  tremendous number of titanic frog-like monsters, including 
  hydroloths, giant demonic toads, and a cruel entity called 
  the Warted One.
  The Warted One is truly massive, a croaking fiend from 
  the depths of the Abyss, that keeps an eye out over the 
  entire Baleful Bog. It uses swarms of banderhobbs birthed 
  in the deepest recesses of Othrys to do its bidding, but 
  all the monsters of the orb pay homage to the powerful 
  demon. The Warted One seems interested in learning 
  more about the fallen titans, especially Cronus on far 
  Mount Othrys, and it has been known to bargain with 
  those caught in the Baleful Bog. In exchange for stealing 
  something from Cronus or another titan the Warted One 
  offers freedom and some bit of treasure dredged up from 
  the bottom of its swampy lair.
  Even without the ever-present threat of the demonic toad 
  lurking in the depths, the Baleful Bog is a dangerous place. 
  The quicksand stretches are enormous, and great clouds 
  of fiendish insects buzz about in massive clouds. Slick 
  patches of black oil are actually liquid shadows that drain 
  the strength away from trapped victims.
  Blackrazor’s Rest
  The endless icy sea of Prophatys’ orbs are dotted with a 
  low islands and sandbars, but the scarlet snow of acid and 
  ice eventually wears down every structure. On one orb, 
  however, the cold waters swirl in a continual whirlpool, 
  churned by a raging snowstorm that never abates. This 
  is Blackrazor’s Rest, encompassing half of a Porphatys 
  orb, and its center supposedly holds a key to the infamous 
  artifact that bears its name.
  Blackrazor is a sentient sword that devours souls. It’s 
  night-black blade is studded with stars representing the 
  countless multitudes it has consumed on its blood-soaked 
  path of conquest. Famously, it landed in the Material Plane 
  and in the hands of a collector before it was stolen by a 
  deranged wizard named Keraptis and entombed within 
  the dungeons of White Plume Mountain. The sword is far 
  older than most realize, however, and planar scholars have 
  traced its origin to the swirling whirlpool on Porphatys.
  Was it forged in the whirlpool’s heart? Most that lend 
  credence to the stories believe the molten blade was 
  quenched on Porphatys, and the suffusion of such power 
  created the whirlpool that now moves endlessly towards 
  an inky black center. Escaping Blackrazor’s Rest is a 
  challenge for any, especially with the scarlet snowstorm 
  that rages all around it, but its center is a bit of a mystery. 
  Some say that a powerful pulse of negative energy sits at 
  the center, churning the waters, which would explain the 
  slow drain of life essence for any living creature that finds 
  itself caught in the waves.
  
  Tarterian Depths of Carceri
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  Many planar scholars believe Blackrazor can only be 
  destroyed in this dark disturbance on Porphatys, but so 
  far none have captured the willful sword and trekked 
  to Carceri to find out. Adventurers and swordmasters 
  who have wielded the powerful artifact and questioned 
  the intelligence within have gained no insight beyond 
  an extreme desire by Blackrazor to not get dragged into 
  Carceri.
  Blood Orchid Vale
  The jungles of Cathrys are dangerous to say the least, but 
  truly some wonderous sight lay hidden behind the acid rot 
  of the scarlet domain. Blood Orchid Vale is one such place, 
  nestled in a low mountain range and filled with enormous 
  flowers that give the area its name. It is also home to the 
  dryad queen Thymea who tends the valley with a host of 
  servants.
  Thymea is a prisoner of Cathrys but was once a 
  powerful guardian of Arborea. She pushed against the 
  advances of Olympus long ago, believing the trees and 
  woodlands of the plane deserved more respect than the 
  gods granted, and for her transgression Thymea was 
  cast into Carceri. She ended up on Cathrys and through 
  careful administration built a new home for herself and her 
  minions, but the insidious treacherous nature of the plane 
  wormed its way into her mind. What was once a noble 
  defender of the forested realms has become an isolated 
  bitter creature determined to punish any who step foot into 
  her sacred valley.
  Which has been many since rumors of the fabled blood 
  orchids that grow there have spread. Some say they have 
  mystical healing properties, and that they can even restore 
  life to the dead, while others claim the sweet nectar can 
  be distilled into a particularly potent poison. Sinmaker, 
  the glabrezu demon that runs the Apothecary of Sin, has 
  a standing bounty for anyone who can return a blood 
  orchid flower to him, but to date none have succeeded. 
  Thymea is jealous and has twisted the natural vegetation 
  of the valley to her isolated whims. Trespassers have faced 
  black-barked treants, twisted blights, and blood-hungry 
  shambling mounds.
  Canyon of the Carrion King
  In a particularly deep crevasse on Colothys, Carceri’s 
  mountains orb layer, the screeches of vultures and crows 
  echo for hundreds of miles. Here, in the Canyon of the 
  Carrion King, the scavengers pick flesh from bones and 
  hunt for fresh meat to satiate the inestimable appetite of 
  their master. The Carrion King is an enormous, grossly 
  obese vrock that hides in the shadows of its canyon, 
  sending out minions to do its bidding and searching for a 
  way out of Carceri.
  The Carrion King was an agent of Demogorgon on the 
  Abyss, serving faithfully in the Blood War, when a chance 
  opportunity arose for the ambitious vrock to usurp a more 
  powerful rival. The plan went awry, however, and the 
  favored rival pleaded with Demogorgon to treat the vrock 
  as harshly as possible. Death was too quick an escape 
  so the demon lord cast it into Carceri to live until it grew 
  strong enough to fly out of the prison plane. Now calling 
  itself the Carrion King, the vrock decided the only way to 
  grow strong enough was to grow as large as possible.
  It cajoled and magically enchanted the monsters of 
  Colothys to do its bidding, and eventually it attracted the 
  attention of the hatemonger vultures that wing through 
  Carceri’s darkened skies. The monsters fell under the 
  Carrion King’s sway almost instantly, and soon the vrock 
  began to gorge itself on the offered feast. Its wings grew 
  strong and large and it tried to fly out several times, but 
  the pull of the prison plane kept it from escaping. So 
  the Carrion King dug down deep into its canyon and 
  commanded its minions to keep bringing it food.
  Now, the Carrion King is likely too large to even fly or 
  even escape its canyon without great difficulty. The prize 
  of escape remains the light that keeps the engorged vrock 
  going on its path of gluttonous glory, however.
  Chains of the Worldscourge
  Many ancient and powerful creatures have been cast into 
  Carceri to keep them from causing greater harm to the 
  multiverse. One of these monsters is the Worldscourge, but 
  most would be surprised to learn that it was the angelic 
  warmasters of Mount Celestia that birthed the worm-like 
  horror originally. It was supposed to be a super weapon 
  meant to end the Blood War, or at least curtail it, and the 
  Worldscourge was created as a hollow worm capable of 
  eating pure evil.
  Unfortunately, while their intentions were good, the 
  end result was a horror borne of hate, fear, and pure 
  malevolence. The Worldscourge proved too much for the 
  celestials to handle, and thus it was decided to banish the 
  living weapon to Carceri forever. The mindless engine of 
  destruction proved too much for even Carceri’s wards, 
  however, and the angelic smiths of Mount Celestia forged 
  gold and silver chains to bind the Worldscourge to the 
  Tarterian Depths.
  The chains were deployed, but the Worldscourge 
  had already sunk deep tendrils into Carceri’s depths. 
  The chains wrapped around it and kept it bound to the 
  plane, but its form defies logic and reason, stretching 
  across Othrys, Cathrys, and Minethys in a twisting 
  river-like stretch. Occasionally, a link in the chains of the 
  Worldscourge emerges from the swamp, jungle, or red 
  sands, and some foolish demodands and other creatures 
  have chipped away at sections hoping to break free the 
  terrible weapon. Few realize what such an action would 
  unleash, however, and the chains have thus far held up to 
  tampering.
  
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  Citadel of the Reaper
  The Citadel of the Reaper is the only structure known to 
  exist on the surface of Agathys, the deep dark heart of 
  Carceri. It is a black stone tower rising from a bowl-like 
  depression on the frozen orb, and its walls are filled with 
  the frozen faces of the dead. Those few brave explorers 
  who have tread the darkened halls have heard the 
  muttering of those frozen dead and experienced the cold 
  shiver of wraith-like monsters that move silently in the 
  shadows.
  Most agree that this mysterious citadel was or is the 
  home to a powerful deity of death and cold, but whatever 
  master built it seems to pay little heed to it now. The deck 
  of many things, known throughout the multiverse for its 
  capricious nature, is the only known tie to the citadel. One 
  of the cards summons a vestige of Death, and those killed 
  by this specter are imprisoned forever in the walls of the 
  Citadel of the Reaper. Is the master of the citadel linked to 
  the existence of the deck of magical cards?
  Several black-hearted necromancers and other masters 
  of the undead have sought out the Citadel of the Reaper 
  in an effort to glean sorcerous secrets from its shadow-
  haunted halls. Rumors persist of a library within the 
  citadel wherein hide necromantic arcane formulae lost 
  to the multiverse. Sharrla of the Shroud, a necromancer 
  from the planar city of Ravnica, is one of the few known 
  to have stepped foot in the citadel and returned. She was 
  changed from the experience but Sharrla maintains that 
  the treasures she gained from her experience were worth 
  the price she had to pay.
  Eyes of Shadow
  The darkness between the orbs of Carceri is not an 
  empty void, though it certainly appears so at first blush. 
  Monstrous predatory leviathans known as skyswimmers, 
  blacker than night, skim through the inky regions seeking 
  out fresh prey to hunt and devour, and a great number of 
  shadow monsters lurk in the space between the orbs as 
  well. These particular denizens are always found near 
  pools of midnight in the sky known as Eyes of Shadow.
  It has been theorized these large expanses of life-
  draining darkness are planar “leaks” from the Plane of 
  Shadow, though none have thus far been able to use them 
  to travel to that realm from Carceri. Nonetheless, the Eyes 
  of Shadow are surrounded by shadows and wraiths that 
  hunger for the sweet life of the living. The skyswimmers 
  avoid the pools floating in the darkness though the undead 
  horrors birthed from these locations seem to pay the huge 
  leviathans little mind.
  A few prisoners of Carceri that make a habit of traveling 
  between the orbs claim a voice can be heard from within 
  an Eye of Shadow, a soft seductive voice promising 
  escape and freedom from the utter misery that is life in 
  the Tarterian Depths. Those that follow the voice become 
  lost in the shadow, consumed by the darkness utterly, 
  losing their soul in the process to the great hunger that 
  dwells mysteriously inside each Eye of Shadow. Are they 
  all vestiges of one entity, perhaps an imprisoned deity 
  of shadow and twilight? Or are they each individuals, 
  manifestations of some distant or older realm?
  Garden of Malice
  Most of Cathrys is wild, overgrown scarlet jungle and 
  vast plains of red-tinged grass. Like much of Carceri it 
  gives the impression of an untended wilderness, but for 
  travelers that stumble upon the Garden of Malice, that 
  wildness is replaced by order and well-maintained flora 
  amidst blooming flowers of all kinds. It is not a peaceful 
  region, however, as great tigers dripping acid from their 
  fangs stalk the paths and manicured bushes, all under the 
  guidance of the garden’s master, the imprisoned rakshasa 
  Rameyos.
  Rameyos is as cruel and manipulative as all of his kind, 
  and he angered the wrong devil lord in a risky gambit 
  in the past. That misstep sentenced him to a lifetime in 
  Carceri where Rameyos has decided to make the most 
  out of his situation. The rakshasa always possessed a 
  surprising affinity for plants so he took an instant liking 
  to Cathrys. Over the years, he carved out the Garden of 
  Malice from the surrounding wilderness, bending the 
  very land to his whim, and he learned to speak with the 
  savage tiger-like monsters that stalked the scarlet jungle. 
  Eventually, Rameyos’ sanctuary flourished under his 
  patient guidance and pruning, and in that time he learned 
  much about the special plants that grow only on Cathrys.
  Rameyos still has a keen interest in escaping Carceri, 
  but for now he has contented himself with growing 
  specialty plants for the poisoner Sinmaker in the 
  Apothecary of Sin. The two exiled fiends have formed a 
  partnership, with Rameyos supplying the raw ingredients 
  for many potent poisons, and Sinmaker giving the 
  rakshasa first refusal rights on the magical items given in 
  trade for the demon’s lethal concoctions.
  Illmoor, City of Pillars
  The red sands of Minethys move and shift with an almost 
  primordial intelligence, all to the whims of no discernible 
  weather or effect. They create sandwaves out of nothing, 
  burying and revealing secrets on the countless orbs that 
  span the layer, and thus it was when the great blue dragon 
  Chaydarren stumbled upon a series of buried pillars rising 
  from the newly uncovered scarlet sand pit. Curious, and 
  with nothing else pressing considering his imprisonment 
  in Carceri, Chaydarren investigated, finding the lost 
  remains of Illmoor, City of Pillars.
  Since then, the blue dragon has become obsessed 
  with unlocking the secrets of Illmoor. The city itself 
  boasted hundreds upon hundreds of magnificent pillars, 
  each carved with intricate sigils and runes of arcane 
  mystery. Some of them Chaydarren has been able to 
  translate, and in the process he has learned that the city 
  boasted a magical academy that lifted up the citizens to 
  profound heights of opulence and wonder. What Illmoor 
  did to become cast into the red sands of Minethys is still 
  unknown, but Chaydarren has already learned a great 
  number of new and powerful magical secrets to make him 
  a force to be reckoned with.
  
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  224
  The blue dragon is not the only one interested in the 
  ruins of Illmoor. All around the site, black-bandaged 
  mummies rise up from the scarlet sands to fight against 
  any who tread the city’s ancient pavilions and causeways. 
  Chaydarren believes these to be Illmoor’s original 
  inhabitants, cursed to protect the city against all invaders 
  by the same power that banished them all to Carceri, and 
  the undead have proved to be quite a nuisance. Chaydarren 
  has come to believe these dark guardians are under the 
  guidance of some larger intelligence as they move with 
  surprising tactics and always seem to know where the blue 
  dragon is going to working next.
  Word of Illmoor’s discovery is beginning to leak 
  out across the multiverse, and several expeditions 
  of adventurers and arcanists have been spotted by 
  Chaydarren in recent years. Most of those fall prey to the 
  black-robed mummies but the blue dragon has had to 
  personally deal with a few himself. Illmoor’s secrets are 
  Chaydarren’s to unlock and hold, and he jealously guards 
  the site against any he views as invaders.
  Mount Othrys
  The first slop of Mount Othrys rises up from a jumble of 
  boulders within a dismal swamp on an orb in Carceri’s 
  first layer. It stretches up into the black gulf to touch a 
  neighboring peak on the adjacent orb, and the two miles-
  high tall mountains form the whole of Mount Othrys, the 
  mountain with two peaks. This is the home of Cronus, the 
  greatest of the fallen titans, and his foul mood creates a 
  perpetual storm of gloom and fierce red lightning around 
  the entire region.
  The few beings that have come to Mount Othrys have 
  been invited by Cronus for various reasons. The mountain 
  slope is treacherous and steep, but inside is a honeycomb 
  of tunnels and rough stairs that serve as Cronus’ personal 
  lair. The point where the two mountains rise up and touch 
  is the throne room of the fallen titan, a grand if gloomy 
  chamber where Cronus sits and broods for most of his 
  days. There are no other fallen titans that dwell within 
  Mount Othrys, but Cronus is attended to by various ogres, 
  trolls, and other foul-minded creatures that serve the great 
  titan with a zealous fervor.
  There are rumors of treasure vaults inside of Mount 
  Othrys where Cronus has hidden away the great magical 
  artifacts of his previous days on Arborea. The banishment 
  curse that keeps him and his fellow titans on Carceri 
  prevents Cronus from using these items so he and his 
  home have become unwilling guardians of these great 
  treasures. However, Cronus has been known to bargain 
  with outsiders from time to time, always seeking a means 
  of permanent escape, and has used several of these 
  powerful items as potential rewards. Most planar scholars 
  believe that none of the treasured items have been 
  released from Mount Othrys to date, especially considering 
  Cronus still remains imprisoned on Carceri.
  
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  Sand Tombs of Payratheon
  One of the better known secrets of Minethys are the 
  remnants of Payratheon, a site filled with tombs and 
  sarcophagi buried beneath the scarlet sands. Treasure 
  hunters and adventure seekers have found that the shifting 
  sands of Minethys only reveal Payratheon for about an 
  hour at a time, but in that time great relics have been found 
  interred with the dead.
  Unfortunately, treasure is not the only thing to be found 
  in the sand tombs of Payratheon. Monstrously powerful 
  creatures that resemble gorgons swimming through the 
  red sands perpetually stalk the dunes around the site. 
  No one knows if these are intentional guardians or just 
  opportunistic predators, but the result is the same. They 
  chase down visitors to the area and seem to especially 
  enjoy surprising foes that have burrowed into the sandy 
  waste in search of Payratheon’s secrets before the shifting 
  sands reveal them naturally.
  Some of the items found in the sand tombs suggest the 
  area is the final resting place of a great religion dedicated 
  to a long-lost god. Magical scarabs and unusually curved 
  blades have all been pulled from Payratheon, but more 
  than a few of these seem to bear an unusual curse on their 
  bearers. At least one adventurer had their body liquified 
  from the inside by a boiling black ooze after claiming a 
  gem-encrusted scarab ornament as their own, and several 
  others have been haunted by visions of jackal-headed 
  demons in the night before relinquishing their claim on 
  uncovered treasure.
  Sepulcher of Screams
  On one of the more forlorn orbs of Colothys, the endless 
  echoes carry a chilling but mournful scream that can 
  be heard everywhere and continually. This is the cry of 
  Clothra, a banshee queen interred within a deep valley, in 
  a forbidding place known as the Sepulcher of Screams. 
  Clothra’s scream is lethal at a larger range than normal 
  due to Colothys’ unique echoing nature, and she never lets 
  up the cry to keep outsiders away from her final resting 
  place.
  Clothra’s story is not well understood. References in 
  ancient libraries say she was a banshee queen on the 
  Material Plane, cursing the living after her life as an elven 
  princess had been stolen away by the fiendish drow elves. 
  She clung to unlife, haunting the once beautiful palace 
  that was her home, before being offered a chance at 
  redemption by a kind group of priests. Clothra’s rage could 
  not be stilled, however, and she betrayed the priests, and in 
  that moment a divine eye saw the betrayal and hurled the 
  banshee queen into Colothys forever.
  The Sepulcher of Screams that serves as her forever 
  home is littered with reminders of her days as a living 
  elven princess, and the nature of her curse forbids her 
  from removing any of it. It is simply there to remind 
  Clothra of her betrayal of the only people who gave chance 
  to help her overcome the original rage that brought upon 
  her unlife. She is unreasonable, hateful, and furious at 
  being imprisoned on Colothys, and so she wails constantly 
  from the Sepulcher’s deep mountains location.
  Ship of One Hundred
  The shallow seas of Porphatys, like the other layers of 
  Carceri, hold secrets aplenty, many dangerous or lethal to 
  the foolhardy. The mysterious vessel known as the Ship 
  of One Hundred is one such secret. It is a massive bone-
  white ship without crew or sailors, yet it winds through the 
  snow-laden seas of Porpathys with expert skill, avoiding 
  sandbars, rocky islands, and other obstacles that may sink 
  it or cause it to run aground.
  The only cargo aboard this mysterious ship are one 
  hundred stone sarcophagi in the lowest hold. They are 
  unmarked, bearing no writings or sigils of any kind, but all 
  who have opened one have met with a grisly fate by some 
  unseen force aboard the vessel within an hour. Is the ship 
  powered by the imprisoned souls within the sarcophagi? 
  Or is it their prison as others have surmised? Like much 
  of Carceri, divine guidance offers no insight into the truth 
  behind the Ship of One Hundred.
  However, that doesn’t mean the ship is uninhabited. The 
  lost and forgotten that populate Porphatys have found that, 
  as long as they leave the sarcophagi alone, they can move 
  about the ship unmolested by spirits or evil forces. The 
  ship never stops for long in any one location, and it can 
  transport itself between the orbs through the summoning 
  of a thick fog. Some residents of Porphatys have taken to 
  living on the darkly mysterious ship, which seems to hold 
  more room than a normal ship of its size would suggest, 
  but just as many passengers are along for only a short 
  ride, knowing ultimately that there is no safety among 
  the scarlet snows of Porphatys – or indeed anywhere on 
  Carceri.
  Adventure Hooks
  Carceri is the final home for some of the multiverse’s 
  greatest and most insidious threats. It can serve as the 
  capstone to any number of campaigns, or as a stopping 
  point to uncover some mystery or truth about a monstrous 
  force threatening the characters’ home. The plane’s 
  reputation for imprisonment is well-earned so any trip into 
  Carceri should include a viable means of escape for the 
  party.
  Power of Hate. People in the surrounding region are 
  being driven to acts of hate-filled rage, and the characters 
  find themselves the unwitting victims of a hatemonger 
  vulture. Nearby, a few of the monsters have made a nest. 
  Did they escape Carceri by some chance? Or were they 
  sent by a greater power, such as the Carrion King, to sow 
  the seeds of discord and chaos? What treasures lay in the 
  vulture’s nest and where does the mysterious portal at the 
  back lead to?
  
  Tarterian Depths of Carceri
  226
  Foul Schemes. The nearby swamp has always held a 
  reputation for foulness, but it also serves as the perfect 
  focal point for a warlock dedicated to freeing the fallen 
  titan Cronus from his eternal prison on Carceri. The 
  warlock uses magic beyond his control to flood the swamp 
  with Othrys-like quicksand, at the heart of which rests a 
  one-way portal to the prison plane’s first layer, pumping 
  black sludge and quicksand into the Material Plane. The 
  characters are called upon to close the portal but the 
  warlock has already gone through on his mad quest to free 
  Cronus. What terrible acts can the insane warlock cause?
  Secrets of the City of Pillars. The characters find 
  themselves investigating a magical mystery, and through 
  careful divination they find that a key hides in Illmoor, City 
  of Pillars, in the red sands of Minethys. The characters can 
  find a portal to Carceri without difficulty but upon arriving 
  they must deal with strange black-bandaged mummies 
  and confront Chaydarren, the blue dragon who claims 
  Illmoor as his own. Perhaps the characters are just the 
  right pawns for the blue dragon to use on a particularly 
  dangerous investigating into Illmoor’s unexplored depths.
  A Poison By Any Other Name. A local ruler dies under 
  very mysterious circumstances and everyone assumes it 
  was poison. It was, but it was a special poison concocted 
  only at the Apothecary of Sin on Cathrys. To find the 
  assassin the characters must meet Sinmaker in the 
  scarlet jungle and perform a task for the master demonic 
  poisoner. Perhaps a magical item was lost in the jungle by 
  an associate and the glabrezu needs it found and returned. 
  Of course, Sinmaker doesn’t mention the current owner of 
  the magical item.
  Save the Library? In a crumbling castle rising above 
  the icy seas of Porphatys, a shator demodand’s personal 
  library is threatened by the eroding scarlet snow that 
  plagues the layer. It needs help to transport the books to a 
  safer location, and it find the characters through magical 
  means to persuade them to help. The shator has alienated 
  most of its demodand kin but it remains an untrustworthy, 
  treacherous fiend, and it has no intention of honoring any 
  bargain it makes after the books are safely transported out 
  of Porphatys to a higher layer.
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters are 
  traveling through Carceri. Though each layer has its own 
  unique flora and fauna, the table below can be used on 
  almost any of the layers to throw challenges at a band of 
  characters. Look at each one as a springboard for new 
  adventure ideas, or as a means of highlighting the nature 
  of the plane for the players.
  Tarterian Depths of Carceri
  1d100
  taRteRian depths Of caRceRi
  01-05
  An assassin crow winging through the quiet 
  air
  06-10
  A band of three farastu demodands looking 
  for trouble
  11-15
  A roving pack of zombies
  16-20
  An imprisoned demon seeking a way out of 
  Carceri
  21-25
  A kelubar demodand picking through the 
  remnants of a battle
  26-30
  The agents of a fallen titan on a secret quest
  31-35
  A pair of hatemonger vultures seeking 
  fresh meat
  36-40
  An insane devil lord attended by a host of 
  devilish infantry
  41-45
  A night hag selling sweet treats
  46-50
  A fire giant on a mad rampage
  51-55
  The mournful wail of a banshee
  56-60
  A shator demodand accompanied by 
  skeleton servants
  61-65
  Surprise! A kebro bursts up from the 
  ground
  66-70
  A transformed metallic dragon looking for 
  a relic
  71-75
  A unit of yugoloth mercenaries
  76-80
  A swarm of shadows
  81-85
  A lost traveler who is what they appear to be
  86-90
  A lost traveler who is really a torment
  91-00
  Layer-appropriate hazard
  
  Blessed Fields of Elysium
  227
  Blessed Fields of Elysium
  “The idea of goodness in the multiverse is abstract, but just as 
  the Abyss and the Nine Hells epitomize the ideals of evil, Elysium 
  stands just as tall to offer the spoils of life spent doing well for 
  one another. Beyond the confines of anarchy and control, the 
  goodness of Elysium is pure and thoughtless – there’s no need for 
  governments or strong structure because the sheer power of the 
  plane keeps everyone acting in the best interest of everyone else. 
  Nothing embodies this idea more than the River Oceanus, which 
  provides sustenance, trade, travel, security, and peace by simply 
  flowing through the layers.”
  Malakara the Warden
  The Blessed Fields of Elysium are vibrant, inspiring, 
  peaceful, and utterly devoted to the idea of the common 
  good. There is no other plane in the multiverse dedicated 
  to that singular ideal regardless of the ways or means, and 
  the residents of Elysium are more than happy to offer a 
  hand or advice to their neighbors and travelers. It is widely 
  thought that conflict doesn’t exist in such a place, but that 
  couldn’t be further from the truth – it just very rarely turns 
  violent or ugly.
  The most prominent feature of Elysium is the 
  magnificent River Oceanus, a sparkling crystal blue river 
  system that both starts and ends in the plane’s fourth 
  layer, Thalasia. The river and its many tributaries form the 
  beating heart of the plane, though plenty sites of wonder 
  and mystery exist beyond its mighty banks.
  Many small settlements populate the topmost layer, 
  Amoria, where the weather is gentle and the land 
  picturesque. The peace of Amoria, and across all of 
  Elysium, is watched over and protected by a powerful 
  race of celestials known as guardinals. Each caste 
  of guardianals resembles a hybrid between animal 
  and humanoid, from the hulking bear-like ursenals to 
  the ferocious lion-maned leonals. The guardinals are 
  protectors of high moralistic good and they travel across 
  the multiverse on their quests to fight tyranny and injustice 
  wherever it may lurk.
  There is no formal structure to the guardinals, as none is 
  needed, but they nonetheless recognize leaders. These are 
  normally the most suited for a specific situation or mission 
  with a general consensus about whose voice shall lead 
  them. The best known and most capable of the guardinal 
  celestials are a group known as the Six Companions. 
  These beings rival demon lords and devil princes in their 
  power and influence, and they dedicate themselves to the 
  highest ideals of Elysium. Prince Leonid leads them but 
  his voice is but one of the Six Companions.
  The lower layers of Elysium are less populated than 
  Amoria for various reasons. Eronia, the second layer, is a 
  realm of rough mountain peaks, dazzling waterfalls, and 
  harsh weather, where people can test their mettle against 
  the elements of nature itself. Elysium’s third layer is 
  Belierin, a vast fog-enshrouded swamp where few people 
  dwell. Those that do live there tend to congregate around 
  tall lighthouses that keep eternal vigil over the land, 
  commanded by a fierce group known as the Lighthouse 
  Watchers.
  Thalasia is the lowest layer and serves as the source 
  and destination of the River Oceanus itself. Hundreds 
  of islands stand amidst the tranquil blue waters, many 
  serving as the final resting place for hero-kings, demigods, 
  and world captains. Beneath the ocean rests an azure sea 
  of dazzling brilliance with its own secrets to keep.
  Nowhere else in the multiverse are the basic tenets of 
  “good” so upheld as in the Blessed Fields of Elysium. All 
  the residents work towards the harmony of themselves, 
  their neighbors, and their place across the planes, and 
  visitors with these core beliefs are welcomed with open 
  arms and friendly smiles. Trust is given freely – few doors 
  are locked in the cities and towns, but woe be to any thief 
  who decided to take advantage of this carefree attitude. 
  Elysium has a way of punishing those that deliberately 
  cause suffering, and the guardinal celestials maintain a 
  watchful eye over their homes at all times.
  Dangerous things still manage to crawl, seep, or flow 
  into Elysium, however. Some of these are mundane beasts 
  stumbling into portals, confused and angry over their 
  new surroundings, while others are deliberate incursions 
  by malevolent forces. This is especially possible in the 
  swamps of Belierin, where it is rumored a multiverse-
  ending monstrosity is imprisoned, and numerous 
  expeditions from the Abyss, Nine Hells, Acheron, and 
  elsewhere have been mounted to determine the validity of 
  these rumors.
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of Elysium as characters explore and travel through it. 
  These are suggestions of elements that can be used in 
  descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Elysium.
  A Welcome Refuge. An easy sense of respite and calm 
  fills the rich air on Elysium. It puts most travelers at ease 
  as they drink in the sights and sounds of a vibrant yet 
  soothing landscape – the pleasant song of exotic birds, 
  the gentle lapping of water from a nearby pool or stream, 
  and a sweet breeze that brings memories of brighter and 
  greener days. Even those who come to the Blessed Fields 
  with malice in their hearts experience these senses, and 
  while many choke them down with bile and hatred, just 
  walking in such a place as Elysium has turned the hearts 
  of some wicked to a brighter future.
  River of Peace. The River Oceanus is a dominant 
  feature of Elysium. On Amoria, by some curious quirk, the 
  river is always either within sight or hearing wherever a 
  traveler goes, and that trait extends to the wild untamed 
  mountains of Eronia as well. The river is the lifeblood of 
  travel, trade, relaxation, and communication on Elysium, 
  and its clear waters are a soothing pleasant balm for body 
  and mind.
  
  Blessed Fields of Elysium
  228
  Strange Skies. No sun sits in the sky of Elysium, and 
  there are no field of stars in the night as well. At night, 
  thousands upon thousands of luna jellies rise from 
  the River Oceanus slowly and ascend to the purple air 
  overhead, forming a flow of twinkling lights that mirrors 
  the path of the river itself. When night ends and the 
  light of daytime fills the plane, the luna jellies disappear, 
  subsumed by the natural radiance. There are two moons 
  on Elysium but these are not normal moons – they are very 
  close to the ground, and they move of their own accord. 
  The pale moon is known as Highsilver and contains a large 
  population of albino halflings, while the crimson moon 
  is Redrise and holds a temple dedicated to the Lady of 
  Flame.
  Lay of the Land
  The River Oceanus is a dominant feature throughout 
  Elysium. Its presence is a defining force in all four layers, 
  and much of the civilized life on the plane is centered on 
  or around its mighty banks. The flow of the river defies 
  logic and explanation as it winds back and forth on and 
  over itself through countless miles, spilling innocently from 
  layer to layer and plane to plane. Enormous libraries have 
  been devoted to the study of its flow and its dark twin, the 
  River Styx in the Lower Planes.
  Amoria
  The top layer of Elysium, Amoria, is also the most 
  populated and most temperate. It is a lush landscape of 
  vibrant colors, from the forests of sturdy trees holding 
  multicolored leaves to the rolling hills of sweet long grass. 
  Amoria resembles a picturesque Material Plane world 
  where the colors of nature are enhanced to a pleasing 
  effect. The weather is never violent, shifting subtly between 
  the seasons in mild patterns that defy easy determination 
  or prediction. Gentle spring rains, warm summer days, 
  crisp autumn breezes, and lazy winter snowflakes can all 
  grace the landscape of Amoria in the span of a month.
  The River Oceanus has hundreds of smaller tributaries 
  through Amoria, though its main flow is wide, steady, and 
  peaceful. Dozens of cities sit on the river banks, and a 
  few – like Drabanu – actually float on the River Oceanus 
  itself! Animals cavort and play in sun-dappled glades of 
  breathtaking beauty while the residents lend a helpful 
  hand in the name of the greater good. A sense of peaceful 
  easiness falls over Amoria like a blanket, and many who 
  travel there find it difficult to leave.
  Eronia
  The River Oceanus slides easily from Amoria into the 
  second layer, Eronia, where the landscape is rougher 
  and the weather harsher. The river cuts great gorges 
  throughout Eronia, and some of the most spectacular 
  waterfalls in all the multiverse can be found along the 
  mighty river’s crashing course. This layer is home to 
  much fewer inhabitants but everyone who stays enjoys the 
  contented feeling of conquering a mountain or navigating 
  difficult rapids. The dangers of Eronia are mostly natural, 
  from rockslides to cliff faces, but most take it as a 
  challenge from the plane itself to rise up and do better for 
  themselves and one another.
  The weather on Eronia shifts with the seasons, just 
  like Amoria, but it is prone to more violent bursts. Heavy 
  rainstorms and white-out blizzards are not uncommon, 
  though the cold and heat are rarely extreme enough to be 
  dangerous for long periods of time.
  Belierin
  The rapids of Eronia’s River Oceanus stretch eventually 
  give way to the fog-enshrouded marshland that is Belierin, 
  the third layer of Elysium. Thick moisture hangs in the 
  air, creating the fog and mist that perpetually fill out the 
  landscape, and a sense of uneasy wariness clings to the 
  marsh trees and bayous between the River Oceanus’ 
  expansive flow. The few settlements of Belierin are focused 
  around enormous lighthouses built and maintained by an 
  order of guardians known as the Lighthouse Watchers. 
  These warriors, soldiers, rangers, and wizards take an 
  oath to watch over Elysium – and much of the multiverse 
  in general – out of a sense of implacable duty. Houses and 
  buildings around the lighthouses are built on heavy stilts 
  rising from the swamp.
  Guardinal and watcher patrols are common in the 
  swamp, and the lighthouses help guide travelers along the 
  River Oceanus towards the headwaters at Thalasia. The 
  thick gray fog hangs over Belierin constantly, obscuring 
  vision and sound, and few travelers enjoy navigating its 
  murky terrain. The weather is rarely a factor though, and 
  the seasons don’t do much to change the cloying moisture 
  that permeates the fog and clings to the skin.
  Thalasia
  The source and destination of the River Oceanus is 
  Thalasia, Elysium’s fourth layer. Thalasia is a mighty 
  ocean, deep blue and dappled with sunlight at all times, 
  with hundreds of beautiful and bountiful islands dotting 
  its surface. Many of these islands are the home to heroes 
  and kings enjoying a final rest, some waiting for the day to 
  be called back to the Material Plane, while others simply 
  enjoy an eternity of restful solitude in a paradise of golden 
  beaches, sweet fruits, and merciful skies.
  Below the waters, Thalasia is just as beautiful. Several 
  colonies of tritons and sea elves from the Plane of Water 
  rest in great coral reefs, and the relatively low number of 
  predators in the azure waters makes it easy for the fish to 
  grow to enormous proportions. Luna jellies that rise up 
  from the River Oceanus on all layers are said to originate 
  in Thalasia, in the nest of Hhallashaa the great luna 
  jellyfish of the sea.
  Cycle of Time
  Elysium has a day/night cycle that resembles the Material 
  Plane, with roughly 12 hours of daylight to 12 hours 
  of night. However, no sun sits in the beautiful skies of 
  Elysium on any of its layers – the sky is lit by a glow 
  suffused into the plane itself. At night, no moon rises, but 
  a river of sparkling stars dazzles overhead, following the 
  exact pattern as the River Oceanus. Some planar scholars 
  have theorized this “river” is a reflection of the water on 
  some unknown surface high in the night sky, though no 
  proof has been found of the phenomena.
  
  Blessed Fields of Elysium
  229
  There are two notable exceptions to the lack of a sun 
  and moon. Two enormous spheres called sky realms float 
  through the skies each containing cities and people inside. 
  The first is Highsilver, a massive silver orb that sheds 
  brilliant white light for hundreds of miles in all directions, 
  and the second is Redrise, shedding reddish amber light. 
  The paths of these two sky realms is never known and they 
  move between the layers as easily as the River Oceanus 
  itself.
  Surviving
  Nothing in the nature of Elysium threatens the life of 
  travelers or inhabitants beyond the mundane dangers 
  of the wilderness. Creatures have drowned in the River 
  Oceanus, though it is rare, and some have perished after 
  falling from great climbs in Eronia.
  Getting There
  There are so many natural gates between Elysium and 
  the other Upper Planes, specifically Bytopia and the 
  Beastlands, that travelers can pass through them and into 
  the Blessed Fields without realizing they’ve hopped planes. 
  Portals are common through the layers to the rest of the 
  multiverse, though they are especially plentiful throughout 
  Amoria, and most of them are at least watched over by the 
  guardinals and their allies.
  Most portals out of Elysium sit in shallow caves around 
  the banks of the River Oceanus or one of its many 
  tributaries. The river dominates the landscape of Elysium 
  across all four of its layers, and it’s a vitally important 
  feature for travel to and from the plane as well. Most 
  visitors arrive iva boat traffic along the River Oceanus from 
  Beastlands or further upriver, and most of the important 
  sites in Elysium are situated along the riverbanks.
  Traveling Around
  The River Oceanus connects all four of Elysium’s layers 
  and provides the most reliable means of transportation 
  within the plane. The mighty pure river both originates 
  and ends in Thalasia, Elysium’s fourth layer, which creates 
  two major riverways – one flowing out and one flowing in. 
  Hundreds of tributaries branch from both of these major 
  routes, crossing into and out of each layer.
  Distance is difficult to judge on Elysium, however. The 
  nature of the plane means that those with good intentions 
  find their way quickly to their destination, crossing 
  between layers in a matter of hours. Those that harbor ill 
  intent, however, discover the reality-warping nature of the 
  plane distorts distance itself, making places hours or days 
  apart even while on the same layer.
  Powerful & Mighty
  Residents of Elysium regularly band together to 
  overcome challenges, and many of these challenges 
  span the contents of the plane and beyond. There are 
  plenty of altruistic groups across the plane, but groups 
  and individuals described here are some of the most 
  noteworthy and influential.
  Elmlock
  One of the most ancient forests in Elysium sprawls across 
  a broad region on Amoria, surrounded by sweeping golden 
  fields and rolling hills. The River Oceanus winds through 
  this forest, where the trees along the riverbank have grown 
  so tall as to form a canopy over the gentle water for miles. 
  The forest is known as the Roots, and those that live 
  around it know its secret – it is the physical manifestation 
  of Elmlock, a living entity of goodness and natural beauty.
  
  Blessed Fields of Elysium
  230
  It is widely believed that Elmlock was a deity of woods 
  and nature, but that over time worship of this forested 
  god fell for one reason or another. Rather than fade away 
  into a corporeal husk floating in the Astral Plane, though, 
  Elmlock took the drastic action of shedding its divinity by 
  becoming one with Elysium itself. The plane responded to 
  the kind gesture, and the Roots grew overnight as a result. 
  Everything within the forest, from the trees to the leaves 
  to the bark and roots, moves and acts by deliberate design 
  and under careful watch.
  Elmlock itself manifests as a face in the trees. The 
  dryads that live within the Roots know and love their 
  forested master and serve as the mobile eyes and ears of 
  the ancient entity. Nothing happens within the Roots that 
  Elmlock does not see or hear, either directly or through 
  the words of the dryads, and nothing passes beneath 
  its boughs along the River Oceanus without the same. 
  Elmlock doesn’t speak much anymore, preferring instead 
  to let the dryads handle the affairs of the Roots with 
  outsiders, but occasionally it still offers words of wisdom, 
  kindness, and encouragement to those that come into the 
  Roots seeking Elmlock’s guidance.
  Hhallashaa
  The River Oceanus spawns luna jellies at night, mysterious 
  creatures that rise up to the river of stars reflected in 
  Elysium’s night sky overhead. These peaceful beings drift 
  silently in the night air but they are more than just an awe-
  inspiring sight. Luna jellies are the fingers of Hhallashaa 
  the Great Jellyfish, an immense creature that dwells in the 
  deepest trenches of Thalasia. Hhallashaa uses the luna 
  jellies to keep watch over Elysium and the River Oceanus, 
  but more than that the Great Jellyfish watches over the 
  multiverse with careful attention.
  Within its trench on Thalasia, Hhallashaa extends its 
  consciousness out across the planes. It rarely directly acts 
  on any knowledge, though it has been known to provide 
  the Six Companions of the guardinals and other Elysium-
  based groups with key information about evil machinations 
  that threaten life on a large scale. Prince Talisid’s famous 
  raid on the Fortress of the Iron Maw, thwarting a plot by 
  the devil lord Dispater to push into the Plane of Earth, was 
  prompted by Hhallashaa’s advice.
  The Great Jellyfish moves about the deep trenches of 
  Thalasia’s eternal ocean, never needing more than the 
  waters provide for sustenance and seemingly without 
  deliberate purpose. Its divination skills are without equal it 
  is said, and many have sought Hhallashaa for guidance on 
  future events. It is said that only those that need to find the 
  Great Jellyfish find the Great Jellyfish, somewhere in a dark 
  trench, but the being’s luminous nature makes it easy to 
  find for those that it wants to meet.
  Ishtar of the Star
  The ruler of the City of the Star, Ishtar is a radiantly 
  beautiful woman who embodies the ideals of passion, 
  love, and beauty. She holds a position of power akin to 
  a goddess, and indeed there are several places in the 
  multiverse where priests honor her with prayers and 
  praise, but in her city on Elysium she is a dominant, real 
  force. Ishtar’s sprawling city on Amoria is a paradise of 
  white marble buildings beneath the gleaming spire of 
  Ishtar’s palace – the eponymous Star that gives the city its 
  name.
  Ishtar encourages art in all form, and nearly all 
  expressions of nonharmful activities can be found within 
  the gleaming sprawling city. Bards are held in high regard 
  in the city, and Ishtar herself has inspired hundreds of 
  poets and musicians with her mere presence. She wanders 
  the city regularly, rarely staying in her opulent palace, and 
  delights in the sheer exuberance of her citizens.
  Legends say that Ishtar was once the head of a great 
  pantheon of gods, but she gave it all up in pursuit of 
  passionate love. She is known by name among many 
  devil princes of the Nine Hells and the demon lords of 
  the Abyss, where she has spurned the advances of darkly 
  powerful figures for centuries. Her most trusted bards 
  in the City of the Star are ever watchful for encroaching 
  plots by jealous suitors to Ishtar’s love, but all within the 
  city know the truth – Ishtar loves her city and the beautiful 
  expressions of love more than any individual now.
  Ishtar possesses a jealous side, however. She has 
  friendly rivalries with all gods and goddesses of love and 
  beauty throughout the multiverse, and a few of them have 
  progressed beyond friendly.
  Lighthouse Watchers
  Elysium’s third layer, Belierin, is an odd eyesore amongst 
  the rest of the plane. It is a fog-enshrouded swamp where 
  the River Oceanus winds through muck and mire in 
  an endless miasma of dark bayou and hidden dangers. 
  Compared to the golden fields of Amoria, the tranquil 
  waters of Thalasia, or even the rugged peaks of Eronia, 
  Belierin seems out of place.
  For the Lighthouse Watchers, there is a reason for this 
  difference. This group of dedicated warriors, rangers, 
  wizards, and other well-equipped adventurers staff the 
  lighthouses that keep travelers safe while moving through 
  Belierin. The few settlements in the mist-choked layer 
  cluster around these tall towers, clinging to them like moss 
  to a tree. The Lighthouse Watchers are always eager to 
  lend a hand to lost travelers but their true goal is to protect 
  Elysium from the entombed power beneath Belierin’s 
  swampy terrain.
  The exact nature of this power is a hotly debated 
  topic among planar scholars, and even those within the 
  Lighthouse Watchers do not know exactly the threat they 
  watch out for. It is known that Belierin has had many 
  incursions from fiends, warlocks, and other monsters, 
  sniffing around the swamp in search of ways to capture 
  or release the dark power trapped below the waters. 
  Sometimes, the power bubbles up, creating new horrors, 
  and the Lighthouse Watchers are the ones to step up 
  and put down such threats before they lurch out into the 
  greater realms.
  
  Blessed Fields of Elysium
  231
  The Lighthouse Watchers are nearly all mortals who 
  have dedicated themselves to their noble if somewhat 
  vague cause. They are divided roughly into chapters, 
  with each chapter assigned to the maintenance and 
  safeguarding of a specific lighthouse. Chapter captains 
  lead each and communicate regularly with neighboring 
  lighthouses so that information is shared readily among 
  them. Many chapters sponsor expeditions into Belierin’s 
  foggy depths or even outside of Elysium to deal with 
  potential threats to the stability of the plane.
  Six Companions
  The guardinals are a powerful force on Elysium that keep 
  the plane safe from dark incursions and help eradicate 
  evil from across the multiverse. They are only loosely 
  organized, however, coming together to form parties based 
  on the needs of the mission. Each guardinal is considered 
  on the merits of their skill and their availability, but they 
  are chosen by their leaders – a powerful group known as 
  the Six Companions.
  The Six Companions are individually incredibly powerful 
  beings akin to the demon lords and devil princes of the 
  Lower Planes. They do not seek worship, though some 
  warlocks across the multiverse have entered into pacts 
  with them in exchange for continuing their mission of 
  righteousness throughout the planes.
  Prince Talisid. The leader and most widely recognized 
  of the guardinal lords is Prince Talisid, a lion-like leonal. 
  Prince Talisid brought the Six Companions together, 
  though originally they were Prince Talisid and his Five 
  Companions – the noble leonal pushed to put them all 
  on the same footing. He faces problems and foes head-
  on, and when engaging in combat against fiendish forces 
  across the multiverse, Prince Talisid has been known to 
  fall into a blood frenzy, relishing the destructive feel of raw 
  combat. He uses his claws in combat, and his mighty roar 
  is capable of stunning the bravest of foes.
  Duke Lucan. Duke Lucan is the lord of the lupinal 
  guardinals, and there is no greater tracker in all of Elysium 
  (or so it is said). Intelligent and cunning, Duke Lucan 
  prefers to scout out situations before charging in with 
  the full fury of the guardinals, and he has multiple packs 
  of lupine guardinals that he trusts to undertake sensitive 
  missions across the multiverse. He is cautious and his 
  well-honed sense of smell can detect lies like the scent of a 
  rotting carcass.
  Duchess Callisto. The ursinal guardinals are the record-
  keepers and sages of Elysium, and none are more revered 
  than their leader, Duchess Callisto. She is an immensely 
  powerful being, skilled in arcane and divine magic, and her 
  knowledge of the planes is nearly unmatched. Duchess 
  Callisto is shrewd and slow to anger, preferring to let logic 
  and reason dictate her decisions, and she advises Prince 
  Talisid and the rest of the Six Companions on all manner 
  of topics.
  Duke Windheir. The skies of Elysium are the home 
  to the avoral guardinals, eagle-like celestials, and Duke 
  Windheir can commonly be found soaring in the azure 
  skies above Amoria and Eronia. Like the rest of the avoral 
  guardinals, Duke Windheir is possessed of a powerful 
  wanderlust, and he often travels the planes on a whim to 
  see what can be seen. He actively encourages his fellow 
  avoral guardinals to do the same, and they regularly report 
  back to the Six Companions on the hidden activities of 
  the multiverse that they witness from the skies. Duke 
  Windheir is immensely curious as well, and very adept at 
  finding secrets.
  Lord Hwyn. Strong, proud, and eager to prove himself 
  in contests, Lord Hwyn is the chief among the equinal 
  guardinals. His horse-like people are headstrong, stubborn, 
  and competitive, all traits blown to extremes by Lord 
  Hwyn. He is often the first to volunteer for any mission 
  outside of Elysium, but also first to offer praise and 
  forgiveness when warranted. Lord Hwyn organizes and 
  judges the Blessed Games, a series of athletic contests 
  held every year (or so) in Elysium, testing guardinals of 
  all types and anyone else who wishes to prove themselves 
  among the powerful celestials.
  Lord Rhanok. If there’s a voice of reason among the 
  Six Companions, it’s the steady tones of Lord Rhanok, the 
  greatest of the cervidal guardinals. The antlered celestials 
  are the most common in Elysium and they look to Lord 
  Rhanok as their brightest example – calm, measured, 
  composed, and thoughtful, always seeking the peaceful 
  solution to any problem. Prince Talisid and many of the 
  other guardinal lords are chiefly concerned with the goings 
  of evil across the multiverse, but on Elysium itself everyone 
  looks to Lord Rhanok for guidance.
  Zeldrentoa, Song of the Sun
  Metallic dragons of all kinds are drawn to Elysium for 
  the obvious reasons of safety, security, and the calming 
  influence the plane has on those of good intentions. 
  Zeldrentoa, an ancient brass dragon, was not interested in 
  these things, however. She has always possessed a strong 
  wanderlust that kept her wandering from plane to plane, 
  helping out goodly people whenever possible but never 
  settling down. She had music in her heart and enjoyed 
  the company of minstrels and bards above all others, but 
  Zeldrentoa was seeking something – an elusive melody 
  that kept her moving from place to place. That was true 
  until she came upon Eronia, Elysium’s majestic second 
  layer, and discovered the source of her mysterious melody.
  On a mountain peak overlooking a sparkling waterfall, 
  Zeldrentoa heard a pure sweet music unlike any she 
  had heard in her long life. The wind blowing along the 
  mountainside, the radiant sky overhead, and a dazzling 
  brilliance in the stones itself all came together to create an 
  enchanting musical power that dazzled the brass dragon 
  and left her speechless. Zeldrentoa built the Tower of 
  Sun and Song on that peak to study the music, and she 
  attracted the attention of curious bards from across the 
  multiverse to join in the research.
  
  Blessed Fields of Elysium
  232
  Zeldrentoa’s sunsinging, as it became known as, tapped 
  into the raw beauty of Elysium itself. She spends most of 
  her time in Eronia, in and around the Tower of Sun and 
  Song, teaching young bards the sunsinging secrets while 
  at the same time learning more about it herself everyday. 
  The musical power changes with each day on Elysium, 
  so there’s always more to understand. She has become 
  known as the Song of the Sun for her musical discovery 
  and magical prowess, and she delights in the notes of pure 
  joyful expression that echo around Eronia’s rugged peaks.
  Creatures & Denizens
  Elysium is most known for its race of celestials, the 
  guardinals, who patrol the multiverse for evil to thwart. 
  These powerful wardens are strong and capable, but 
  there’s more to the Blessed Fields than just the guardinals. 
  Delphons swim in the River Oceanus, which also includes 
  the strange luna jellyfish, and the sunflies that play in the 
  fields are a welcome sight for anyone without ill intent in 
  their hearts.
  Beasts
  The natural creatures of Elysium are generally gentle or 
  relaxed versions of their Material Plane counterparts. 
  Bears and wolves may prowl through the wilderness but 
  they pose no threat to outsiders unless the creatures are 
  threatened themselves. Elysium is a plane of welcoming 
  rest and relaxation, but that does not make the creatures 
  that dwell there lazy or not prepared to take action should 
  the need arise.
  The River Oceanus teems with life of all kinds, including 
  schools of brightly colored fish and peaceful crustaceans 
  like crabs and lobsters. Delphons, also known as 
  songsharks, swim together in groups called shivers and 
  sing their unusual aquatic melodies. Those that listen too 
  close to the song of a delphon are said to be confused or 
  even go mad, but it is also rumored to hold truths about 
  the nature of the River Oceanus that cannot be found 
  elsewhere. The other unusual inhabitant of the River 
  Oceanus are the luna jellies – flying and swimming jellyfish 
  that seem intrinsically linked to Hhallashaa the Great 
  Jellyfish somewhere in the ocean of Thalasia.
  Celestials
  Many different types of celestials come to Elysium to relax 
  and enjoy the majestic splendor of the Blessed Fields. 
  There’s a rejuvenating quality to Elysium that even the 
  immortal celestials of the Upper Planes find appealing, so 
  the gentle slopes are frequented by all manner of beings, 
  from resting archons of Mount Celestia or visiting angels. 
  Moon dogs claim Elysium as their permanent home 
  though they often range far and wide across the planes, 
  and great clouds of tiny sunflies dance in the warm light 
  around the River Oceanus across almost all of the layers.
  Guardinals. Elysium’s native celestials are the 
  guardinals. These powerful warriors scour the multiverse 
  for evil to stamp out while defending the Blessed Fields 
  from fiendish incursions wherever necessary. Each type 
  of guardinal appears as a humanoid with strong animal 
  features, including the ram-like cervidals, the wolf-like 
  lupinals, and the powerful lion-like leonals. They are 
  loosely organized by martial prowess and skill, though 
  many types specialize in one tactic or another. The ursinals 
  are the great bear celestials that serve as guardians of 
  knowledge, while the most commonly found ram-like 
  cervidals function as front-line warriors and defenders.
  Guardinals take a very pragmatic approach to their 
  duty over curbing the rise of evil, and their strike forces 
  are usually organized in small teams of varying utility in 
  order to maximize their impact and minimize their risks. 
  This is unlike the archons of Mount Celestia who have a 
  very rigid order to their hierarchy, or the wild nature of the 
  jotuns of Ysgard who can spontaneously transform upon 
  their emotional whims. On Elysium, guardinals recognize 
  the wisdom and experience of the Six Companions, their 
  greatest and most elder champions, who often lead raids 
  and strikes personally across the Lower Planes.
  Humanoids
  Elysium attracts outsiders from all across the multiverse, 
  who come to enjoy the splendor and restfulness of the 
  plane. Humanoids of all types, mostly good and kind-
  hearted beings, gather in the many cities, especially on 
  Amoria along the banks of the River Oceanus. The City 
  of the Star is perhaps the greatest of these settlements, 
  and its sparkling roads are filled with all manner of poets, 
  painters, architects, and other artists who take inspiration 
  from the natural wonders of the city and Elysium.
  Halflings. A unique subrace of halflings can be found 
  on Elysium – or rather, above it. The pale moon Highsilver 
  floats in the skies of the Blessed Fields, traveling between 
  the layers, and its honeycombed interior is populated by 
  albino halflings known as the sheelkep. Sheelkep halflings 
  have large luminous eyes and bear a special hatred for 
  monstrous shapechangers, lycanthropes specifically, and 
  they do their best to hunt down any of the foul creatures 
  they learn about. Sheelkep warriors often accompany 
  guardinals on missions across the multiverse that involve 
  shapechanging monsters, and the moon of Highsilver 
  spends a lot of time over Belierin helping out the 
  Lighthouse Watchers keep the swamps safe from invaders.
  Lizardfolk. Several tribes of river-based lizardfolk live, 
  work, and play in the rocky slopes of Eronia along the 
  River Oceanus. They are helpful guides that know the 
  twists and turns of the river through the various rapids, 
  and they are more than ready to offer assistance to lost 
  travelers or even thrill seekers looking for the most 
  dangerous route. Many tribes also live in Belierin helping 
  out the Lighthouse Watchers, and the lizardfolk have 
  proven adept at navigating the treacherous swamps of that 
  layer.
  
  Blessed Fields of Elysium
  233
  Tortles. The town of Portico is known as the City of 
  Shells, and it sits at the mouth of the River Oceanus where 
  it flows from Belierin to Thalasia. Portico is populated 
  mainly by tattooed humans but it sees a large amount of 
  traffic from tortles that live and travel along Thalasia’s 
  endless coast. The tortles bring in shells from all across 
  the sandy beach, trading them in Portico for goods and 
  services before returning to their wandering. Many of 
  their travels take them up and down the River Oceanus, 
  extending even beyond Elysium, into Arborea and the 
  Beastlands.
  Hazards & Phenomena
  Elysium isn’t referred to as the Blessed Fields for no 
  reason. Its idyllic landscapes are peaceful and the 
  residents are friendly, and as long as visitors keep to the 
  general principal of helping others they can find the plane 
  easy to navigate.
  Easy Restfulness
  A sense of peaceful rest fills the air of Elysium. Creatures 
  that complete a short rest on Elysium remove one level of 
  exhaustion, and any spent hit dice for regaining hit points 
  are treated as if they rolled the maximum amount. After 
  completing a long rest on Elysium, all exhaustion levels 
  are removed and all spent dice are restored.
  Golden Rewards
  The very nature of Elysium rewards those that perform 
  deeds in service to the greater good. Non-evil characters 
  receive a point of inspiration upon entering Elysium which 
  is regained automatically after a short or long rest as long 
  as it is spent in the service of good. The DM has the final 
  say as to what constitutes an action in the service of good, 
  but most actions with a positive outcome should qualify.
  Path of Good Intentions
  Traveling around Elysium seems straightforward as there 
  are few natural barriers or hazards to such endeavors. The 
  River Oceanus provides a convenient landmark for the top 
  three layers, and river traffic moves unimpeded by external 
  factors. Outside of the river, however, the plane’s nature 
  warps distance and time in strange ways. For those that 
  travel with goodness in their heart, travel is easy, but those 
  that harbor ill intentions quickly find miles stretching far 
  longer than they should.
  The time and distance required to travel from one point 
  to another outside of the River Oceanus is dictated by the 
  dominant alignment of the party. Use the following chart 
  as a guide.
  elysium tRavel mOdifieRs
  alignment
  time and distance 
  mOdifieR
  Neutral good
  x 0.5
  Lawful good, chaotic good
  x 1
  Lawful neutral, neutral, chaotic 
  neutral
  x 2
  Chaotic evil, lawful evil
  x 4
  Neutral evil
  x 5
  This table is just a suggestion – the idea is that creatures 
  that come to Elysium seeking to do evil find the plane 
  warps space itself to make it difficult for them to travel. Evil 
  creatures aren’t especially barred, but they find it difficult 
  to move from place to place. However, even evil creatures 
  can harbor good intentions, in which case Elysium can 
  relax its spatial warping property down a level or two.
  Sites & Treasures
  The Blessed Fields of Elysium are rife with strange 
  wonders, beautiful sites, and idyllic landscapes. Many 
  believe there is no mystery to the plane, but that sentiment 
  is far from correct. The secrets contained in Elysium 
  may not be of the world-shattering kind, but they can still 
  surprise travelers from across the multiverse with their 
  depth and curious history.
  Bubbling Sea
  The sparkling azure sea of Thalasia holds many beautiful 
  wonders, but few are so arresting as the region known as 
  the Bubbling Sea. Enormous prismatic bubbles emerge 
  spontaneously within the water and above the sea in this 
  area, creating a whimsical sight of delight and fancy few 
  have ever dreamed. The bubbles bounce lazily around, 
  bumping into each other and drifting about to the wild 
  whims of the wind and current, and when they burst in the 
  air they rain multicolored showers down in a wide area.
  Some of the bubbles are thin and pop with the merest 
  touch, but others are strong enough to capture air and 
  hold it for long periods of time. Travelers to Thalasia have 
  been known to seek out the Bubbling Sea to capture one 
  of the stronger bubbles to use as underwater transport – 
  through the use of gust of wind a bubble can be propelled 
  above or below the water at great speeds. Rarely, one of 
  the bubbles that emerges out into the air is a solid mass of 
  prismatic force, and these are highly prized by wizards and 
  sages that study the intersection of magic and color. The 
  Prismatic Order on the Plane of Air, an order of wizards, 
  have been known to send expeditions to the Bubbling 
  Sea on the chance of capturing and studying one of these 
  remarkable sights.
  
  Blessed Fields of Elysium
  234
  City of the Star
  The City of the Star stands as one of the most beautiful 
  cities in all of Elysium – you can ask any of the residents 
  and they’ll say the same. The gleaming marble buildings, 
  the paved streets of white and gold, and the many delicate 
  columns and statues certainly attest to a remarkable 
  beauty about the city, and above it all shines the a radiant 
  star atop a tower of purest alabaster. This is the home of 
  Ishtar, a powerful being who was once a goddess of love 
  and beauty before trading her divinity for the love of a 
  mortal being.
  Passions rule the City of the Star, where there is only 
  minimal government oversight or interaction. The few 
  guards that patrol the streets are just as passionate about 
  their duties as the countless artists, poets, and other 
  creatives that live and work in the wondrous city. Residents 
  don’t pursue the creation of goods for the purpose of 
  selling them for gold or trinkets, instead they do it for the 
  sheer joy of doing it. The marketplaces in the City of the 
  Star are nonetheless remarkable in their own right, for the 
  brokers that sell the goods are passionate about making a 
  sale. Everything in the city runs on the whims of passion.
  There are darker powers lurking in the shadows of the 
  City of the Star, however. Fiends from the Lower Planes 
  have been known to offer dark temptations of forbidden 
  passions to the residents and travelers, but the guards and 
  wandering adventurers that pass through have a way of 
  dealing with these malcontents. Though no guardinals live 
  in the city itself, they are welcome visitors, and more than 
  one leonal has uprooted a demonic scourge in the City of 
  the Star to the benefit of Ishtar and her citizens.
  Drabanu the Floating City
  The River Oceanus is the beating heart of Elysium. Its 
  pure waters flow through all of the layers, beginning and 
  ending in the sparkling azure sea of Thalasia. The river’s 
  importance cannot be overstated to the wellbeing and 
  safety of the plane, and it offers the most reliable mode 
  of planar transport in all the Upper Planes. It also serves 
  as the home for a number of small barge communities 
  that move up and down its length, the largest of which is 
  Drabanu, known as the Floating City.
  
  Blessed Fields of Elysium
  235
  Drabanu is home to sailors, merchants, and traders of all 
  kinds, many of which just pass through on larger journeys 
  up and down the River Oceanus. The Floating City is 
  built on a massive flat-bottomed barge which supports 
  sprawling buildings of wood and timber that stretch up 
  dozens of floors above the river’s edge. Its existence defies 
  logic and explanation, and it drifts slowly down the river at 
  its own speed regardless of the actual current. The River 
  Oceanus leads Drabanu only down the main channel, 
  which is just wide enough for the Floating City, though a 
  host of experienced aasimar sailors tend to the city-ship’s 
  upkeep.
  Drabanu is nominally run by Lord Ithuriel, a celestial-
  blooded aasimar who has sailed the River Oceanus for 
  many lifetimes. Lord Ithuriel welcomes all aboard, and the 
  dockhands of Drabanu are renown for their skill and grace 
  in dealing with smaller transports docking at the Floating 
  City. Drabanu normally keeps to Elysium, floating easily 
  through Amoria and even Eronia, but it makes trips into 
  the Beastlands and Arborea as well.
  Highsilver
  The night sky of Elysium casts a purple hue over the 
  plane, but no stars shine and no moon hangs overhead. It 
  is a peaceful, tranquil night, unbothered by the burdens 
  of shadows and darkness, but it is not always empty. Two 
  enormous spheres float through the plane – a scarlet one 
  known as Redrise and a pale glimmering one known as 
  Highsilver. As large as moons and just as radiant, these sky 
  realms are unique places unto themselves.
  Highsilver shines a brilliant silver light in the skies above 
  Elysium. It does not disappear during the day, but in the 
  brighter light its radiance is reduced and it becomes nearly 
  invisible. The surface of Highsilver is rocky with numerous 
  holes leading into its interior. Inside, the sky realm is 
  riddled with natural passages and tunnels that are the 
  home of a race of halflings called the sheelkep. Sheelkep 
  halflings have alabaster white skin and platinum blonde 
  hair with simplistic tastes and preferences. They have 
  enormous luminescent eyes and keen eyes for sensing 
  natural truths – invisible creatures and shapeshifters have 
  a hard time around sheelkep halflings.
  The sheelkep live in small tribes and occasionally travel 
  to the surface of Elysium. They are renown hunters of 
  lycanthropes, and many warriors have assisted guardinal 
  forces in wiping out werewolf fiends from across the 
  multiverse. Inside their caves in Highsilver, though, the 
  sheelkep live simple lives, harvesting special luminescent 
  mushrooms that grow naturally in the caves. Darkness is 
  nearly unheard of within Highsilver.
  Isles of the Holy Dead
  Thalasia is dotted with islands, many of which hold retired 
  heroes and kings enjoying their final resting place on 
  golden shores amidst perfect weather. The Isles of the 
  Holy Dead are different, however. This grouping of rocky 
  islands are shrouded in thick mists to prevent looters 
  from finding the treasures within – the burial sites of 
  hundreds of renown heroes from across the multiverse 
  who have passed on. However, as part of their final resting 
  arrangement, each deceased resident of the Isles of the 
  Holy Dead are charged with rising and defending Elysium 
  in times of need.
  This ancient charge has only been invoked twice in 
  Elysium’s history as far as planar scholars have identified. 
  Once was an invasion from a lich-king who sought to 
  pollute the waters of the River Oceanus into a nightmarish 
  flow of negative energy, and the other was an incursion 
  by demon lords in a frighteningly effective lightning strike 
  across the layers of the plane. In both instances, the spirits 
  within the Isles of the Holy Dead rose up and pushed back 
  the invaders, fighting alongside the guardinals and other 
  Elysium forces, most of whom were not even aware of the 
  spirits’ presence.
  Finding the Isles of the Holy Dead is a difficult process. 
  The mists that envelop the chain of islands confuse 
  and obfuscate the location. Those that have found the 
  site report eerie voices and an unnatural calm over the 
  monolithic white marble tombs. Treasures from the history 
  of the multiverse are said to be locked in those tombs, 
  though none with selfish desires are said to be able to 
  locate the site.
  Laughing Hall of the Companions
  The Six Companions are the most veteran of the guardinal 
  celestials of Elysium, rivaling demon lords and devil 
  princes in their individual power. They are not rulers of 
  the plane, however, and they have not set themselves 
  up as superior to their fellows – though most residents 
  of Elysium recognize their prowess both on and off the 
  battlefield. Nowhere is this philosophy better exemplified 
  than the Laughing Hall of the Companions, the great 
  open gathering place of the Six Companions where all are 
  welcome.
  The Laughing Hall is comprised of multiple open-air 
  pavilions and enormous wooden buildings built alongside 
  and within the natural surroundings. There are dozens of 
  individual meeting and congregation rooms that sprawl 
  out from the main dome, which is constructed entirely 
  from a massive tree that forms the center. The branches 
  of the tree have been coaxed with druidic magic to form 
  the highly intricate ceiling hundreds of feet overhead, but 
  with enough slats to allow plenty of natural light to filter 
  in. Prince Talisid and the other guardinal lords hold open 
  forums within the dome when they need to address far-
  reaching topics or organize many bands of warriors. The 
  sound of laughter echoes powerfully in the dome above all 
  other sounds, giving the hall its joyful name.
  
  Blessed Fields of Elysium
  236
  None of the Six Companions live in the Laughing Hall, 
  though they all wings dedicated to their personal use. The 
  Wildheart clan of wood elves maintain the grounds and 
  tend to visitors, and the guardinals view them as integral 
  members of Elysium and the entire celestial order on the 
  plane. Some Wildheart elves accompany guardinal forces 
  on strikes across the multiverse to hamper the progress 
  of tyranny and dark chaos, and the most venerated among 
  them advise the Six Companions on matters concerning a 
  wide variety of topics.
  It is rumored that the very walls of the Laughing Hall 
  contain secret caches of weapons that can be deployed 
  quickly to arm a defending army in a moment’s time. 
  This is partially true – the Wildheart elves have mastered 
  druidic arts that allow them to turn sticks and branches 
  into steel-hard weapons of war in times of crisis. The 
  powerful druidic elders of the Wildheart elves live in an 
  underground complex beneath the Laughing Hall where 
  they give their lives to the upkeep and sanctity of the entire 
  structure, becoming one with the trees and woodland that 
  make up the above-ground buildings.
  Lighthouses of the Watch
  Few people live in the swampy layer of Belierin, and those 
  that do tend to congregate in platform villages around 
  Lighthouses of the Watch, imposing stone towers topped 
  powerful beacons of light. They are maintained by the 
  Lighthouse Watchers, an informal group of rangers and 
  defenders that have sworn to keep Belierin and all of 
  Elysium safe from the near-mythical evil force imprisoned 
  beneath the swamp. Few in the loose organization know 
  more than these vague details but they take their protective 
  and watchful duties seriously, and Belierin sees more 
  infernal incursions than any other layer on Elysium.
  Each Lighthouse of the Watch stands over one hundred 
  feet tall, with broad circular bases that house the resident 
  watchers and their allies and families. The upper floors are 
  reserved for training and study, and a member of the watch 
  stands guard over the beacon light at the top at all times. 
  The beacon light is magically lit and can be focused into 
  a powerful beam of positive energy if needed, but most of 
  the time it moves in a slow circle, scanning the area and 
  magically alerting all nearby watchers of any detected evil.
  Villages and small towns have sprung up around several 
  of the Belierin lighthouses, providing goods and services 
  to the watchers along with the occasional traveler ship 
  or barge moving up and down the River Oceanus. In the 
  swamp the river’s flow becomes distorted but several 
  strong currents still allow passage, even for things as large 
  as Drabanu the Floating City. These rare visits are viewed 
  with near jubilant celebration by the residents around the 
  lighthouses as it brings news from the rest of the plane and 
  rare goods to bear, and the watchers enjoy learning more 
  about the goings on across Elysium and the multiverse.
  Pearls of Radiance
  The great sea of Thalasia is not a bottomless ocean like 
  the Plane of Water, and a great many benign creatures 
  dwell on the seabed beneath the calm azure waters. In 
  particular, the brilliant radiance and abundant life-energy 
  of Elysium gives rise to enormous fields of clams, many 
  of which grow to titanic proportions. Rarely, one of these 
  clams releases an orb of sparkling light known as a Pearl 
  of Radiance out into the ocean, where it can be picked up 
  by the current or collected by an aquatic scavenger.
  Pearls of Radiance come in two varieties. The more 
  common type are called pearls of radiance and they shed 
  a healthy light at all times. Under the right circumstances, 
  a holder can coax magic out of the item as well, producing 
  daylight, dancing lights, and even beams of iridescent 
  power. These magical items are prized across the 
  multiverse but especially in places haunted by undead, 
  for a pearl of radiance can be an effective weapon against 
  creatures that rely on necrotic energy. A pearl of radiance 
  is a fist-sized sphere of swirling incandescent light.
  A greater version of this item exists as well, known as a 
  Pearl of Perfect Radiance. These incredibly rare artifacts 
  emerge only from the oldest clams in Thalasia, and even 
  then only under rare and little understood circumstances. 
  A Pearl of Perfect Radiance is larger, about two feet 
  in diameter, and shed a powerful light that cannot be 
  dimmed under any circumstance. Their powers are not 
  fully understood, and planar scholars point to records 
  indicating each has unique properties. One of them turned 
  up in the City of Glass at an auction where the highest 
  bidder turned out to be a lich looking to destroy the item, 
  but the resulting explosion wiped out the auction house 
  and left the artifact untouched in the rubble. Another one 
  is said to be in the possession of Duchess Callisto, the 
  ursinal guardinal lord, in her magnificent personal library, 
  where she communicates with an intelligence within the 
  item.
  Portico, City of Shells
  One of the few permanent settlements on Thalasia, Portico 
  sits at the most frequently used outlet between Thalasia 
  and Belierin, where the River Oceanus flows out of the 
  ocean and into the swampy layer. The city is built on stilts 
  above a rocky archipelago that itself sits on a bed of coral 
  reef, pushed up from the ocean floor by some seaquake 
  thousands of years ago. Portico is as laid back as any 
  Elysium settlement, with fishing and leisure dominating 
  the lives of the residents, and they trade exotic and 
  priceless shells for goods and services they cannot make 
  themselves.
  
  Blessed Fields of Elysium
  237
  But Portico isn’t known as the City of Shells just for its 
  steady supply of trinkets. The city is watched over by an 
  immense turtle known as only as the Great Shelled One. 
  The Great Shelled One is hundreds of feet long and swims 
  languidly in the Thalasian sea near Portico where it makes 
  its home on the seafloor. It moves up to the surface several 
  times a year, a time when the citizens of Portico celebrate 
  with song and dance, before the great ancient creature 
  sinks back into the ocean. The Great Shelled One has 
  risen to defend Portico from invading fiends swimming 
  through the River Oceanus on several occasions, and the 
  people of the City of Shells revere and honor their mascot 
  as a treasured friend.
  There are stories in the docks and wharves of Portico 
  that the Great Shelled One is destined to face an 
  enormous evil monster from the depths of Thalasia at 
  some point. Most believe it to be an ancient kraken of 
  terrible power and great depravity dwelling in a far-off 
  trench. The stories have persisted for generations but 
  so far the Great Shelled One has not been bothered by 
  anything greater than a raiding sahuagin party, hydroloth 
  gang, or occasional swimming demon or devil.
  Redrise
  Redrise is the twin sky realm to Highsilver, though its ruby 
  radiance shines somewhat less than the silver glow. It is 
  an enormous sphere that floats in the skies of Elysium, day 
  and night, casting a dull crimson glow about the landscape 
  wherever it passes. Unlike Highsilver, Redrise is smooth 
  as glass on the outside with no obvious opening or access 
  point, though it radiates heat and is nearly untouchable 
  because of its high temperature. It is far from uninhabited, 
  however.
  Within the smooth glass-like surface, Redrise holds an 
  immensely powerful being known as the Lady of Flame. 
  She is attended to by a cadre followers known as the 
  Followers of Flame, who have built cities within Redrise 
  comprised of solidified fire. Many believe the Lady of 
  Flame was once a goddess of fire, and her control and 
  dominion over all fiery things leads credence to this theory, 
  and the general worship of the Followers of Flame to their 
  lady suggests at least some divine power. Whether she is 
  trapped willingly or not isn’t known, however, but she is 
  able to move Redrise by her will alone through the skies of 
  Elysium.
  The Followers of Flame are known to come out of 
  Redrise on a regular basis to trade and speak with others 
  from the outside world. They are humans, mostly, but 
  anyone who walks the Path of Flame may join their ranks 
  and live within their fiery paradise. The Lady of Flame 
  never steps outside of Redrise and she hangs suspended 
  in the center of the massive red orb at all times. Her 
  command over fire allows her to manifest fiery personas to 
  communicate with her people and answer any questions.
  Redrise is a bit of a mystery to most on Elysium. The 
  Followers of Flame are just as dedicated to the general 
  cause of good over evil, freedom over tyranny, and the 
  benefit of the community as others, but they remain aloof 
  and (literally and figuratively) above everyone else. They 
  have a way of speaking that most find condescending, and 
  their total belief in the Lady of Flame suggests a fanaticism 
  most on Elysium find disquieting. However, to date, they 
  have done nothing wrong, and even the guardinals have 
  learned to relax when the crimson light of Redrise blankets 
  the land in a warm amber glow.
  Roaring Purple Rapids
  The River Oceanus rushes through Eronia’s valleys and 
  rough terrain in splendid fashion, creating picturesque 
  waterfalls all across the layer. The main flows of the river 
  into and out of Eronia are free of the most dangerous of 
  these features, allowing easy traffic for things like Drabanu 
  the Floating City and others to sail through unharmed. 
  One particular tributary of the River Oceanus passes into 
  a region of dangerous terrain that draws thrill-seekers 
  from across the multiverse, however – the Roaring Purple 
  Rapids.
  This stretch of white-capped, ferocious river terrain 
  is filled with immense purple stones that break up the 
  water at random intervals. The rush of the River Oceanus 
  through the region creates a deafening roar, and the purple 
  stones constantly change and rearrange according to the 
  whims of the river alone. Maps are near useless, and those 
  brave enough to venture into the Roaring Purple Rapids 
  risk life and limb in a series of short drops, cresting rises, 
  swirling pools, and other dangerous features.
  Some seek out the Roaring Purple Rapids for the sheer 
  thrill of facing such adversity, and Eronia’s famous for 
  these kind of challenges. Rumors persist that the purple 
  rocks hide ancient caves, however, and some have gone 
  into the rapids in hopes of finding and exploring these 
  hidden sites. The caves are said to contain different things 
  – portals to unreachable realms, natural and magical 
  gemstones of inestimable power, the remnants of ranger-
  kings entombed forever, and other wondrous things. There 
  is definitely magic to the Roaring Purple Rapids, though, 
  as it can only be accessed via the River Oceanus – it is 
  completely invisible to airborne eyes.
  Roots of Elmlock
  The Roots of Elmlock is a sprawling forest on Amoria, 
  ancient and thrumming with natural wisdom. The 
  thick-trunked trees grow close together, and the canopy 
  overhead is lush and overgrown enough to create a natural 
  ceiling over the entire forest. The River Oceanus flows 
  beneath the Roots of Elmlock at a certain point, and most 
  travelers know to watch what they say and think while 
  passing through it. Within the forest dwells a powerful 
  nature spirit called Elmlock, which inhabits the very 
  woods, and it can sense all creatures within its domain.
  
  Blessed Fields of Elysium
  238
  Dryads are the harbingers of Elmlock, speaking and 
  working on behalf of their benevolent ancient forest god, 
  and they frequently move to speak with anyone traveling 
  through. They are not hostile unless visitors bring 
  hostile intent with them, but they are guarded and wary 
  of illusions and tricks. The guardinal celestials have a 
  good relationship with Elmlock, and the great guardinal 
  Lord Rhanok of the cervidals is known to seek Elmlock’s 
  wisdom on many occasions.
  It is said that Elmlock and the dryads can communicate 
  with any forest in the multiverse, and through powerful 
  magic are able to transport themselves and others between 
  woods. Ranger-lords and druid-kings have sought out 
  Elmlock for help in defending forested lands, advice the 
  great forest gives willingly and with great joy. Any that seek 
  to harvest trees for greedy or personal gains risk the wrath 
  of the forest and its guardians, however.
  Tower of Sun and Song
  Eronia possesses a rough beauty that attracts adventurers, 
  thrill-seekers, and danger-hunters from all over the 
  multiverse. They climb the mountains, explore the rugged 
  terrain, and live gloriously in the face of natural adversity. 
  Zeldrentoa, a brass dragon possessed of a powerful 
  wanderlust, was drawn to Eronia for these reasons as 
  well, but then she heard music like none she had ever 
  heard around a particularly tall peak. It was the vibrant 
  symphony of life itself, life in all its rough unhewed glory, 
  and Zeldrentoa was moved to explore it fully.
  She learned that the song was some sort of magical 
  combination of Eronia’s weather and the mountain peak, 
  and she was fascinated with its power. Zeldrentoa hired 
  a crew and built a magnificent home on the slopes of the 
  mountain, naming it the Tower of Sun and Song, and there 
  she sent word to bards everywhere to come and study the 
  music of the natural world in all its primal glory. And they 
  came from all over to learn Zeldrentoa’s art of sunsinging, 
  adding their voices to the wondrous choir of Eronia’s vast 
  wilderness.
  Many students of the Tower of Sun and Song have gone 
  on to entertain kings and queens from all over, from the 
  halls of the Great Caliph of the Djinn on the Plane of Air to 
  the courts of the archfey in Senaliesse and Shinaelestra on 
  the Plane of Faerie. Zeldrentoa usually teaches the bards 
  herself, happy to share the gift she found with others, but 
  the ancient brass dragon’s wanderlust has begun to act up. 
  She regularly leads her most learned students in charge of 
  the tower while she takes to the sky, flying across Eronia 
  and beyond on trips that are becoming longer and longer 
  away. The Tower of Sun and Song has established itself as 
  a premier college of bards, however, so Zeldrentoa’s legacy 
  seems intact for generations to come.
  Adventure Hooks
  Elysium is regarded as a peaceful realm of goodness 
  and peace, and this is true for the most part. However, 
  adventurers of all kinds have a way of stirring up trouble – 
  or perhaps they’re simply magnets for random occurrences 
  of danger and excitement!
  Artist of the Stars. A brilliant aasimar artist is hiding 
  from a squad of fiendish hunters in a tavern characters 
  happen to be frequenting. The artist is from the City of the 
  Star, and she spurned the advances of a fiendish patron 
  looking to lure her to the Lower Planes. She fled and now 
  needs help defeating her hunters, and in exchange the 
  aasimar offers to bring the characters to Elysium to see the 
  wonders of the City of the Star for themselves.
  Curse of the Seashell. The characters meet a strange 
  merchant selling shells from across the multiverse. As 
  a gift, he gives them a special shell that he claims came 
  from Portico, City of Shells, and then the merchant quickly 
  leaves town. Unfortunately, the shell has been cursed to 
  bring bad fortune on its bearer, and the only way to break 
  the curse is to return it to Portico and have it blessed by 
  the Great Shelled One in Thalasia. Do the characters 
  shoulder the curse in order to prevent it from befalling 
  others?
  Wreck on the River Oceanus. While aboard a boat, the 
  characters encounter the shattered remnants of a barge 
  floating in the water and a half-drowned sailor clinging to 
  life among the wreckage. The sailor claims to have been 
  part of a merchant vessel sailing down the River Oceanus 
  that took a wrong turn in Eronia. He believes some of his 
  fellows are still alive and beseeches the party to sail to a 
  nearby portal and down the River Oceanus to mount a 
  rescue.
  Eyes of the Jellyfish. During a particularly noteworthy 
  historic event, such as a wedding or funeral, the characters 
  notice a strange luminescent jellyfish watching nearby. 
  It is a luna jelly, and through it the great Hhallashaa says 
  that great events are in motion and the characters are 
  part of them. The luna jellyfish follows the party around at 
  a safe distance but eventually it is brought down. Do the 
  characters seek out the Great Jellyfish in Thalasia to learn 
  more about their destiny?
  Tomb of the Hero King. A small but noble kingdom 
  is in trouble. Their leader has fallen, and an ancient 
  prophecy speaks of the revered hero-king rising up in their 
  time of need. Unfortunately, that rising up requires some 
  assistance, and the characters are asked to seek out the 
  Isles of the Holy Dead in Thalasia to stir the hero-king. 
  Finding the site becomes an adventure itself, and then 
  convincing the resting soul to return to the mortal realm 
  tests the party in new ways.
  
  Blessed Fields of Elysium
  239
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters are 
  traveling through Elysium. Though each layer has its own 
  unique flora and fauna, the table below can be used on 
  almost any of the layers to throw challenges at a band of 
  characters. Look at each one as a springboard for new 
  adventure ideas, or as a means of highlighting the nature 
  of the plane for the players.
  Blessed Fields of Elysium
  1d100
  blessed fields Of elysium
  01-05
  A cloud of sunflies lights up the evening sky
  06-10
  The sound of a family of delphons in the 
  nearby River Oceanus
  11-15
  A single sprite enjoying the warmth of the 
  day
  16-20
  A group of Followers of Flame preaching 
  about the Lady of Flame
  21-25
  A family of cervidal guardinals play in a 
  nearby meadow
  26-30
  Overhead a pair of giant eagles and an 
  avoral guardinal look for fish in the River 
  Oceanus
  31-35
  A parade of Elysium citizens enjoying life 
  and making music
  36-40
  A young cloud giant writing poetry in the 
  shade of a large tree
  41-45
  Two equinal guardinals having a friendly 
  competition
  46-50
  The howl of a lone moon dog in the 
  distance
  51-55
  A group of artists from the City of the Star 
  seeking inspiration
  56-60
  A lupinal guardinal watching from the 
  shadows of a nearby forest
  61-65
  The barge of a traveling merchant band 
  stopped on the river shore for rest
  66-70
  A group of musicians striking up a catchy 
  tune
  71-75
  Fisherfolk on the River Oceanus swapping 
  stories
  76-80
  A leonal guardinal on the hunt
  81-85
  A group of Lighthouse Watchers on patrol
  86-90
  A werebear hunting and playing
  91-95
  A playful pseudodragon chasing insects in 
  a meadow
  96-00
  One of the Six Companions enjoying the 
  Elysium weather
  
  Bleak Eternity of Gehenna
  240
  Bleak Eternity of Gehenna
  “Greed and an insatiable lust for power dominates the minds of 
  those that seek out Gehenna. The plane is referred to as the Bleak 
  Eternity, though this description does not do it justice – four 
  volcanoes of mind-boggling size dominate each of its layers, 
  from the churning lava heart of Chamada to the icy silence of 
  Krangath. The bleakness comes from the perspective Gehenna 
  forces upon all who tread its mountains layers, that greed and the 
  pursuit of power is the only real goal in the multiverse. Of course, 
  it’s no surprise that the yugoloths who play at being mercenary 
  in the Blood War that rages eternally would find Gehenna a fitting 
  home.”
  Malakara the Warden
  It is said by the poetic among the multiverse that mercy 
  goes to die on the volcanic slopes within the Bleak Eternity 
  of Gehenna. Also known as the Fourfold Furnaces, 
  Gehenna consists of four layers that are each the home 
  to a volcano of staggering size. Most planar scholars 
  believe Gehenna to be the smallest of the Outer Planes, 
  though the lightless void through which the volcanoes 
  drift endlessly is said to have no end, nor any substantial 
  qualities.
  Greed and suspicion walk together on Gehenna, and 
  it has been theorized that the type of evil embodied in 
  the Bleak Eternity is of a fouler and more sinister nature 
  than the Abyss or the Nine Hells. The ideas of personal 
  advancement and self-preservation are not just theoretical 
  ideas here – they are enforced by the environment of 
  Gehenna, which suppresses charity unlike anywhere else 
  in the multiverse. Any helpful act must be inherently selfish 
  in order to succeed in the Fourfold Furnaces, and these 
  acts are viewed by some of the native celestials of the 
  Upper Planes as the greatest evil.
  Physically, Gehenna is a difficult realm that tests 
  visitors and natives alike. The volcanic nature of each 
  layer creates a plane where no flat surface exists naturally. 
  Everything sits on the slope of the layer’s volcano, and the 
  only flat platforms are created artificially by the residents 
  of the plane. Falling is a real hazard, as are rockslides, 
  earthquakes, and poisonous gases, along with volcanic 
  eruptions from the more volatile layers.
  To survive in the Fourfold Furnaces of Gehenna, a 
  person must be willing to push themselves to meet and 
  exceed regular challenges. On the surface, this can 
  be an uplifting and empowering idea, but on Gehenna 
  this concept is perverted with a palpable sense of evil 
  emanating for each volcano’s heart. To exceed, Gehenna 
  whispers, a person must be better than their fellows, and 
  to show mercy is a weakness the plane does not abide.
  Gehenna lacks the raw evil chaos of the Abyss or the 
  militant ordered evil of Baator and relies more on the 
  advancement of the self at the expense of other or lesser 
  creatures. Fiends of all types can be found on the volcanic 
  slopes but none more prevalent than the yugoloths.
  Many planar scholars believe the yugoloths actually 
  originate from the Gray Wastes of Hades and simply 
  migrated to Gehenna in the distant past, but the origin is 
  moot at this point. Yugoloths are the dominant masters of 
  Gehenna, from the macabre horror of the Crawling City 
  to the countless fortresses, towers, and fortifications built 
  by the mercenary fiends to satiate their personal lust for 
  power.
  There’s an interesting distinction between Gehenna 
  and Carceri as the two planes share miserable traits. 
  Treachery, skullduggery, and backstabbing are common in 
  both, but the difference is in the will of the inhabitants. In 
  Carceri, creatures are trapped, but in Gehenna, they arrive 
  willingly to pursue paths to power that actively forsake 
  their fellows. Helping others out of charity is a high crime 
  on Gehenna, but in an interesting twist the self-serving 
  nature of the plane means that alliances are actually 
  common. They simply don’t last long and nearly always 
  end in treachery and bloodshed.
  Thieves and assassins are common in Gehenna, and few 
  are as notable as the famous Sung Chiang. Most believe 
  Sung Chiang to be a god of cutthroats who built the Palace 
  of Thieves on the slopes of Khalas from bits and baubles 
  stolen from treasure chambers across the multiverse. The 
  site caters to thieves of all kind, but the masters of Sung 
  Chiang are cunning and can be found nearly anywhere.
  A few other noteworthy creatures can be found on 
  the slopes of Gehenna, including the immortal kobold 
  Gaknulak the Trickster, the serpent-eyed hag diviner 
  Laughing Jane, and the painwalkers, servants of Loviatar 
  who rules from the Frigid Fortress on Mungoth, the third 
  mount. Lost remnants of Blood War battles litter some 
  regions, and everyone who has come to live on Gehenna 
  learns to hide their most valuable possessions – which 
  means there are a great number of lost vaults scattered 
  about the volcanoes after their owners passed away.
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of Gehenna as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Gehenna.
  Thin Vile Air. The first thing travelers notice upon 
  arriving in Gehenna is the air. It is noticeably thinner than 
  most planes, and creatures find themselves gasping for 
  breath after even short amounts of exertion, and to make it 
  worse the thin air has a vile, acrid taste to it. The foul smell 
  of lingering brimstone hangs everywhere and eventually 
  gets into food and water. The most foul odors rise up from 
  the many black pits that dot the slopes, with some leading 
  to the other layers and others leading to a yawning pit of 
  death.
  
  Bleak Eternity of Gehenna
  241
  Rocky Danger. The slopes of Gehenna have a well-
  earned reputation for being incredibly dangerous. There’s 
  no natural flat elevation anywhere on any of the layers, 
  everything is at an angle, and the void between the volcanic 
  slopes is filled with floating rocky debris that crashes into 
  the mountainside at irregular intervals. The result are 
  rockslides that can bury and pulverize creatures in an 
  instant.
  Self-Preservation Instincts. Gehenna is a plane that 
  demands survival first and foremost, and a powerful sense 
  of self-preservation settles into travelers that visit any of 
  the volcanic slopes. It’s a subtle and insidious effect that 
  puts the survival of the individual over the survival of the 
  group, and the nature of Gehenna actively discourages 
  helping others. An imperceptible voice constantly whispers 
  into the unconsciousness, “how does this help me?” 
  whenever a creature feels an urge to lend a helping hand 
  or share resources with others.
  Lay of the Land
  The layers of Gehenna float in a limitless void of unending 
  blackness, with each layer consisting of a single enormous 
  volcano seemingly without base or top. They are each 
  hundreds of thousands of miles across but they are not 
  infinite in width – a traveler, immortal or simply possessed 
  of great speed, could move around a volcanic layer to circle 
  back to their starting point. Yugoloths and other Gehenna 
  inhabitants view this endeavor as a pointless waste of time.
  Khalas
  A savage rugged beauty holds over Khalas, the first of 
  Gehenna’s volcanic mountain layers. A crimson glow 
  suffuses the rock, evidence of the magma flowing beneath 
  the surface, but the eruptions of lava and steam are less 
  frequent here than on the more active layer, Chamada. 
  Unfortunately, it is also the layer with the most frequent 
  strikes from floating earthmotes drifting out of the void 
  to crash into the side of the volcanic slopes, sending 
  rockslides and earthquakes rumbling in great regions.
  Numerous rivers rush down the sides of Khalas, 
  swiftly crashing through gorges and canyons. The largest 
  of these channels are created by the River Styx which 
  careens down numerous waterfalls before passing into the 
  neighboring layers of the Outer Planes. The non-Styxian 
  rivers originate from further up the slopes of Khalas in 
  naturally occurring vortexes from the Plane of Water, and 
  they snake down the layer before evaporating from the 
  heat. Like the other layers, there is no known bottom to 
  Khalas.
  Khalas sees numerous incursions from demons and 
  devils, but yugoloths are the dominant force across the 
  volcano. Skirmishes in the Blood War are not uncommon, 
  especially since the devilish legions have always strived 
  to establish a beachhead on Khalas to move the prime 
  fighting away from Baator. These efforts are not without 
  cost, both in terms of fiendish lives and the numerous 
  contracts that have been made with the yugoloths to claim 
  part of their land.
  Chamada
  The most active of Gehenna’s volcanic layers is Chamada. 
  Rivers and geysers of lava are common occurrences and 
  the glow from the constant heat bathes the mountainside 
  in a deep crimson radiance. Many areas are as hot as the 
  Plane of Fire, so any traveler or resident of Chamada must 
  be protected from the fiery furnace burning beneath the 
  rocky surface. Soft gray ash fills the air, obscuring vision 
  beyond more than a dozen feet or so, and everywhere lava 
  flows can be found running in ever-changing channels.
  It’s difficult to believe but the Arcanaloth Conspiracy that 
  keeps yugoloth contracts is based here in the fire-shielded 
  Tower Arcane. In addition, Chamada’s intense heat is the 
  only source powerful enough to keep the Engine of Wrath 
  working – an enormous forge site run by yugoloth slaves, 
  continually pumping out weapons and armor for fiends 
  across the multiverse.
  Beneath Chamada’s surface, the lava tubes are 
  populated with magma elementals, lava sharks, magma 
  oozes, magmin, lava children, and other creatures that 
  flourish in such inhospitable conditions. Inferno wurms 
  are known to burst out of the tunnels to snatch up prey on 
  the surface at any moment, though rumors persist of an 
  ultroloth who has tamed the fearsome creatures and uses 
  them as an elite battle force.
  Mungoth
  The volcanic heat at the heart of Mungoth went cold 
  long ago, and now a deep chill settles over the rugged 
  mountainous terrain. Acidic snow falls regularly on the 
  slopes of Mungoth, and the only light on the layer comes 
  from vents of sluggish ice-cold blue lava. This natural 
  hazard is as cold as regular lava is hot through some 
  unknown powerful process churning slowly in the dying 
  volcano’s heart.
  Few creatures live on Mungoth. Loviatar, a goddess of 
  pain and suffering, holds court in her sprawling Frigid 
  Fortress, and her minions – the painstalkers – are sent out 
  on regular missions across Gehenna and the multiverse to 
  serve their dark goddess’ twisted desires. The painstalkers 
  breed powerful hunting panthers in slopes above the Frigid 
  Fortress, dangerous creatures that radiate pure pain from 
  their blue-fire ensconced bodies.
  Krangath
  A deathly silence hangs over Krangath. This volcanic 
  mountain is dead, its fire having gone out in the far distant 
  past, and now no wind or natural sound disturbs the 
  unearthly quiet that clings to the slopes like a drowning 
  victim. A dull violet radiance emanates from Krangath’s 
  core though it provides little illumination and no comfort 
  for travelers unlucky enough to have found themselves 
  traversing the Dead Furnace.
  The only activity on Krangath is found beneath the 
  surface. Shargaas the Night Lord is an orc god of stealth 
  and darkness that lives within a vast network of caves 
  known as the Night Below. The servants of Shargaas 
  include legions of orc assassins along with unnatural 
  creatures that lurk in the shadows. Exploring the Night 
  Below is a harrowing exercise in frustration, paranoia, and 
  the crushing weight of ice-cold nihilism.
  
  Bleak Eternity of Gehenna
  242
  Cycle of Time
  There is no cycle of day and night on any of the mounts of 
  Gehenna. Each volcanic layer radiates its own light source 
  as well - crimson for Khalas and Chamada, icy blue for 
  Mungoth, and a deep indigo for Krangath. No moon or 
  sun hangs in the perpetual void hanging over each of the 
  layers.
  Surviving
  Each of the four mounts of Gehenna offer dangers that 
  travelers and natives must contend with, which is on top 
  of the very real threat of falling down a volcanic slope at 
  any time. The details of these problems are covered under 
  Hazards and Phenomena.
  Getting There
  There are many portals that lead directly to the Bleak 
  Eternity of Gehenna from all over the multiverse. These 
  portals usually take the form of pits or black yawning 
  chasms, and rarely do they require a key. Something about 
  the nature of Gehenna makes access into it easy, a fact 
  debated among planar scholars as a devious aspect of the 
  plane’s selfish nature.
  Portals leading out of Gehenna exist only in seemingly 
  bottomless pits placed seemingly at random on the rocky 
  slopes of all four volcanic layers. The yugoloths mark these 
  pits with their known destination in a hidden fiendish 
  script on nearby stones, but there are numerous pits that 
  are marked but are in reality simply incredibly deep holes. 
  Yugoloths find setting these traps to be an amusing past 
  time.
  The easiest way to access Gehenna is through the River 
  Styx that winds through all of the Lower Planes. The 
  wine-red river is the largest flowing river on Khalas with 
  numerous tributaries branching off from the main swift-
  moving current. Many of these branches lead to other 
  locations in the Lower Planes but it takes a skilled sailor to 
  navigate the treacherous rapids and canyons that the River 
  Styx slams through at breakneck speed.
  Chamada contains numerous direct links to the Plane 
  of Magma in the Inner Planes in its fiery veins beneath 
  the volcanic surface, and it is widely believed the Dead 
  Furnace of Krangath possesses some intrinsic link to the 
  Negative Energy Plane. This would explain the presence 
  of Mellifleur the Lich-Lord’s realm of Hopelorn, where 
  arcane studies are performed at the intersection of arcane 
  necromancy and divine negative energy.
  Traveling Around
  Each of the four volcanoes of Gehenna are difficult to 
  traverse. They are rocky, steep, and dangerous to walk 
  along, and any manufactured road quickly falls into ruin 
  from the numerous rock slides and earthmotes that collide 
  into the side. Numerous caves and tunnels honeycomb 
  each of the layers, though Chamada’s are often filled with 
  swift-flowing magma.
  Traversing between each layer of Gehenna is just like 
  finding a portal out of the plane – find a bottomless pit and 
  hope that the yugoloth marks nearby tell the truth as to its 
  ultimate destination. Most native inhabitants quickly learn 
  which pits lead to other layers and other planes and which 
  ones spell doom for the unwary, but travelers should take 
  precautions when jumping into one of these seemingly 
  bottomless holes.
  The four volcanoes of Gehenna float in a never-ending 
  void of blackness that consumes light and warmth at a 
  height of about 50 feet across all layers. Beyond this height 
  creatures must possess a strong resistance to cold damage 
  but to date nothing has ever been found in the darkness, 
  though the numerous earthmotes that smash into the 
  slopes of the volcanoes must originate from somewhere. 
  It is widely believed some natural vortex to the Plane of 
  Earth exists that spits out of the earthmotes but no one has 
  found it to date.
  Powerful & Mighty
  As befitting a plane that attracts the greedy and personally 
  motivated, Gehenna is filled with powerful creatures that 
  have lived lifetimes oppressing, killing, and stealing from 
  others to satisfy their own ambitions. Whether it’s the 
  secretive organization of arcanaloths that maintain the 
  records of yugoloth contracts, the orcish god of stealth 
  and darkness, or one of the most powerful lich-lords in 
  the multiverse, Gehenna has no shortage of dangerous 
  masterminds pulling the strings on a planar scale.
  Arcanoloth Conspiracy
  Built on a magical foundation on the fiery slope of 
  Chamada stands an iron tower decorated with blades 
  and spikes. It’s an imposing and formidable structure, but 
  there are other strongholds of grander or more sinister 
  design across Gehenna. Looks can be deceiving, and this 
  one holds a dangerous secret – it is the Tower Arcane, 
  the source of all yugoloth contracts, and it contains a 
  vast library that holds the history of the yugoloth race. It 
  is maintained by a secretive cabal known only in hushed 
  whispers as the Arcanaloth Conspiracy.
  The Arcanaloth Conspiracy is comprised solely 
  of powerful arcanaloths that have mastered arcane 
  knowledge above and beyond their fellows. They are 
  each secretive, conniving, and deceitful, but faithful in 
  their duties to the preservation of the Tower Arcane 
  and the vast stores of history and knowledge contained 
  within. The tower is much larger on the inside than 
  outward appearances would suggest, and few outside the 
  conspiracy have ever been beyond the entrance chamber to 
  explore its vast tome-laden halls.
  
  Bleak Eternity of Gehenna
  243
  The Arcanaloth Conspiracy works largely to maintain 
  the records within the Tower Arcane and to progress their 
  own magical prowess. Each member has a dedicated 
  level of the tower where they work, study, and experiment, 
  attended by hosts of blind zombie slaves to perform the 
  menial work. The conspiracy was formed secretly by the 
  arcanaloths shortly after they were formed aeons ago with 
  one purpose – to find and maintain the Books of Keeping 
  that hold every true name of every yugoloth in existence 
  (plus some devil princes and demon lords). Unfortunately, 
  the four known copies of the Books of Keeping were lost 
  and now show up across the multiverse, but when they 
  hear about the Arcanaloth Conspiracy moves quickly to 
  obtain a copy at all costs.
  Gaknulak the Trickster
  Kobolds are a cowardly race, but their cowardice breeds 
  ingenuity, cunning, and a natural aptitude for traps and 
  tricks. Gaknulak was a kobold from the Material Plane 
  long ago who excelled at building insidious traps in his 
  home warrens. The traps were so cunning that his own 
  tribe fell victim to them, leaving Gaknulak alone – just 
  how the kobold wanted things. He wandered the Material 
  Plane for a period of time, moving from warren to warren 
  and teaching his skills to other kobolds, until he eventually 
  caught the eye of Kurtulmak, the kobold god.
  Kurtulmak was impressed with Gaknulak’s ingenuity 
  and challenged the brilliant trapsmith to a contest. A series 
  of caverns were chosen in the slopes of Khalas, hidden 
  away from prying eyes, and within the two formidable 
  kobold engineers built a complex network of truly 
  ingenious traps. The winner was the one to trap the most 
  travelers. Gaknulak worked tirelessly, but in the end he 
  was tricked by Kurtulmak, who built nothing and instead 
  imprisoned Gaknulak in the tunnels. But the clever kobold 
  beat his own traps and escaped, and in doing so further 
  impressed Kurtulmak. It is said that Gaknulak was made 
  immortal by the kobold god, while others say he achieved a 
  lesser godhood status.
  Regardless, Gaknulak the Trickster still wanders the 
  slopes of Khalas, alone and seemingly without a care, 
  creating elaborate tricks and traps to hamper, injure, or 
  just plain annoy travelers of all kinds. Yugoloths hate him, 
  the painstalkers of Loviatar have orders to attack him on 
  sight, and the thieves of Sung Chiang constantly seek to 
  recruit him into their order. No one has managed to bring 
  Gaknulak down to date and he seems perfectly happy with 
  a life of wandering Gehenna, making life just a little bit 
  more annoying for everyone around him.
  General of Gehenna
  All yugoloth true names are recorded in the mythical 
  Books of Keeping, from the lowliest mezzoloth to the 
  greatest ultroloth and baernoloth. All, except one at least. 
  He is an immensely powerful ultroloth known only as the 
  General of Gehenna. He wanders the volcanic mountains, 
  and many lesser ultroloths have sought out the general’s 
  wisdom. Those that succeed in finding the legendary 
  warrior leave with a greater sense of the multiverse’s truths 
  and a memory gap that can never be filled regarding their 
  time spent in the general’s presence.
  The General of Gehenna often stops by the Crawling 
  City, and his appearance there is always a cause for 
  frenzied agitation and excitement. His mere presence 
  elevates lesser yugoloths to greater heights of personal 
  glory, and legends about his prowess grow year over 
  year. Whether it’s wrestling a band of solars barehanded, 
  snapping the neck of an upstart demon lord, outwitting 
  Dispater in a contest of contracts, or drinking fully from 
  the River Styx, stories about the General of Gehenna are 
  wild and varied.
  What truth is there to the general’s immense library of 
  tall tales? The Arcanaloth Conspiracy in the Tower Arcane 
  are said to hold volumes of lore surrounding the General 
  of Gehenna’s exploits but even they record little but 
  hearsay and conjecture. Ultroloths have spent their entire 
  life tracking down the General of Gehenna and have failed 
  to do so, while nycaloths have stumbled into him in bars 
  within the Crawling City. He can impart knowledge of the 
  past and future, battle wisdom earned through countless 
  campaigns, or greater truths about the nature of existence 
  itself – if only the General of Gehenna could be found.
  Laughing Jane
  The yugoloths were said to have been created by a 
  sisterhood of night hags in Hades centuries and centuries 
  ago. Whether it was at the behest of Asmodeus, Lord of 
  the Nine and ruler of Baator, or simply a desire for their 
  own fighting force, it isn’t known. Shortly after the Books 
  of Keeping were created, the night hag sisters that created 
  them fell to petty squabbling and each copy of the Books 
  of Keeping were lost. Only one of the night hag sisters 
  traveled to Gehenna with the rest of the yugoloths, and 
  now she is a mad prophet known only as Laughing Jane.
  Laughing Jane lives in the Hut of Eyes on the slopes of 
  Mungoth, surrounded at all times by thick acidic snow. 
  Black fire dances in her small hut’s hearth but Laughing 
  Jane is bothered not by the cold or acid of Mungoth’s 
  environment. She possesses divination magic unlike any of 
  her kind, but that power came with a price – her eyes have 
  been replaced with long black serpents. When she speaks, 
  she speaks through all three mouths at the same time, an 
  eerie and disquieting sound.
  
  Bleak Eternity of Gehenna
  244
  Those that seek out the Hut of Eyes usually do so to 
  glean some information about the history of the planes. 
  Laughing Jane, as one of the sisters that created the 
  yugoloths, has seen much and with her serpent eyes can 
  pierce the veil of time to gaze into the past. Her words 
  are not given for free, however, and her prices are as 
  steep as they are gruesome and tend to focus on hard-to-
  find body components. She may require the tongue of a 
  lying celestial, the feathered wings of a couatl matriarch, 
  the pincers of an honest glabrezu, or any other item in 
  exchange for a glimpse into the past. By all accounts, 
  Laughing Jane’s visions are true but most are not able to 
  deliver payment to the cackling hag in the Hut of Eyes.
  Mellifleur the Lich-Lord
  Most planar scholars agree that negative energy is the 
  source of undead, or at least the primary source (some 
  sages disagree as to the extent but it is widely accepted 
  that a link to the Negative Energy Plane exists for the 
  strongest undead). Long ago, Mellifleur was a handsome, 
  respected archmage in the Material Plane, a wizard of 
  phenomenal skill and arrogance who sought to bend the 
  powers of the Negative and Positive Energy Planes to his 
  will. As death approached, Mellifleur worked diligently to 
  harness his knowledge and attain the status of lich.
  He did so, but at the moment of transformation 
  Mellifleur stumbled upon something divine. The exact 
  details are not known but most believe that Mellifleur 
  accidentally caught a divine spark meant for someone 
  else. Regardless, he became a lich and so much more, 
  and divine power coursed through his form as he became 
  Mellifleur the Lich-Lord. He worked on the Material Plane 
  for a while but found his experiments needed a more 
  appropriate platform, so he scoured the multiverse and 
  settled on Gehenna’s Dead Furnace, Krangath, which 
  seemed to possess an incredibly strong connection to the 
  Negative Energy Plane.
  Mellifleur built through arcane and divine might an 
  obsidian tower on Krangath’s void-filled slope and called 
  it Hopelorn. He attracted wizards who sought to work 
  beyond the limits of mere necromancy and tap into a 
  greater divine power to augment their spells and ability, 
  and the School of Hopelorn was born to service these 
  apprentices. Deep within the obsidian tower’s cavernous 
  depths, Mellifleur works still to blur the line between 
  arcane and divine magic through the Negative Energy 
  Plane. He remains an arrogant, self-obsessed force, 
  and his schemes have drawn attention from fiends and 
  celestials alike.
  
  Bleak Eternity of Gehenna
  245
  Painstalkers of Loviatar
  Loviatar is a goddess of pain who rules a broad swath 
  of Mungoth’s frozen slope. Those cursed to live within 
  her realm are tortured constantly, and the goddess’ 
  most dedicated administrators are a band of sadists and 
  masochists known as the Painstalkers of Loviatar. Dressed 
  in black leather, their bodies drained of all blood, these 
  dangerous killers are the flayed hands and eyes of Loviatar. 
  They patrol her realm, but also range far and wide across 
  Gehenna and the multiverse on their goddess’ wishes.
  A painstalker patrol usually consists of seven members 
  and at least two painstalker panthers (specially bred 
  monstrous cats that burn with psychic blue fire). They 
  carry whips and chains and are armed with spells and 
  abilities designed to inflict pain on their victims in horrible 
  and debilitating ways. Each patrol is led by a favored 
  painstalker who reports directly to Loviatar via divine 
  telepathy in her Frigid Fortress, lending each patrol a 
  weight of true divine justice in their mission.
  The painstalkers themselves are believed to be vampires 
  with specific traits linking them to Loviatar’s power. This 
  includes use of pain-inducing magic and special weapons 
  designed to incapacitate victims in writhing fits of electric 
  shock. They are cruel, merciless, and utterly devoted to 
  their goddess’ mission – to bring pain and misery to every 
  corner of the multiverse.
  Shargaas the Night Lord
  The Dead Furnace of Krangath holds little on its surface, 
  but its tunnels are an intricate maze of hollow lava tubes 
  and inky darkness. The largest realm below Krangath’s 
  surface is appropriately known as the Night Below, and its 
  darkness is pure and tinged with terror. It is the home of 
  Shargaas the Night Lord, an orc god of treachery, thieves, 
  and death, and the creatures that move in this primal 
  region are utterly devoted to Shargaas’ will.
  Shargaas himself usually wanders the tunnels as a lone 
  albino orc hunter. His eyes are milky white but he senses 
  everywhere the darkness touches, so no one is hidden 
  from him in the Night Below and all are potential victims. 
  He is considered a lesser power by most standards but 
  there are no priests dedicated to his worship in Krangath. 
  The Night Below is reserved for those that honor the Night 
  Lord through their actions, and thus teams of orc and 
  half-orc assassins train relentlessly to prove their worth to 
  Shargaas.
  For his part, Shargaas doesn’t care. He lives for the thrill 
  of the hunt, and to that end he created a race of monstrous 
  creatures known as the sethalbidad (“albino stalker” in 
  the Orc language). These great insectoid monsters are 
  utterly silent and invisible except when they want to, and 
  Shargaas created them to challenge his own skills in the 
  Night Below. Some of these dangerous monsters have 
  escaped from the tunnels and now wander Kragath’s 
  slopes, making it even more perilous for unwary travelers 
  to wander the Dead Furnace for any reason.
  Thieves’ Guild of Sung Chiang
  No one really knows who runs the infamous Palace of 
  Thieves, tucked away in a canyon on a rocky slope of 
  Khalas. Its outer walls are designed in a teardrop pattern 
  to deflect boulders and other rubble that runs down 
  the slope, while within is a paradise of skullduggery, 
  profiteering, and thieving. Rogues and cutthroats from 
  across the multiverse come to the Palace of Thieves to 
  buy, sell, and trade information. A select few who prove 
  themselves a cut above their fellows receive mysterious 
  invitations to join a clandestine organization that calls 
  itself the Thieves’ Guild of Sung Chiang.
  No one really knows who Sung Chiang is. Most assume 
  he is a god of thieves that runs the palace from the 
  shadows, and it’s possible he (or she) operates in plain 
  sight using magical and mundane disguises to walk openly. 
  Those that join the Thieves’ Guild of Sung Chiang find 
  themselves receiving strange missions within the palace 
  that hint at greater treasures hidden within lost and secret 
  vaults, and occasionally they are also sent on assassination 
  or burgle missions across the multiverse.
  Who is Sung Chiang? If anyone in the thieves’ guild 
  that bears its name knows they don’t talk about it, 
  though whether it’s through fear, intimidation, magical 
  compulsion, or a lack of knowledge isn’t known. Sung 
  Chiang’s agents have struck high profile targets and 
  sites across the known planes, from a djinni citadel to a 
  guardinal lord archive to a devil prince’s pleasure palace 
  and more. They are known by their simplistic symbol – the 
  image of an eight-fingered hand in black ink.
  Creatures & Denizens
  Gehenna is a dangerous plane filled with natural hazards 
  that burn, crush, freeze, and drown. The creatures that 
  prowl the volcanic slopes are just as dangerous, from the 
  scurrying bleak rats all the way to the scheming yugoloths 
  in their strongholds and fortresses. Travelers should be 
  well-prepared to face any monsters in combat – Gehenna 
  is no place for the weak.
  Fiends
  Cruelty, malice, and selfish self-interest are the key words 
  that govern life on Gehenna, and many fiends that dwell 
  on the volcanic slopes embody all three despicable traits. 
  One of the most commonly encountered creatures are the 
  avari, who many planar sages see as the original rulers of 
  Gehenna. Their feuds with the invading yugoloths have 
  reduced their numbers to pale shadows of their former 
  strength, but these bat-winged fiends still control much of 
  the underground reaches of the plane.
  
  Bleak Eternity of Gehenna
  246
  Hell hounds prowl the slopes, but a special breed 
  of fiendish predator is bred in the bowels of the Frigid 
  Fortress of Loviatar. Known as painstalker panthers, 
  these powerful hunters have keenly developed senses of 
  detection and often accompany painstalker packs into 
  the greater multiverse searching for heretics of Loviatar 
  to punish. Slasreths are winged monsters that look like 
  worms with ray-like wings that often serve as mounts 
  for flying yugoloth units, while the vaporous horrors are 
  dangerous fiends feared even by the yugoloths for their life 
  draining powers and toxic auras.
  Yugoloths. It is widely believed the fiendish race of 
  yugoloths were created originally in the gloom of Hades 
  by a coven of supremely powerful hags, and there is ample 
  evidence to support this theory. Over time, however, the 
  scheming opportunistic yugoloths moved all of their major 
  operations to Gehenna and are now the dominant force on 
  the volcanic layers. They have greed and self-preservation 
  coded into their very blood so their presence on Gehenna 
  is not surprising. Their greatest fortress is the Crawling 
  City, a moving metropolis that walks on titanic legs across 
  the mountainous regions, while the arcanaloths that 
  administer yugoloth contracts keep their most important 
  documents and tomes in the Tower Arcane. In these 
  places, the might of the yugoloths is nearly unassailable, 
  though infighting and betrayal still run through their ranks 
  like a bad odor.
  Humanoids
  Few humanoids live on Gehenna by choice. The nature 
  of the plane doesn’t lend itself towards the kind of 
  cooperation that builds cities or towns, so the humanoids 
  that do dwell on the layers often keep to small bands and 
  huddle in the caves away from the sulfurous stench above 
  ground. The avari are noted slavers and still maintain large 
  colonies beneath the ground, so it’s not uncommon for a 
  humanoid of nearly any type to be found in their warrens.
  Kobolds. Kobolds are considered pests by the yugoloths 
  but they’ve managed to eke out an existence on the slopes 
  of Khalas. They form nomadic tribes darting from cave 
  to cave, fighting other creatures for meat and creating 
  makeshift traps and hazards to protect their temporary 
  warrens. Many kobolds come eagerly to Gehenna to follow 
  in the footsteps of Gaknulak, a famous kobold trapsmith 
  who supposedly won a wager against the kobold god 
  Kurtulmak by building an insidious warren filled with 
  devious and potent traps somewhere below Khalas’ slopes.
  Minotaurs. The minotaurs of Gehenna are not the noble 
  warriors found elsewhere. They are mostly bloodthirsty 
  barbarians living in brutal tribes, fighting anyone and 
  everything for dominance over their territory. They have a 
  strong reputation for being reckless raging fighters willing 
  to forego their own survival for the sake of the combat, 
  seeking only to destroy their enemy in as brutal a fashion 
  as possible. Gehenna’s slopes hold several sprawling 
  mazes below the ground that house minotaur tribes, 
  though few are as brutal or legendary as the Blood Maze. 
  There, a degenerate tribe of savage minotaurs called the 
  Blood Horns hunt and kill for sport.
  Orcs. Shargaas the Night Lord, the orc god of hunting 
  and stealth, rules over a region of Krangath known as the 
  Night Below. There, in the inky void darkness of the deep 
  tunnels, orc rangers and priests honor Shargaas by honing 
  their hunting skills in preparation for heading out into 
  the multiverse on missions of assassination and ruthless 
  savagery. The orcs that live and die in the darkness of the 
  Night Below usually take the tribe name Nightdeath to 
  honor their patron.
  Monstrosities
  Gehenna’s dangerous terrain holds a number of unique 
  monsters that defy easy categorization. Inferno worms, 
  formidable relatives of purple worms, dig through the 
  rocky slopes and follow the flow of hidden lava channels 
  before bursting out to devour unsuspecting prey, which 
  includes yugoloths and any other living creature it can find. 
  The darkness-filled layer of Krangath hides a number of 
  nasty surprises in its twisting underground labyrinth, and 
  few are as dangerous as the sethalbidad – invisible hunters 
  used by orcs as supreme hunting beasts.
  Hazards & Phenomena
  There is a latent treachery inherent in the Bleak Eternity 
  of Gehenna that eats away positive qualities like hope, 
  compassion, and kindness. Combine that with the 
  natural hazards of four layers each comprised of a single 
  massive super volcano and the result is a dangerous, life-
  threatening plane where might makes right and the best 
  way to survive may be just to push your ally over a cliff.
  Climbing and Falling
  Very little ground movement on the surface of Gehenna 
  is done without climbing, and much of the outside is 
  considered difficult terrain due to the sloping angle 
  and piles of rocks and boulders. Every 4 hours of travel 
  requires a DC 15 Strength (Athletics) check; creatures 
  with a climb or fly speed automatically succeed. On a 
  failure, the normal distance covered is halved. If the check 
  is failed by 5 or more, the creatures takes a tumble during 
  the trip and falls. On Mungoth, the Strength (Athletics) 
  check DC is 20 due to the ice coating the slopes.
  Creatures that fall on Gehenna tumble down the slope 
  for 1d10 x 10 feet, suffering 1d6 bludgeoning damage for 
  every 20 feet. Experienced mountain climbers know to 
  use a rope, but on Khalas and Chamada, the heat from the 
  layer’s active volcano weakens non-magical rope so that it 
  snaps immediately under pressure.
  
  Bleak Eternity of Gehenna
  247
  Cruel Hindrance
  The latent cruelty of Gehenna affects good deeds on an 
  intrinsic level. Whenever a creature casts a spell with a 
  beneficial effect, including a spell that restores hit points 
  or removes a condition, the caster must first make a DC 10 
  Charisma saving throw. On a failed save, the spell fails, the 
  spell slot is expended, and the action is wasted.
  In addition, anyone attempting to take the Help action 
  must succeed on a DC 10 Charisma saving throw. On a 
  failed save, the intended target of the Help action receives 
  disadvantage on their action instead of advantage.
  Furnace Vent
  The churning activity below the surface of Gehenna’s 
  layers creates noxious gases dangerous to travelers. These 
  gases occasionally burst forth in violent furnace vents, 
  spewing toxic gas in a wide area. Creatures within 50 feet 
  of a furnace vent must make a DC 15 Constitution saving 
  throw, suffering 21 (6d6) poison damage on a failed save, 
  or half as much on a success. A furnace vent lasts for 1d10 
  hours before finally exhausting and dying out. Furnace 
  vents are common occurrences on Khalas, Chamada, 
  and Mungoth, and while rare on Krangath pockets of gas 
  beneath the surface of the Dead Furnace have still been 
  known to explode out with poisonous fury.
  Krangath Icy Void
  The Dead Furnace of Krangath is an icy wasteland devoid 
  of most life and movement. Creatures that travel its slope 
  must succeed on a DC 15 Constitution saving throw every 
  hour or gain a level of exhaustion from the cold and void-
  filled terrain. Underground, a creature must make a DC 15 
  Constitution saving throw after a long rest or gain a level 
  of exhaustion as the creeping icy void seeps into the very 
  rocks as well.
  Lava Geyser
  The active volcanoes of Khalas and Chamada can flare 
  to life with sudden ferocity, erupting in a geyser of lava 
  without a moment’s notice. A lava geyser effects an area 
  in a 20-foot diameter circle, shooting searing hot magma 
  into the air about 100 feet. Those caught in the blast must 
  make a DC 15 Dexterity saving throw, suffering 70 (20d6) 
  fire damage on failed save, or half as much on a success. 
  Regardless of the saving throw result creatures are hurled 
  away 1d6 x 10 feet from the blast. A lava geyser can last up 
  to an hour before finally settling down.
  Mungoth Acidic Snow
  Mungoth may not be as powerfully active as the first two 
  layers, but it is just as lethal. The volcano spews ash 
  constantly in the air, and some unknown effect of the air 
  mingles with the ash to create acidic snow. Acidic snow 
  falls constantly on Mungoth’s slopes, inflicting 5 (1d10) 
  acid damage every minute. Caves and artificial structures 
  allow shelter from the constant and dangerous presence of 
  the acidic snow.
  Rockslide
  All of Gehenna’s volcanic layers are peppered by floating 
  earthmotes that collide into the slopes with tremendous 
  speed and power. When this happens a rockslide follows 
  immediately after, sending waves of rocks and debris 
  tumbling down in a great torrent of destruction. A 
  rockslide encompasses an area 1d10 x 100 feet across. 
  Creatures on the ground in the event of a rockslide must 
  make a DC 15 Constitution saving throw, suffering 35 
  (10d6) bludgeoning damage on a failed save, or half as 
  much on a success. In addition, those that fail are buried 
  beneath rubble 1d10 x 5 feet deep and begin suffocating.
  Creatures flying in the air must make a DC 15 Dexterity 
  saving throw, suffering 21 (6d6) bludgeoning damage on a 
  failed save, or half as much on a success.
  Sites & Treasures
  The greedy and treacherous are drawn to the Bleak 
  Eternity of Gehenna like flies to honey, and the self-serving 
  yugoloths have made the volcanic slopes their home 
  for centuries. One thing all of these disparate creatures 
  have in common are secrets, which makes the layers of 
  Gehenna filled with all manner of hidden caches and 
  lairs. Despite its small size, the Fourfold Furnaces holds 
  more than its share of interesting sites for adventurers to 
  uncover.
  Blood Maze of the Charred Horn
  The deep ravines and steep cliffs of Khalas hide multiple 
  secret places from prying eyes. One of these is the 
  entrance to a twisting series of caves known as the Blood 
  Maze, wherein dwell the Charred Horn tribe of degenerate 
  minotaurs. Mutated and disfigured over generations of 
  inbreeding, Charred Horn minotaurs are savage creatures 
  of bestial ferocity that hunt and kill whatever happens to 
  stumble into their befuddling lair.
  The Blood Maze itself is a wonder of minotaur 
  engineering, or at least it was at one point. It was built by 
  the patriarch of the Charred Horn tribe, Garrakar, when 
  he relocated his kin to Gehenna in an effort to establish 
  a beachhead in the name of Baphomet, the demon lord 
  of beasts. Garrakar was a brilliant strategist and an 
  accomplished wielder of arcane magic, a surprising fact 
  for one with the prowess of a great warrior, and he used 
  his skills to carve out the Blood Maze and enchant it. His 
  direct descendants still lead the Charred Horn tribe but 
  the arcane legacy of their legendary patriarch has been 
  considerably thinned.
  Yugoloths from the Crawling City occasionally conscript 
  Charred Horn minotaurs for particular savage or brutal 
  missions. The minotaurs require payment in living 
  sacrifices to populate their Blood Maze, a charge the 
  fiends are happy to provide, and rumors persist that the 
  twisting caves actually feed upon trespassers. Garrakar’s 
  tomb is supposed to lie in the heart of the Blood Maze as 
  well, guarded by ancient magic, but there are efforts within 
  the Charred Horn tribe to reclaim the glory of their great 
  ancestor.
  
  Bleak Eternity of Gehenna
  248
  Books of Keeping
  The origin of the yugoloths can be traced back to a 
  sisterhood of night hags in the distant past, who used 
  mighty magic and divine power to form a race of fiends 
  that were not as chaotic as the demons or as lawful as the 
  devils. Debates rage about the guiding hand behind this 
  creation – some planar scholars say it was Asmodeus, 
  Lord of the Nine Hells, that directed the night hags, while 
  others say it was some other power. Regardless, the 
  sisterhood bound each of these newly formed fiends to 
  a series of tomes known as the Books of Keeping, which 
  recorded the true names for every yugoloth.
  True names are a powerful binding force in the 
  multiverse, and knowing the true name of a fiend or 
  celestial brings great leverage over their actions. This 
  makes having books filled with the true names of every 
  yugoloth a valuable commodity as it allows near complete 
  control over an entire race of powerful outer planar 
  denizens. There are five Books of Keeping known to exist, 
  though each contains the same raw information containing 
  yugoloth true names and each are magically updated with 
  the birth and creation of new yugoloths. However, over the 
  centuries, each copy has passed between multiple owners, 
  and many of them transcribe new true names into them 
  belonging to demon lords, devil princes, archangels, and 
  other powerful denizens of the multiverse.
  The arcanaloths of the Tower Arcane have a special 
  division devoted to tracking down and reclaiming the 
  Books of Keeping. It is widely believed they have at least 
  two copies hidden and preserved in the Tower Arcane, 
  though the secretive arcanaloths don’t speak of it outside 
  their library fortress. Beyond just a recording of true 
  names, a Book of Keeping is also said to possess the ability 
  to uncover falsehood on an almost divine level and control 
  creatures completely for a short period of time. They are 
  each potent artifacts that wreak havoc on any plane they 
  turn up on.
  
  Bleak Eternity of Gehenna
  249
  Each of the Books of Keeping share a similar look. They 
  are large tomes, roughly 2 feet wide and 4 feet tall, with 
  an infinite number of pages inside. The outer binding is 
  black leather said to be formed from the skin of demons 
  and devils, and the red ink used inside is distilled from 
  the blood of angels from Mount Celestia. No writing or 
  marking exists on the exterior but the books radiate 
  powerful enchantment magic.
  Crawling City
  The Crawling City is the greatest bastion of yugoloth 
  power on Gehenna or any other plane and many view 
  it as a symbol of their place in the wider multiverse. It 
  is a massive metropolis of obsidian and ash built on an 
  enormous disk, below which sprout hundreds of giant 
  fireproof clawed legs. These legs move the entire city 
  across the layers of Gehenna, clinging to slopes and 
  providing a stabilizing force on the cliffs of the dangerous 
  volcanoes. It usually moves slowly and the legs are able to 
  transport the Crawling City over gorges and across rivers 
  of lava.
  The city itself is filled with narrow streets and towering 
  buildings housing thousands of legions of yugoloth 
  mercenaries. Lower districts hold devil and demon 
  forces as well, and despite the treacherous nature of all 
  resident fiends there exists an understood truce within 
  the Crawling City that keeps open violence to a minimum. 
  The Crawling City is commanded currently by a cunning 
  ultroloth strategist known only as the Harbinger King, 
  and it is by his whim the city moves across Gehenna’s 
  dangerous slopes.
  There are multiple factories in the city that produce fine 
  weapons and armor for use in the eternal Blood War, but 
  the pride of the Crawling City is the Academy of Eternal 
  War. Yugoloth warriors and fiendish generals teach eager 
  students tactics around the theme of war. Battlefield usage, 
  historic conflicts, command training, discipline, and more 
  are all taught at the Academy of Eternal War. Rarely are 
  non-fiends allowed into the program, but an occasional 
  mortal warlord has proven themselves to the influential 
  academy chancellor to allow admission. Few survive the 
  rigorous classes and hands-on training.
  Cyst of Secrets
  Several divine powers dwell in Gehenna. One of the most 
  mysterious was Maanzecorian, the illithid god of secrets, 
  who supposedly lived in a massive lava chamber below 
  the surface of Chamada. Its presence was rumored but 
  rarely found, as befitting Maanzecorian’s divine portfolio, 
  but recent events have changed the site completely. A great 
  divine upheaval within the last century has upturned the 
  illithid god completely, exposing its realm to the greater 
  Chamada landscape, though Maanzecorian itself seems to 
  have disappeared.
  Rumors say that the demon lord Orcus was the one 
  responsible for laying low the illithid god in a bid to 
  reclaim his throne on the Abyss. Few know for sure, but 
  a great chasm now exists on Chamada that leads to the 
  remnants of Maanzecorian’s realm. It is now known as 
  the Cyst of Secrets, where strange and monstrous things 
  appear and disappear without warning. Some vestige of 
  Maanzecorian’s divine power still presides over the region, 
  and those that have gone in search of the illithid god’s 
  power report dark things writhing in the magma caves.
  Is Maanzecorian truly dead? Is there something in the 
  Cyst of Secrets that keeps a spark of the god alive? Illithids 
  don’t seem to care as none have been seen coming or 
  going from the Chamada site, but the lost home of a god of 
  secrets is bound to contain some prizes worth claiming.
  Engine of Wrath
  To support their efforts in the Blood War, the yugoloths 
  require weapons and armor on a grand scale. To this 
  end, the latent power within Chamada, the most active of 
  Gehenna’s layers, was harnessed by engineering yugoloths 
  to create a mighty factory. Referred to now as the Engine 
  of Wrath, it is an imposing iron fortress built over the 
  confluence of three lava rivers flowing like waterfalls 
  from further up the mountainside. The incoming lava is 
  channeled into titanic forges and worked by slaves of the 
  yugoloths to produce tons and tons of weapons and armor.
  Control over the Engine of Wrath has been a rotating 
  position since its creation. Currently, a bloated lazy 
  ultroloth named Maggart Shade oversees the production 
  lines, but he is interested only in lining his own pocket with 
  favors. He walks a fine line between keeping the yugoloth 
  generals well-equipped and selling fiend-forged equipment 
  to demons, devils, and even mortal warlords. This kind of 
  double-dealing is common in yugoloth society but Maggart 
  Shade must still be careful – if he becomes too brazen 
  in his working with all sides he could be usurped and 
  replaced by another. It has happened hundreds of times 
  before and it’s how he achieved his position.
  Under Maggart Shade’s predecessor, a special smelting 
  process was introduced in a special section of the Engine 
  of Wrath devoted to imbuing items with magic. Initial 
  results have been uneven but the forge masters have 
  worked in secret to refine the process while keeping their 
  powerful products out of Maggart Shade’s hands. Some 
  yugoloth legions have recently been outfitted with weapon 
  and armor imbued with magic that produces a blood rage 
  in the owner. Rumors pointing to the Engine of Wrath 
  as the source for these items are vehemently denied by 
  Maggart Shade.
  
  Bleak Eternity of Gehenna
  250
  Frigid Fortress of Loviatar
  Pain and suffering rule over the realm of Loviatar on 
  the icy slope of Mungoth, a fitting fact considering her 
  portfolio is pain and suffering. The petitioners that reside 
  in the realm huddle together in small huts, constantly 
  cold and miserable, and always in fear of sudden reprisal 
  or attention from the foreboding castle at the heart of the 
  region. This is the Frigid Fortress where Loviatar and her 
  most loyal servants dwell, kept safe by black ice walls. 
  Everything within the terrifying place is devoted to the 
  art of torture, pain, and suffering, and screams constantly 
  echo from the numerous towers stretching up into the 
  bleak black sky.
  The most well-known extension of Loviatar’s will are the 
  Painstalkers. These small bands of sadists and torturers 
  enforce the will of their goddess across her realm and 
  throughout the rest of the multiverse as well. Their leather 
  garb is distinct, and they are accompanied by painstalker 
  panthers that allow them to hunt targets chosen by their 
  superiors. Caves below the Frigid Fortress hold pens 
  devoted to twisting mortal creatures into these powerful 
  hunting monsters. Above them stand multiple towers 
  where the Painstalkers themselves dwell, though they are 
  often out on assignment.
  Loviatar’s throne room sits in a massive central complex 
  referred to as the Palace of Pain. Here she hears the 
  pleadings of subjects begging for release, but she never 
  grants these desires. Instead she and her depraved court 
  relish in the wailing and begging before ultimately sending 
  petitioners down to the lower halls of the Frigid Fortress 
  for more torture before eventual release. It’s a cycle 
  without end that brings Loviatar great pleasure.
  Hopelorn
  Krangath is known as the Dead Furnace for a good 
  reason. The volcanic heart of the layer died out centuries 
  ago, and there seems to be some link between Krangath 
  and the Negative Energy Plane that exasperates the 
  icy void. Almost nothing disturbs the exterior slopes 
  beneath the blackened canopy of eternal night. Krangath 
  is inhospitable to life – a fact that caught the attention of 
  Mellifleur the Lich-Lord. Mellifleur’s checkered history 
  placed him as a lich with the power of a god by accident, 
  and he wandered the multiverse for a period of time 
  looking for something.
  He found it on Krangath, a perfect confluence of planar 
  power and expanding negative energy that he could exert 
  his divine prowess . He established a tower to study the 
  energy of the Dead Furnace in the hopes of harnessing 
  it for his own personal use and learning more about the 
  intersection between divine and arcane magic. Soon, his 
  divine status attracted a small following, and so Mellifleur 
  the Lich-Lord worked with the eager necromancers and 
  death priests to establish Hopelorn.
  The tower of Mellifleur is now surrounded by smaller 
  buildings that house students and priests that wish to learn 
  more about the necromantic power inherent in divine and 
  arcane magic. The Lich-Lord rarely makes his presence 
  known outside of his personal chambers and the leaders 
  of Hopelorn do not rely on their aloof demigod to provide 
  guidance. The research and work being done on the 
  slopes of Krangath appeal to a great number of aspiring 
  necromancers, some even devoted to using their power 
  to better understand life and help others, though most 
  are conniving masters of deception looking to increase 
  their power by taking advantage of Mellifleur’s extensive 
  resources.
  Hut of Eyes
  Prophecy and secrets are the currency in the home of 
  Laughing Jane, a reclusive and ancient night hag who lives 
  in a secluded valley on the icy slopes of Mungoth. The 
  valley is filled with black rock formations that resemble 
  twisted trees, all covered in heavy layers of acidic snow, 
  and in the center sits the simple and unassuming home of 
  Laughing Jane, the Hut of Eyes. The night hag’s eyes have 
  been replaced by serpents, and when she speaks she does 
  so using all three mouths in an unnerving fashion.
  Laughing Jane is one of the oldest night hags in the 
  multiverse. It is rumored she was part of the sisterhood 
  that created the yugoloths and the Books of Keeping, and 
  if true she has witnessed much of the formation of the 
  planes. She is truly insane however – whatever power 
  Laughing Jane traded for her eyes infected her mind as 
  well. Now, she huddles in the Hut of Eyes alone, laughing 
  maniacally to herself in the light of a blackfire hearth as 
  acidic snow falls forever in the valley.
  Enough stories have been shared regarding Laughing 
  Jane’s prophetic visions and incredible lifespan to bring 
  travelers from across the planes seeking out her abode. 
  She cackles and chuckles constantly, but between her 
  ramblings she requests payment in exchange for the 
  divination knowledge she holds. The payment is usually 
  in the form of a body part from some hard to find source 
  – the fingernail of a demon lord, a lock of hair from an 
  archangel, the eye of a sightless froghemoth, that kind of 
  thing. Those that return with the requisite payment earn a 
  glimpse into the past, present, or future that few can rival.
  Lost Warrens of Gaknulak
  There are few more revered figures in kobold history than 
  mischievous Gaknulak. He was a kobold from the Material 
  Plane who built ingenious traps from the whimsical to the 
  downright lethal, and he won the attention of Kurtulmak, 
  the god of kobolds, with his brilliant trapsmithing skills. 
  Kurtulmak challenged Gaknulak to a contest to see who 
  could build the ultimate trap-filled warren. A series of 
  caves on Khalas, the first volcanic mount of Gehenna, was 
  chosen, and Gaknulak immediately set to devising traps 
  that outdid anything he had crafted previously.
  
  Bleak Eternity of Gehenna
  251
  Ultimately, though, Kurtulmak tricked Gaknulak and 
  planned on imprisoning the arrogant mortal kobold in the 
  trap-filled warren. But Gaknulak was able to defeat his 
  own creations, and in honor of the great feat Kurtulmak 
  granted the kobold trapsmith immortal status. The 
  caves filled with Gaknulak’s insidious, dangerous, and 
  sometimes wacky traps still lay on Khalas, now known as 
  the Lost Warrens. Gaknulak still drops off treasures within 
  the recesses of the Lost Warrens, and it is said Kurtulmak 
  even hides a few precious items within the tunnels.
  Night Below
  The Dead Furnace of Krangath may be quiet and nearly 
  undisturbed on the surface, but below the cold stones 
  sprawls a labyrinth of darkness-filled tunnels. The most 
  expansive collection of these are known as the Night 
  Below and they form the realm of Shargaas the Night 
  Lord, orc god of stealth and shadows. Special properties 
  embedded within the stones of the Night Below inhibits 
  light of all kinds, dimming it to be nearly worthless – and 
  for those foolish enough to need light, a swift death awaits 
  from the orc hunters and other monsters that patrol the 
  tunnels.
  Shargaas keeps a personal sanctuary in the heart of the 
  Night Below. It is surrounded by life-draining patches of 
  pure negative energy that move like wraiths, but beyond 
  sits the treasure trove of a greedy orc god known for 
  stealing what he wants whenever he wants it. Blind albino 
  orc assassins blessed by the Night Lord protect their great 
  god’s treasure chamber but are forbidden from touching 
  any of it.
  The most insidious monster to stalk the Night Below 
  are the sethalbidad. These insectoid monsters blend into 
  patches of darkness with ease and stalk silently anyone 
  who dares to intrude upon Shargaas’ night-filled realm.
  It is said that the Night Below contains pools of pure 
  distilled darkness that can be captured in liquid form by 
  the brave or foolish. This concentrated darkness can be 
  utilized as an enhanced component for spells such as 
  darkness to create powerful effects. Retrieving such liquid 
  darkness requires facing the minions of Shargaas, and 
  perhaps the Night Lord himself, who is rumored to be able 
  to see out of these pools of darkness.
  Nimicri
  In a remote section of Chamada, floating above the 
  volcanic surface hangs a strange sight. It appears to be a 
  fog-enshrouded town on an earthmote that never touches 
  the ground, hanging about 50 feet in the air. Its streets are 
  eerily quiet and the buildings seem deserted, but anyone 
  who travels there meet strange people that welcome 
  travelers with open hospitality. Few escape with their lives 
  after walking the streets of Nimicri, as nothing is at is 
  seems.
  For starters, Nimicri is not a town. It’s an enormous 
  living mimic that has chosen the form of a town to lure 
  in victims to devour. Any person met in the streets or 
  buildings of Nimicri is likely an extension of the powerful 
  mimic, creating people out of its own mass to lure 
  victims into a false sense of security. Sharp-eyed visitors 
  may notice that these “people” never lose at least some 
  connection to the ground
  Nimicri has devoured enough people that it has 
  accumulated a fair bit of treasure. It’s intelligent enough to 
  use the shiny coins, gems, and magical items as a further 
  lure, as its getting harder and harder to fool creatures into 
  stepping onto its streets willingly. For those that do fall for 
  the trap, a messy fate awaits.
  Palace of Thieves
  Thieves are a natural fit for Gehenna’s self-serving and 
  treacherous nature. Nowhere is this better exemplified 
  than the fabulous Palace of Thieves, a grand complex built 
  on a permanently stable slab on Khalas’ steep slope. The 
  teardrop shape of the surrounding high walls allows for 
  rockslides from further up break apart without tearing into 
  the main buildings, though many suspect magic plays a 
  hand at keeping the Palace of Thieves safe and secure as 
  well.
  Inside is one of the greatest gathering of thieves, 
  cutthroats, knaves, and ne’er-do-wells in all of Gehenna. 
  Rogues from across the multiverse come to the Palace 
  of Thieves to prove themselves to their fellows, to find 
  jobs, to swap stories, and to fence stolen goods. A few 
  shady merchants have setup permanent shops within the 
  palace grounds, catering their services to the surrounding 
  clientele. Those with scruples are ferreted out immediately.
  Over it all watches the mysterious Thieves’ Guild of 
  Sung Chiang. Though no one official runs the Palace of 
  Thieves, this one band maintains the peace and keeps the 
  palace from collapsing in on itself in a treacherous tumble 
  of deceit and murder. Some have claimed to have seen the 
  perpetually absent Sung Chiang and claim he is a monkey-
  fiend with eight arms, but many more believe him to be 
  merely a myth, a name passed down to keep the mystique 
  of the Palace of Thieves alive.
  Perhaps Sung Chiang is real, and perhaps not. But 
  what is very real are the hundreds of hidden treasure 
  caches scattered about the palace. By ancient decree 
  the cutthroats that came to the Palace of Thieves are 
  forbidden from seeking out others’ treasure, a decree 
  enforced by dangerous members of the Thieves’ Guild of 
  Sung Chiang. There are loopholes to this decree, however, 
  and many rogues have tried to bring in outsiders as hired 
  muscle to dig up treasure outside the rule of Sung Chiang’s 
  forces.
  
  Bleak Eternity of Gehenna
  252
  Tower Arcane
  The Crawling City may be the greatest stronghold of 
  yugoloth construction, but the Tower Arcane holds its most 
  potent secrets and stands as the center of their magical 
  might. Located on the volcanic slope of Chamada in the 
  midst of a raging lake of lava, the Tower Arcane is run by 
  the Arcanaloth Conspiracy. These fiends are obsessed with 
  obtaining knowledge of all kind and secreting it away in 
  the tower’s many library halls.
  The Tower Arcane is a squat tower made of obsidian that 
  stands barely 100 feet tall. It has no windows and only a 
  single door, with a crumbling stone staircase leading to the 
  great ruby doors. Inside, however, is an expanding space 
  not unlike a bag of holding. Great halls filled with books 
  devoted to all manner of subjects lay locked away within 
  the Tower Arcane, kept and guarded by the arcanaloths. 
  Any yugoloth can request information from the Tower 
  Arcane but bribery is required, and the arcanaloths who 
  run it seek only magical treasures as payment.
  Beyond the recorded history of the yugoloths, the 
  Tower Arcane is said to hold a copy of every arcane spell 
  in the multiverse. New spells are added to the expansive 
  catalogue on a regular basis, and the arcanaloths are more 
  willing to work with outsiders to achieve their goals than 
  other fiends. Only the foolish enter into such arrangements 
  without precautions however – the treacherous 
  arcanaloths are just as self-serving as their more common 
  brethren.
  Vast swaths of the Tower Arcane are devoted to 
  contracts as well. A copy of every contract a yugoloth 
  makes is magically created within the record halls of the 
  Tower Arcane. The record-keeping of the arcanaloths in 
  the Tower Arcane is legendary, and they’ve been called 
  upon by the Lex of Arcadia as witnesses and evidence 
  providers on numerous occasions. An uneasy alliance 
  exists between the courts of Lex and the arcanaloths of 
  the Tower Arcane, though both recognize the value of the 
  other in a broader sense.
  Valley of the Outcast
  There are few sanctuaries in the acid-snow filled slopes of 
  Mungoth. Even escaping into the tunnels is a dangerous 
  proposition filled with peril. One of the few respites 
  available to lost travelers is the Valley of the Outcast, 
  magically protected from the acid snow by arcane might, 
  though the hosts of the enormous castle in the center of 
  the valley are not the friendliest. The fire giants of the 
  Scorchscar family, led by their matriarch Tastuo, were 
  exiled from the Plane of Fire long ago and have managed 
  to make a life for themselves on Mungoth.
  Tastuo and her sisters are all accomplished wizards who 
  were forced out of the court of Surtur, god of fire giants, 
  for some slight long ago. By divine ordnance they couldn’t 
  rest in any place that was not cold, so they found the frozen 
  landscape of Mungoth and decided to make the best of 
  it. They hunt wild beasts in their valley brought in via 
  magic not native to Gehenna, but their magic prevents the 
  acid snow from harming them or their home. Tastuo has 
  several contracts with yugoloths to act as an intermediary 
  as well, so she in on relatively good terms with the local 
  fiends.
  Adventure Hooks
  Everything about the nature of Gehenna wears down on 
  good and helpful folk. Adventurers tend to fall into this 
  category for the most part, but there are still elements to 
  the volcanic slopes that can draw heroes from all across 
  the multiverse, whether it’s stopping warlords, liberating 
  treasure, or uncovering some planar secret.
  Case of Mistaken Identity. A desperate man runs to 
  the characters for help. He claim to be pursued by a band 
  of leather-clad, whip-wielding thugs with some dangerous 
  looking panthers. The man is being pursued by a band 
  of Painstalkers of Loviatar, who believe the man to be an 
  escaped petitioner from the Frigid Fortress on Mungoth. 
  This isn’t true, so the characters must convince the 
  Painstalkers of the mistake, and then they can help track 
  down the real fugitive. Do the characters release the pitiful 
  escapee into the hands of the Painstalkers? Or do they defy 
  the will of a goddess?
  Sewer Lair of the Necromancer. A necromancer 
  of Hopelorn has gone out in search of test subjects for 
  necromantic experiments. They’ve setup a lair in the 
  sewers below a major city and have broken into a series 
  of forgotten crypts, pillaging the corpses for use as 
  experimental undead. The resultant zombies and skeletons 
  are built from divine and arcane magic, making them 
  immune to turning, and granting them the use of limited 
  arcane magic. The monsters are sent out to cause as much 
  mayhem as possible so the characters can get drawn in by 
  rising up to stop the tide of unusual undead. The trail leads 
  to the necromancer’s lair but they escape to Hopelorn. Do 
  the characters follow to administer justice? Or do they bide 
  their time until they can learn more about the Lich-Lord’s 
  void-filled home?
  Vault of the Thief Lord. A hapless rogue comes to 
  the characters asking for their help in recovering a lost 
  treasure hidden away in the Palace of Thieves. He claims 
  to be good with the Thieves’ Guild of Sung Chiang and 
  he produces a map of the treasure’s location. The ancient 
  decree prevents him or other thieves from getting it so 
  that’s why he needs outside help. Is the rogue on the up 
  and up? Or is there a betrayal in the Palace of Thieves 
  waiting for the characters?
  Slaves of the Bat Fiends. The trail of a missing family 
  leads the characters to a cave with a portal leading to 
  Gehenna, specifically the ruined underground city of the 
  avari. The family are enslaved by the bat fiends along with 
  countless others in a massive operation to restore the city 
  to its former glory, unless the characters can strike a blow 
  against the monstrous avari and their ghoulish appetites. 
  But what greater evil lurks within the temple built out of a 
  single stalactite in the cavern’s center?
  
  Bleak Eternity of Gehenna
  253
  The Desperate Contract. A mighty general comes to 
  the party seeking their aid. In a desperate hour of need 
  the general sold her soul to a yugoloth, but in the end her 
  soldiers were victorious without the need of the fiend’s 
  assistance. Unfortunately, the contract remains and now 
  the yugoloth has come to collect. The general asks the 
  characters to go to the Crawling City to meet with the 
  yugoloth who holds her contract. Finding the obsidian 
  city on the slopes of Khalas is part of the problem, 
  while navigating the narrow streets is another. Are the 
  characters able to convince the yugoloth to renege on the 
  deal?
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  are traveling through Gehenna. Though each layer has 
  its own unique flora and fauna, the table below can be 
  used on almost any of the layers to throw challenges at a 
  band of characters. Two tables are provided, one for the 
  surface encounters and another for underground. Look 
  at each one as a springboard for new adventure ideas, or 
  as a means of highlighting the nature of the plane for the 
  players.
  Gehenna Surface
  1d100
  gehenna suRface
  01-05
  A flying formation of slasrath
  06-10
  A lone mezzoloth separated from its unit
  11-15
  A wrack shambler rising from a pile of 
  debris
  16-20
  A night hag in a carriage being pulled by 
  minotaurs
  21-25
  An assassin looking for the Palace of 
  Thieves
  26-30
  An oinoloth picking through the remnants 
  of a battle
  31-35
  Two nycaloths flying through the air
  36-40
  A vaporous horror sensing nearby life to 
  drain
  41-45
  The ghost of a defeated wizard bound to the 
  rocks where he died
  46-50
  A hydroloth enjoying basking on a rock
  51-55
  An arcanaloth accompanied by a group of 
  mezzoloths cataloguing events
  56-60
  Mercenary knights of a local warlord 
  patrolling their border
  61-65
  A group of giants looking to rumble (stone 
  giants on Khalas, fire giants on Chamada, 
  frost giants on Mungoth)
  66-70
  A succubus on the prowl for a new target
  1d100
  gehenna suRface
  71-75
  A piscoloth commander ordering 
  mezzoloth troops in drills
  76-80
  A band of barghests hunting on the slopes
  81-85
  An inferno worm sensing movement on the 
  surface
  86-90
  Lava geyser
  91-95
  Furnace vent
  96-00
  Rockslide
  Gehenna Underground
  1d100
  gehenna undeRgROund
  01-10
  Several swarm of bats scattering from the 
  sudden movement
  11-20
  A band of avari hunting in the dark
  21-30
  A unit of mezzoloths searching for a 
  deserter
  31-40
  Hungry ghouls protecting their charnel pit
  41-50
  Bestial minotaurs gone savage and insane
  51-60
  An enormous fiendish carrion crawler
  61-70
  A sethalibidad on the prowl for fresh meat
  71-80
  Furnace vent
  81-90
  Lava geyser
  91-00
  An inferno worm bursting from the ground
  
  Gray Waste of Hades
  254
  Gray Waste of Hades
  “Evil takes many shapes and forms on the grand stage of the 
  multiverse, some more insidious than others. The Gray Waste of 
  Hades holds what I believe to be the most perfect expression of 
  evil, which is the theft of hope, the destruction of belief, and an 
  apathy to life itself. The evil of Hades is not as flashy as the Abyss 
  or as rigorous as Baator, but it creeps into the soul of those that 
  visit, much like the graying that occurs to any color on the plane. It 
  is understated and underestimated, though the fiends of the Blood 
  War seem to recognize its importance. There are more battles 
  between demons and devils on Hades than anywhere else in the 
  multiverse, an interesting facet considering the inherent bleakness 
  of the Gray Waste.”
  Malakara the Warden
  Between the raw destructive evil of the Abyss and the 
  ordered precision evil of the Nine Hells sits a middle 
  ground of apathy and despair. The singular expression 
  of this insidious power is the Gray Waste of Hades, a 
  plane that drains away joy, happiness, and contentment. A 
  special property of the plane drains away color in the same 
  fashion, leeching it away to leave a drab gray in its place.
  In a relative comparison of evils, many planar scholars 
  point to the apathy inherent in Hades as the worst to affect 
  mortals. It creeps under the skin and seeps slowly into 
  the soul, poisoning the heart and mind. It’s a quiet evil of 
  complacency and despair that crushes hope, and wishes 
  to see others fall down the same path. Hopelessness 
  and apathy fill the air like a stink, and many that find 
  themselves traversing Hades discover the gloom taking 
  over their minds.
  Gloom is a perfect word for Hades, which is why it’s also 
  referred to as the Three Glooms in reference to the three 
  layers. The first layer, Oinos, is the home of disease, and it 
  also sees the most open conflict out of any Lower Plane. 
  The Blood War, the eternal conflict between the demons 
  of the Abyss and the devils of the Nine Hells, plays out in 
  the gray landscape of Hades’ first layer. Fiends of all types 
  on the plane get caught up in the bloody battles which 
  can rage for days, darkening the already gloomy sky with 
  smoke and the shadows of flying monsters.
  What draws the forces of the Lower Planes to Oinos 
  specifically? Some planar scholars theorize it’s just the 
  polarizing nature of the multiverse to play out in the 
  philosophical middle between the Abyss and Baator, but 
  there seems to be more than just philosophy at work. None 
  of the grunt soldiers on either side seem to know for sure, 
  but whispered rumors in the command positions speak of 
  a prophecy regarding possessing Hades and winning the 
  Blood War.
  Yugoloths are just as common on Hades as demons 
  and devils, and most believe the race of mercenary 
  fiends originated somewhere in the gloom. They’ve since 
  emigated to neighboring Gehenna and have laid claim to 
  that plane as their own, but a few bastions of their power 
  remain on Hades. The most notable of these is Khin-Oin, 
  also known as the Wasting Tower, a 20-mile high bone 
  structure seemingly constructed from the spine of some 
  enormous monster.
  The creatures that live and hunt in the glooms of Hades 
  are dangerous monsters. Night hags are common, ruling 
  small fiefdoms, castles, and other territories across all 
  three layers. They are frequent harvesters of larvae which 
  crawl in the dusty dirt throughout Hades. These larvae 
  are more than just regular worms, however – they are the 
  souls of those lost to the graying despair of the plane. Each 
  is large, averaging about three feet long, with segmented 
  worm-like bodies capped with the same face they had in 
  life. Most of their memories have been drained away just 
  like color, and they form the basis for a dark trade that 
  circulates throughout the Lower Planes. Fiends, undead, 
  unscrupulous wizards and priests, and other darkly 
  associated creatures use larvae as food, as the fulcrum of 
  evil rituals, or in countless other nefarious ways.
  Herds of nightmares gallop across the Gray Waste. 
  Something in the insidious nature of the plane warps 
  horses into these coal-black fiends of fire and death, 
  though the strongest among them are the ones created 
  through pegasus corruption. Several powerful specimens 
  have risen up above the herd and have taken to forming 
  plots and goals. Known as the Nightmare Princesses, they 
  are vile and despicable creatures that sell their kind to the 
  fiends in exchange for profit.
  The most numerous of the creatures in Hades are the 
  hordlings. These fiends come in many shapes and sizes 
  and seek nothing more than evil for evil’s sake. They are 
  untrustworthy and savage, making them poor troops for 
  both demons and devils, but their sheer numbers make 
  them a threat to almost any non-native. Even fiends tread 
  carefully when dealing with them – their unpredictable 
  abilities and self-serving nature make them dangerous.
  
  Gray Waste of Hades
  255
  There are many dangers inherent in Hades, and 
  travelers need to be prepared to face them if they wish to 
  survive a journey through the glooms. Powerful beings 
  have made Hades their home, including many gods of 
  death, and vile fiends lurk in the glooms ready to help push 
  the despair of the plane even further. The depression that 
  emanates from the Gray Waste is palpable and dangerous, 
  and has a tendency to cling to visitors long after they’ve 
  left.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of Hades as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Hades.
  Nothing But Gray. Everything is gray on Hades, and 
  anything brought to the plane from outside has its color 
  leeched away by this powerful yet subtle effect. Spilled 
  blood soaks quickly into the ground, even on gray stone, 
  and the horizon merges with the sky to create a wall of 
  impenetrable grayness that resembles a funerary death 
  mask. Visitors begin to notice the graying effect on their 
  clothing first, but it quickly encompasses skin and hair. 
  The last color of a traveler to get drained away are the 
  eyes. Even the fiends that battle forever across the wastes 
  are subject to this effect.
  Diseased Hopelessness. Nothing about Hades is 
  healthy. A wasting disease ravages Oinos, sucking away 
  vitality and life while the plane drains color to gray, and 
  when coupled with the dismal landscape of endless drab 
  clouds visitors quickly feel a sense of hopelessness settle 
  over their minds and souls. It eats away, gnawing slowly, 
  and many unfortunate souls succumb to the effect and lose 
  their will to keep moving. Pluton actually drains memories 
  during this process as well, but all three glooms of Hades 
  sap a creature’s joy and emotion, leaving only bitterness 
  and hopelessness to fester.
  Eternal Battlefield. Hades sees more battles in the 
  never-ending Blood War between demons and devils than 
  any other plane in the multiverse. Both sides view control 
  over the Gray Wastes as pivotal to the larger strategy, and 
  they throw countless resources into titanic battles across 
  Oinos. The remnants of these battles litter the wasteland, 
  from fiendish skeletons to blasted craters, and travelers 
  should see reminders of the aftermath wherever they go 
  along the River Styx.
  Lay of the Land
  The glooms of the Gray Waste truly earn their name. 
  Everything is leeched of color and emotion, though the 
  landscapes vary a surprising amount. Most of the things 
  that lurk across all the layers of Hades are evil and seek 
  nothing more than to drain the life and will out of travelers, 
  so adventurers are cautioned to be on their guard at all 
  times. The Gray Waste is not a forgiving place.
  Oinos
  The top layer of Hades is a blasted gray wasteland, 
  peppered with rough hills and rocky fields. The landscape 
  has been shaped by the monumental conflicts of the Blood 
  War that have ravaged the already bleak terrain. Craters, 
  crevasses, and canyons pock the ground where violent 
  eruptions have split the land from the absolute horrific 
  power unleashed by demons, devils, and the mercenary 
  forces that aid both sides. What few lakes exist on Oinos 
  are usually the result of pooling blood spilled from a 
  particularly savage battle.
  The River Styx winds through Oinos, though its normally 
  blood-red waters are muted by the plane’s graying effect. 
  The river is an important strategic landmark that controls 
  the easiest access to Hades, so it is hotly contended by 
  demons and devils. Owing to their nature, the devils setup 
  regular checkpoints to inspect travelers coming from 
  the neighboring planes of Carceri and Gehenna. The 
  demons do what they do best – throw hordes of monsters 
  to overwhelm their foes and bring utter chaos to the 
  situation.
  No wind stirs the dust of Oinos and no sun hangs in 
  the sky. The perpetual gloom and heavy anticipation of 
  a coming disaster makes a thick combination in the air 
  that can quickly overwhelm non-natives. Vision is limited 
  because of the graying sameness of it all, obscuring details 
  beyond 500 feet in any direction despite the lack of natural 
  obstacles.
  Niflheim
  The second layer of Hades is a vast pine forest stretching 
  into infinity filled with thick curling mists. The trees have 
  an unhealthy look to them largely because of their dull 
  gray barks and thin needles. A chillness hangs in the air, 
  which combined with the mist creates a moist feeling 
  everywhere. The ground rises and swells in low hills 
  marked only occasionally by a lone mountain, though lakes 
  of dingy gray water are frequent across Niflheim.
  The creatures that stalk through Niflheim are well-
  adapted to the mists, which otherwise obscure vision 
  beyond more than 50 feet. Creatures that rely on sight 
  are going to have a hard time in the forests so the native 
  monsters use other senses to track down their prey. The 
  fearsome garmr, wolves of the mist, are completely blind 
  and hunt by scent alone – their fearsome howl can unnerve 
  even the bravest of foes.
  The ambient light of the gray sky overhead is the only 
  illumination on Niflheim; the mists seem to actively attack 
  and swallow other sources of light brought into the pine 
  forest. This suits the residents just fine, chief among them 
  the goddess Hel in the Isles of the Cursed, ten islands in 
  the middle of a massive gray lake. Magical forces prohibit 
  flying over the lake.
  
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  Pluton
  The lowest layer of Hades is Pluton, a gloom of endless 
  gray sand dunes, rocky outcroppings, and sparse fields 
  of night-black poplar trees. Here the graying effect of the 
  plane also leeches out memories, robbing visitors of their 
  life experiences, and the landscape reflects this property. 
  Everything looks the same and few landmarks stand out to 
  help travelers navigate.
  The Blood War rarely reaches to Pluton, and there 
  are very few native creatures. The dangers of the gloom 
  are enough to deter most from visiting willingly. Pluton’s 
  primary feature is the Underworld which sits in massive 
  caverns below the sand dunes. This is the realm of Hades, 
  an ancient god of death who shares the name of the plane, 
  and it is populated by the largest number of dead souls in 
  the multiverse. Hades the god greedily pulls unclaimed 
  souls into his Underworld and uses them as bargaining 
  chips when dealing with other powers. He is the most 
  powerful of the Triumvirate of the Grave, the trio of death 
  gods that ostensibly rule over the plane.
  Cycle of Time
  There is nothing in Hades to mark the passage of time. 
  Everything seems suspended in a moment of grim 
  hopelessness – the sky alternately looks like twilight or 
  pre-dawn but without the promise of day or night. A feeling 
  of agitated anticipation soaks the landscape and robs time 
  of its meaning. No day or night, no stars, only a perpetual 
  gray cloudiness churned by the occasional passage of 
  monstrous fiendish forces or the will of some morose deity 
  of death.
  Surviving
  There are plenty of dangers across the glooms of Hades. 
  The most prevalent is also the most insidious. Mortal 
  creatures that visit find themselves becoming more 
  and more beaten down by the relentless despair that 
  permeates the very air. Those that succumb to the despair 
  transform into larvae and eventually lose all memories 
  of their former life. This Vile Transformation is detailed 
  under Hazards & Phenomena.
  Additionally, the individual glooms offer distinct dangers, 
  including the wasting sickness of Oinos, the clinging mists 
  of Niflheim, and the memory leeching of Pluton. These are 
  also detailed under Hazards & Phenomena.
  Getting There
  Hades is one of the most accessible planes in all the 
  multiverse. The River Styx flows through the top layer, 
  with numerous tributaries winding into Niflheim. Portals 
  and gates spontaneously appear throughout the multiverse 
  to the Gray Waste, and the gods of death that hold sway 
  over great portions of the plane monitor the flow of souls 
  through astral conduits. Unclaimed souls from across the 
  multiverse end up in Hades, usually in the realm of one of 
  the death gods, and many of these paths remain open far 
  longer than they need to.
  Portals leading out of Hades are a bit rarer. They appear 
  as spinning coins, shining brightly in the gray twilight. 
  The color of each roughly determines its location – golden 
  coins almost always lead to Carceri while copper ones 
  lead to Gehenna. Silver coins are more random and can 
  lead to any other plane, though the Lower Planes are 
  more common, and rare platinum coins lead directly to the 
  Astral Plane. Most of these portals are fixed permanent 
  features of the plane, making them prime hunting grounds 
  for the monsters of Hades. 
  Traveling Around
  Hades is a depressing plane of gray gloom but moving 
  around isn’t directly hampered by natural effects. The 
  sameness of it all eventually makes travel difficult as there 
  are few landmarks, especially on Pluton, and the misty 
  pine forest of Niflheim obscures vision and eats light.
  Portals between the layers are solid black that appear 
  initially as smooth obsidian stones. They ripple like water 
  when touched but there’s no indication where they lead 
  directly by simply looking at them. Orientation on all of the 
  glooms is difficult at best and getting lost is a real problem 
  for travelers that have no magical guidance.
  Powerful & Mighty
  Few things can live in the Gray Waste and not be corrupted 
  and beat down by the unrelenting despair that fills the 
  very air. Fiends of the Lower Planes seem immune to this, 
  a virtue of their evil natures, and undead thrive in all the 
  glooms of Hades. The gods that have chosen to live there 
  (or the ones that have been banished there) all eventually 
  succumb to the unrelenting pressure, giving in to their 
  base instincts and reveling in the power that comes with 
  evil for evil’s sake. Travelers should be warned to trust no 
  one in Hades, though this point of advice applies in general 
  to the entirety of the Lower Planes.
  Abbathor the Greedy
  Gray is not just a color in Hades, it’s a way of life and a 
  distinct power that creeps and crawls over everything. The 
  ground, the trees, the rocks, the sky, all gray, all possessed 
  of a subtle menace that threatens life and mind. There are 
  a few places that buck this trend, however, and one of them 
  is the realm of Abbathor the Greedy, the dwarven god of 
  avarice and jealously. He dwells beneath a rocky stretch 
  of Oinos in a realm called Glitterhell. In Glitterhell, gold 
  shines in the walls, thick veins of the valuable ore running 
  like veins.
  Except none of it is real gold. It’s all false, placed their 
  and cultivated by Abbathor to trick anyone who happens 
  to get into Glitterhell. Abbathor’s greed breeds paranoia 
  and he doesn’t trust anyone, including the blind duergar 
  servants that live like savages in the tunnels. It is rumored 
  the dwarven god keeps a secret forge in the bowels of 
  Glitterhell, but his nature suggests this may be a ruse to 
  lure in greedy thieves.
  
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  Abbathor keeps a divine eye on anything valuable 
  that happens to drop into Hades. Gold and gems are a 
  specialty but he lusts after magical trinkets of all kind. The 
  machinations of the Triumvirate of the Grave, the death 
  gods that hold the most power over the Gray Waste, do not 
  concern Abbathor – he sees little value in the souls of the 
  dead.
  Blood War
  Hades sees the most open conflicts in the ongoing Blood 
  War between the chaotic demonic forces of the Abyss and 
  the ordered devilish armies of the Nine Hells. Thousands 
  upon thousands of battles have been fought throughout 
  Hades, mainly focused on Oinos on regions surrounding 
  the River Styx, but the foggy forests of Niflheim have seen 
  fiendish troop movements as well. The gray sands and 
  desolate oases of Pluton have seen very little action as part 
  of the Blood War, perhaps owing to the great influence of 
  Hades, god of death that rules over the Underworld.
  Evidence of the Blood War is all over Oinos, ranging 
  from pools of blood, bloated fiendish corpses crawling with 
  monstrous scavengers, carrion birds fighting over scraps, 
  along with lost or retreating forces of both sides scattered 
  and separated from their main host. The Blood War 
  Aftermath table under Hazards & Phenomena provides 
  a list of random incidents that can be encountered by 
  travelers throughout OInos.
  Why has Hades seen the most open conflict in the 
  Blood War? Philosophically, Hades stands at the midpoint 
  between the Abyss and the Nine Hells so if one side wins 
  control over the Gray Waste they gain greater control over 
  territory in the Lower Planes. Some have theorized that 
  there is something more to it than just claiming lands. 
  Certainly the rank and file soldiers on each side don’t know 
  why they fight on Hades, and even the generals seem only 
  have the barest idea.
  Demonic Hordes
  Owing to their very nature, the demons from the Abyss 
  send wave after wave of gibbering hordes into Hades. 
  There is little to no coordination between the efforts as 
  individual demon lords send their fiends out to simply 
  overwhelm the devils and control Hades by virtue of being 
  the last left alive. However, there are a few demon lords 
  that seem particularly vested in the Blood War on the Gray 
  Waste.
  Eblis of the Unbending Knee is a powerful demon lord 
  who controls a vast swath of Pazunia, the first layer of the 
  Abyss. He is obsessed with warfare and has been known 
  to travel via the River Styx into Hades personally to launch 
  himself against the devilish forces on Oinos. Eblis is a 
  brilliant if unorthodox tactician who knows how to use his 
  demons to be the most effective; many of his battles are 
  surprise attacks on infernal strongholds along the River 
  Styx, vital strategic locations for both sides in controlling 
  the flow of battle. He has sent numerous packs of demons 
  into the glooms of the Gray Waste in search of the Obelisks 
  of Ash, which he believes are key to controlling Hades. 
  Eblis has a poor relationship with the Triumvirate of the 
  Grave but he generally steers clear of their territories.
  Barbu is another demon lord with a vested interest in 
  the Blood War on Hades. She is much less concerned with 
  the actual control of the Gray Waste than in fighting devils 
  – she is a wild but fierce combatant with a reputation for 
  ruining any peace accord or truce established. Barbu is 
  known as the Unwelcome Guest by everyone, and her 
  flying hordes of deranged vrocks strike fear in the minds of 
  demon and devil alike when they darken the skies of Oinos.
  Devilish Legions
  The rigid march of devils from the Nine Hells of Baator 
  shake the ground, but they know they lack the sheer 
  numbers of their demonic foes. They close this gap with 
  a greater reliance on tactics, a deeper understanding of 
  war, and better trained and equipped soldiers. The devils 
  use sound battle plans to trap and defeat their enemies 
  on the fields of Oinos and beyond, though the wild 
  unpredictability of the demons turns some of those plans 
  upside down.
  Zariel, Lord of the First, is the infernal archduchess 
  charged with taking Hades in the name of Baator. As a 
  fallen angel she fought countless battles on Oinos against 
  fiendish forces, and her fall from grace gives her a unique 
  perspective on strategies for claiming Hades. She rarely 
  leaves Avernus and has little time to devote to actual 
  war planning due to infernal politics, so she placed a 
  competent underling in charge. Duke Jornakesh is one of 
  the finest military minds in the Nine Hells. He knows the 
  landscape of Oinos in intricate detail and has won more 
  than battles than he has lost against a greater numbered 
  foe.
  Duke Jornakesh uses yugoloth mercenaries more than 
  Zariel would prefer, and this reliance on outside forces 
  may be his undoing. He tries to needlessly risk yugoloth 
  lives in the Blood War and his brilliant strategies has 
  won him many ultroloth allies who believe the devils are 
  destined to win out over the demons. Nonetheless, some 
  – including the powerful Lord of the Wasting Tower – are 
  beginning to grow weary of Duke Jornakesh’s promises 
  of victory. Yugoloth loyalty is bought with treasure and if 
  the rumors are true regarding the powerful duke’s coffers 
  being depleted by conflicts on other fronts, the yugoloths 
  may renege on their existing contracts.
  The Demented
  It is widely believed that the yugoloths originated on Hades 
  and then emigrated to Gehenna thereafter. The main 
  evidence for this are the baernoloths, ancient and powerful 
  yugoloths that have largely cut themselves off from fiendish 
  politics to dwell in solitude across the glooms of the Gray 
  Waste. They are believed to be immortal while living on 
  Hades, further proof of their origin, but their self-imposed 
  exile makes them difficult to find and deal with.
  Except for a small group referred to in whispers as the 
  Demented. This loosely organized group of baernoloths 
  believe they can take an active hand in the destruction 
  of the multiverse. The main tool for their machination 
  is the Blood War, so the Demented offer their advice 
  and guidance without charge to any demon or devil 
  commander willing to listen. Their advice is sometimes 
  sound and brilliant, and other times rubbish and 
  
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  dangerous, but their end goal seems to be pushing the 
  boundaries of the conflict to the greater multiverse.
  The savviest of fiendish commanders recognize the 
  Demented as being possessed of a special form of 
  madness, and there are students of the Blood War who 
  discount their presence as nothing more than a fluke on 
  a grander stage. But the creatures are old, as old as the 
  yugoloth race, and their penchance for offering advice for 
  free makes taking it tempting for any general or leader 
  looking for an edge.
  Oinoloth of the Wasting Tower
  The most influential and individually powerful of all the 
  yugoloths in the multiverse is the oinoloth, who sits at 
  the top of Khin-Oin the Wasting Tower, a 20-mile high 
  bone-like structure stretching up from a barren patch 
  of the Gray Waste. In theory, the oinoloth rules over the 
  yugoloths and directs their actions, working towards the 
  betterment of their fiendish race against the other powers 
  in the multiverse.
  In theory, at least. Most don’t realize that the oinoloth 
  is a title given to any being that reaches the top of the 
  Wasting Tower and defeats the current oinoloth. Yugoloths 
  are usually the only ones to care to even try, but some 
  demons, devils, and even mortals have entered Khin-Oin 
  with the intent of claiming the lofty title. With it comes a 
  host of powers, including control over the Siege Malicious, 
  a great throne with the power to create disease and spread 
  them throughout Hades (and beyond, or so it is rumored).
  The current oinoloth is Mydianchlarus, an incredibly 
  paranoid ultroloth who defeated the previous oinoloth 
  to claim Khin-Oin as its own. Mydianchlarus receives 
  ambassadors from the Abyss, the Nine Hells, Carceri, and 
  elsewhere in special chambers but he never greets them 
  in person. Instead, he speaks through a special magical 
  link with powerful zombies that see to the needs of the 
  ambassadors. Very little is accomplished in these meetings 
  as Mydianchlarus refuses to utilize the powers of the Siege 
  Malicious on any scale helpful to either side in the Blood 
  War, but the visitors and the oinoloth continue to put up a 
  charade.
  The previous oinoloth, Anthraxus, though he was 
  defeated and deposed from Khin-Oin, managed to survive 
  and now wanders the Gray Waste as a free agent. He is 
  an experienced ultroloth with a wealth of knowledge and 
  a knack for betrayal, a fact that has started to get around. 
  Anthraxus’ work prospects of late have been few and far 
  between.
  
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  Nightmare Princesses
  Nightmares gallop across the barren stretches of the Gray 
  Waste in great herds, their burning hooves scorching the 
  ground and leaving a trail of black soot in their wake. The 
  powerful beasts are coveted by wicked minded individuals 
  across the multiverse as the mount of choice but taming 
  them is a difficult and timely endeavor. Those that run 
  free on Hades are prized above all others but they swear 
  fealty to an enigmatic group of leaders known only as the 
  nightmare princesses.
  Three princesses are known to planar scholars, but it is 
  widely believed there are more. They are each a powerful 
  specimen capable of telepathic speech with mortal 
  creatures, and each travel in a herd with hundreds of 
  fellow nightmares. They are willful, proud, and stubborn, 
  characteristics normally bludgeoned by the unrelenting 
  gloom of Hades, but their nature keeps them strong and 
  running free.
  The nightmare princesses have witnessed much in the 
  Gray Waste and they are an excellent source of information 
  – if you have something they want to trade. They are 
  not interested in mortal trinkets or golden treasures, 
  but they’re always in the mood for larvae to devour or a 
  celestial to crush beneath their hooves. The known three 
  are Calaphone, Zadite, and Alyndia, and each frequents 
  Oinos as their layer of choice.
  The nightmare princesses meet irregularly at the 
  Dreaming Bones, a great hill filled with nightmare 
  skeletons on the gray sand dunes of Pluton. Nightmares 
  regularly go to the site to die and be reborn again, but the 
  nightmare princesses discuss other matters. Some say 
  they meet to keep up the strength of the herd on Hades, 
  while others say they come to receive the blessings of 
  the Triumvirate of the Grave or some other power that 
  presides over them.
  Triumvirate of the Grave
  Death is no release on Hades. Those unfortunate enough 
  to die in the Gray Waste either return to the earth as 
  larvae and quickly lose what memories they had, or they 
  get snatched up by one of the prominent death gods of the 
  plane, known collectively as the Triumvirate of the Grave. 
  The three deities that make up the group are Arawn, Hel, 
  and Hades, and each claims death as the major part of 
  their divine portfolio.
  However, rather than fight or quarrel amongst 
  themselves, they united under a common purpose – to 
  get as many souls into Hades as possible. Two of them 
  keep to Niflheim – Arawn rules the Isles of the Cursed 
  while the Halls of Hel belong to the goddess Hel. Hades, 
  the most powerful and active of the Triumvirate, rules 
  the Underworld on Pluton, a realm nearly as vast as the 
  layer itself. The three meet regularly to discuss topics of 
  mass death across the multiverse and to share plans on 
  subverting souls from their destination across the planes 
  and into their respective realms.
  Each of the gods of death that make up the Triumvirate 
  of the Grave are self-serving and greedy, but they have been 
  known to treat with mortals that come to visit on specific 
  purposes. Arawn claims a mortal as his wife who becomes 
  his queen for 10 years before she passes, though rarely are 
  the arrangements mutual – more than one mortal lover 
  has come to the Isles of the Cursed to free their beloved 
  from Arawn’s clutches. Hades rules a vast Underworld 
  with thousands upon thousands of servants, but his eye 
  gets caught by the image of a beautiful woman or man 
  from time to time. Hel is impressed only by a warrior’s 
  prowess and she works to claim the bravest and most 
  competent souls for her fog-enshrouded realm.
  Troll King of Finnvang Forest
  The fog that chokes Niflheim is thick and gloomy, like 
  everything in the Gray Waste, and it hides multiple secrets. 
  One of those is Finnvang Forest, a stretch of pine woods 
  where the trees are skeletal remnants of their former 
  selves, reaching out with claw-like branches to grasp and 
  scratch at the unwary. This realm is run by Zulkaz the Troll 
  King, an immortal troll with an iron crown intrinsically 
  tied to the forest. Zulkaz has legions of trolls of all types in 
  Finnvang Forest that obey his every command, which is to 
  dig through the dirt in search of his missing organs.
  Though immortal, Zulkaz can still lose parts of his body, 
  and a dire curse placed on him means his organs don’t 
  regenerate like a normal troll. A hero once sought to free 
  his love from the clutches of Arawn, god of death that rules 
  the Isles of the Cursed, and the price the god put on such 
  an endeavor was to lose the heart, eyes, liver, and other 
  organs of the Troll King. The hero completed the trial and 
  tossed the grisly trophies into the forest where Arawn’s 
  magic made them disappear.
  Weakened but still alive, Zulkaz has ordered his trolls to 
  scour Finnvang and beyond in search of his missing parts. 
  They have found one eyeball so far and his spleen, but the 
  greatest missing piece is the Troll King’s heart. Once he 
  claims all his missing parts, Zulkaz vows to send legions 
  of trolls into the Isles of the Cursed to wreak terrible 
  vengeance upon Arawn.
  Creatures & Denizens
  Dangerous monsters prowl the Gray Waste of Hades 
  looking to take advantage of weakness, sickness, and 
  despair. Demons, devils, and yugoloths can also be found 
  in great numbers, especially on Oinos, so there’s another 
  reason to be cautious if traveling to Hades for any reason.
  
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  Fiends
  As depressing and gloomy as Hades is, it sees a large 
  amount of traffic from fiends of all kinds due to its coveted 
  position as the jewel of the Blood War. Demons and devils 
  constantly clash against one another, and often run afoul 
  of the native fiends as well. Night hags are common and 
  believed to have originated on Hades, where they drive 
  herds of writhing larvae to barter and trade with other 
  infernal traders. Enormous herds of nightmares thunder 
  across the blasted wasteland, kicking up gray dust to choke 
  the skies.
  Many creatures dine on the lesser fiends of Hades, such 
  as the bleak rats, but these pests can prove troublesome 
  for other creatures due to their life-sapping bites. Flocks of 
  flightless diakk hop around the wastes as well and serve as 
  fine dining in infernal feast halls across the Lower Planes. 
  Niflheim’s foggy grayness hides dangerous wolf-like garmr 
  that stalk visitors at the behest of Hel, one of the lords of 
  death that rule over Hades. Larviathans churn through 
  the wastes as well, spreading despair wherever they 
  sense emotions, and are nearly unkillable on the plane. 
  Enormous gray webs spun by rakkix are nearly invisible 
  in the landscape but are capable of ensnaring any who 
  fall into them, where they become food for the spider-like 
  fiends.
  Hordlings. The most numerous fiends on Hades are 
  the vast teeming masses of hordlings. These misshapen 
  monsters come in a staggering variety but all are dedicated 
  to spreading pain and misery wherever they go. They 
  are unreliable pawns and soldiers but still remain useful 
  fodder for both devils and demons in the Blood War, but 
  the loyalty of a hordling cannot be bought or coerced. They 
  always eventually fall to their greedy self-serving nature of 
  betrayal.
  Yugoloths. According to most theories, Hades is 
  the birthplace of the yugoloths. Most of them have 
  moved operations to Gehenna, but a host of powerful 
  representatives remain in the Gray Waste. The most 
  powerful of all the yugoloths is the Oinoloth, a title 
  bestowed upon the master of Khin-Oin the Wasting Tower 
  on Oinos, though few brave the horrors of that tower to 
  reach its owner and face the challenge. Baernoloths are 
  the elder powers of the yugoloths that decided to remain 
  on Hades when the rest of their race moved to Gehenna, 
  and their enigmatic interest in the movement of beings 
  across the Gray Waste make them allies and enemies of 
  everyone.
  Giants
  The gray pine forests of Niflheim hide many dangerous 
  monsters, but few are as bloodthirsty as the savage trolls. 
  They wander the fog looking for fresh meat, and many 
  serve the goddess Hel as enforcers and guardians in the 
  wilderness. Finnvag Forest holds the largest population 
  of trolls all serving Zulkaz the Troll King, who constantly 
  searches for his missing body parts cut up by a hero long 
  ago.
  Frost giants and ogres serve Hel in her vast realm as 
  well, where captured souls are tortured with sumptuous 
  banquets that induce wracking pain. Hel often uses the 
  giants and ogres to enforce her commands across Hades 
  and beyond, sending them on missions to slaughter those 
  that fail to honor her in certain Material Plane realms. 
  These forces all have chalk-white skin and a deathly pallor 
  that mark them as servants of Hel.
  Undead
  Undead horrors can be found on any of the glooms of 
  Hades. They serve as the most numerous and potent 
  servants of the Triumvirate of the Grave, the trio of death 
  gods that rule much of the Gray Waste (Hel, Arawn, and 
  Hades). Skeletons are the most commonly found monster, 
  and many of these are animated by the natural gloom of 
  Hades and serve as nothing more than natural extensions 
  of the plane itself. Ghouls, shadows, and ghosts also haunt 
  the regions, and in the remains of Blood War battles, some 
  fallen fiends rise as grotesque nightmares to haunt the 
  gray wilderness as foul horrors.
  Hazards & Phenomena
  The Gray Waste has an insidious way of getting under the 
  skin of travelers and infecting them with an apathy towards 
  life and existence in general. It’s a subtle evil, much less 
  overt than the fire and brimstone found in the Abyss 
  and the Nine Hells. Staying alive and sane in Hades is a 
  challenge for the stoutest of minds and hearts.
  The Graying
  Hades isn’t known as the Gray Waste without good reason. 
  On every layer in almost every realm, all colors have been 
  leeched away, leaving only shades of gray over the entire 
  landscape – the skies, the ground, the hills, everything. The 
  River Styx’s normally blood-red color dulls to near black 
  while it flows through Oinos.
  Anything brought into Hades eventually discolors to a 
  shade of gray, an effect known as the graying. Brighter 
  and more vibrant colors can take a full week to lose their 
  original shade while duller colors take less time. This 
  effect is largely cosmetic, and there are wizards in planar 
  trading cities that specialize in restoring lost color to 
  things found or left on Hades too long.
  Niflheim Clinging Mists
  The gray pine forests of Niflheim are largely obscured by 
  thick, grasping mists that envelop the entire layer. They 
  curl around the trunks of the gray trees, between the tufts 
  of gray pine needs clinging to the branches, and help hide 
  the natural pits, lakes, and swamps that dot the layer. 
  Anything more than 30 feet away is heavily obscured by 
  the mists, and vision is completely blocked at a distance of 
  60 feet by the pine trees and mists.
  
  Gray Waste of Hades
  261
  The mists also resist attempts to disperse. A spell like 
  gust of wind can swirl the mists for a short period of time, 
  clearing an area, but as soon as the spell effect ends the 
  fog rushes back in and reclaims what it lost. Some planar 
  scholars claim an intelligence sits behind the mists – 
  perhaps Arawn or Hel, or a combination of the two, but few 
  give credence to these ideas. And the mists certainly don’t 
  respond to anything that would suggest a sentience behind 
  its thick, flowing movements. 
   
  Blood War Aftermath
  Oinos sees the most activity in the long-standing Blood 
  War between demons and devils for control over the 
  Lower Planes, and the aftermath of those battles litters 
  the first layer of Hades. Skirmishes and open battles are 
  frequent and can certainly sweep up characters, but just 
  as often a party traveling through Oinos only encounters 
  the aftermath. The below table can be used to highlight 
  the impact the Blood War has on Hades, and to create 
  potential adventure seeds for future exploitation.
  blOOd WaR afteRmath
  1d20
  blOOd WaR afteRmath
  1
  Shards of green steel swords forged in the Nine 
  Hells scattered about
  2
  A noxious cloud of yellowish vapor containing the 
  dissipating remnants of spectral faces
  3
  A field of mangled demons dissolving into the 
  gray earth
  4
  Clouds overhead churning in a vortex pattern 
  after a demonic force retreated
  5
  An altar dedicated to Asmodeus hastily 
  constructed of demon bones dimming with fading 
  power
  6
  An impact crater hundreds of feet wide with a 
  single devil corpse crushed in the center
  7
  Black ichor drizzling from the sky from a great 
  aerial battle
  8
  A ruined infernal war machine from Avernus 
  crashed into a crevasse, the hull smoking
  9
  Great iron chains lay strewn about, still wet from 
  where they cut into fiendish flesh holding back 
  some monstrosity before it was released
  10
  Enormous shards of black ice studded into the 
  ground, melting into the gray dirt
  11
  Blackened scorch marks in the ground that create 
  an enormous symbol of the demon lord Eblis 
  when viewed from the sky
  12
  A copse of twisted leafless trees burning with 
  emerald green fire
  13
  The twisted skeleton of an enormous devil 
  monstrosity, the bones still smoking
  14
  Pools of bubbling acid slowly being absorbed into 
  the gray dirt
  1d20
  blOOd WaR afteRmath
  15
  The bat-like wings of a colossal demon draped 
  across the ground
  16
  Several melted mangonels constructed of black 
  steel and decorated with yugoloth symbols
  17
  Broken masonry scattered about the rough 
  structure of a ruined keep still smoking
  18
  A series of huge hoofprints marking the dirt 
  where gigantic war beasts trod
  19
  A pack of yugoloth deserters leaving the area
  20
  Scavengers! Roll on the random encounter table 
  to determine what creatures are picking through 
  the rubble
  Oinos Wasting Sickness
  Diseases are rampant on Oinos owing to the perfect 
  combination of hundreds of thousands of combatants 
  fighting an eternal war and soaking the ground with blood, 
  sweat, and tears. However, there’s something more that 
  Oinos has the many travelers don’t realize – Khin-Oin 
  the Wasting Tower, bastion of the Oinoloth and greatest 
  stronghold of the yugoloth in the multiverse. Khin-Oin’s 
  worst kept secret is the Siege Malicious, a great throne 
  that sits at the top where the Oinoloth rules. It’s not just 
  ornamental, however. The Siege Malicious is a powerful 
  disease machine that can infect the entire plane given the 
  right circumstances – and beyond if the rumors are true.
  The presence of the Siege Malicious combined with 
  the unhealthy factors of the Blood War creates a wasting 
  disease that can infect any creature that spends time in 
  Oinos and interacts with the natural environment. This 
  includes drinking or falling into water, getting dirt into 
  fresh wounds, or traversing underground. Creatures in 
  these circumstances must make a DC 15 Constitution 
  saving throw or contract the wasting disease of Oinos. The 
  wasting disease has four stages.
  The first stage starts at infection, and the victim loses 
  1d6 points of Charisma. These lost ability score points 
  only return when the disease is cured and the victim has 
  spent a long rest outside of Hades. The wasting disease 
  can only be paused while on Hades, but it can flare up 
  easily, forcing the victim to make additional saving throws 
  as if they were contracting the disease for the first time. In 
  these circumstances, the disease skips previous stages and 
  moves to the next.
  For most victims, the second stage of the wasting 
  disease occurs at the next long rest after the onset. The 
  victim automatically loses 1d6 points of Dexterity and 
  Strength (roll separately for each) as the disease quickly 
  attacks the muscles. The third stage is far more insidious 
  – it strikes 1d20 hours later as the victim’s skin becomes 
  paper-like, gray, and flakes off in great chunks. The fourth 
  and final stage occurs 1d6 hours after the third stage, and 
  results in death.
  
  Gray Waste of Hades
  262
  The wasting disease is particularly nasty around Khin-
  Oin. Creatures unprotected from disease can contract the 
  wasting disease by just being within 1 mile of the yugoloth 
  tower, and the stages are more rapid (second stage occurs 
  after the first short rest, third stage is 1d4 hours later, and 
  fourth stage is 1d6 minutes.
  Pluton Memory Leech
  The gray sands of Pluton are vast, endless, and supremely 
  boring. Every sand dune looks like the last sand dune, and 
  the horizon blends nearly perfectly into the sky to create 
  a featureless gray haze in all directions. The stunning 
  dullness of Pluton on the surface hides the insidious power 
  of the layer, which steals away memories from travelers. 
  After every long rest on Pluton, creatures must succeed on 
  a DC 15 Intelligence saving throw. On a failure, they lose 
  memories dear to them – friends and family are forgotten, 
  hometowns hold no special meaning, and even the reason 
  for coming becomes vague and undefined.
  After a creature has failed four of these saving throws 
  they lose all memories and are drawn inexorably to the 
  Gates of the Underworld where they are drawn without 
  having any idea why. Hades, the god of death that rules 
  the Underworld, welcomes these memory-less travelers as 
  menial labor and puts them to work on projects around his 
  realm. The memory leeching of Pluton does not occur in 
  the Underworld.
  It is possible to restore lost memories. They return 
  on their own, slowly regenerating, over a period of time 
  based on how many failures the victim accumulated. 
  Memories lost over one failure come back after 1 day 
  outside of Pluton, while two failures require 1 week and 
  three failures require 1 month. If a creature that has failed 
  four saving throws can somehow be directed outside of 
  Pluton, they remain memoryless for 1 year. The death god 
  Hades has an instinctual link to creatures restoring their 
  memories and usually sends cults and servants to drag the 
  victim back to Pluton to finish the leeching process.
  Vile Transformation
  Larvae are mortal souls that have been reborn as 
  disgusting wriggling grubs in the soil of Hades. They 
  serve as food and commodity for the residents of the Gray 
  Waste; night hags are especially fond of rounding up larvae 
  and selling them on black markets across the multiverse. 
  Larvae are created in one of three ways – through 
  horrendous magical transformation spells known only 
  to the highest-ranking servants of the Triumvirate of the 
  Grave; by the gods of death diverting unbound souls and 
  releasing them into Hades; or by a vile transformation that 
  affects mortal creatures on the plane.
  The vile transformation is deceptively simple. Every long 
  rest spent on the plane, mortal creatures (fiends, celestials, 
  and elementals are immune) must succeed on a DC 10 
  Wisdom saving throw. On a failure, they gain a level of 
  exhaustion. These levels of exhaustion cannot be removed 
  while the victim remains on Hades. When a victim gains 
  their sixth level of exhaustion through any effect while 
  on Hades, the victim’s body dies and they are reborn 
  immediately as a larvae. This process is irreversible, at 
  least to common thinking, and transformed larvae quickly 
  lose all memories of their previous lives.
  Sites & Treasures
  The Gray Waste hides multiple sites and relics of power, 
  many of which are the direct result of the Blood War 
  between the demons and devils of the Lower Planes. 
  There must be some reason for adventurers to head into 
  the dangerous and deadly realms of Hades!
  Chasm of Plagues
  Khin-Oin the Wasting Tower is a dominating sight on the 
  otherwise featureless horizon of Oinos. It towers over the 
  landscape, and considering the dangerous disease that 
  radiates out from it, few go near it. But nearby, roughly ten 
  miles from the tower itself, yawns the Chasm of Plagues, 
  a darkness-filled gorge cut into the Gray Waste itself. It 
  is patrolled by servants of the Oinoloth at all times, for 
  within its depths is rumored to be the source of Khin-Oin’s 
  disease-generating power.
  The Chasm of Plagues is a jagged scar in the ground, 
  roughly 500 feet across at its widest and almost a mile 
  long. The sides are steep and cloaked in darkness and few 
  know exactly how far down it goes – the shadows become 
  a physical force, like liquid darkness, after descending a 
  mile down. Strange gray moss and fungi cling to the rocky 
  sides which are climbable by an experienced traveler, 
  though the yugoloths and slasreths (monsters normally 
  native only to Gehenna) patrol regularly and have orders to 
  destroy any intruders.
  The moss and fungi supposedly grant creatures 
  resistance or immunity to Khin-Oin’s worst wasting 
  disease, but there are rumors the Chasm of Plagues holds 
  the source of power for the Siege Malicious itself in its 
  depths. Few have even attempted the journey into the 
  black chasm, and those that have and lived to tell the tale 
  say there is a living disease of monstrous proportions that 
  moves and flies in the shadows.
  Death of Innocence
  Squatting in the pine forest of Niflheim sits the isolated 
  frontier town, Death of Innocence. The people that have 
  drifted into its wooden-timbered buildings and muddy 
  streets all share the viewpoint that death is the only 
  release from suffering, but they are too selfish and too 
  arrogant to die by their own hands. It is a grim town, with 
  clawing mists as thick as anywhere on the layer hanging 
  around it, but it does offer some respite for those lost to 
  Niflheim’s heavy pine forests.
  
  Gray Waste of Hades
  263
  Death of Innocence is positioned relatively close to 
  the Halls of Hel, and the goddess of death does not look 
  kindly upon such a settlement so near her sacred borders. 
  She has sent packs of garmr led by her most experienced 
  hunters into the town to wipe them out, which happens 
  frequently, but something in the site attracts more people 
  and before long the buildings are back up and Death of 
  Innocence stands again. It’s happened so many times the 
  residents actually look forward to the razing.
  What about the site attracts travelers and draws the 
  ire of Hel? There have ben strange occurrences in Death 
  of Innocence witnessed by travelers, including glowing 
  lights, distant laughing voices, the tinkling of bells. Is 
  there a gateway to the Plane of Faerie, the Feywild, 
  hidden somewhere within, below, or even above Death of 
  Innocence?
  Dreaming Bones
  Herds of nightmares thunder across the landscape of 
  Hades. They are common on Oinos, rare on Niflheim, 
  and almost never seen on Pluton. The only time an 
  unaccompanied nightmare has been seen in the gray sands 
  of Pluton it has been on a pilgrimage to the Dreaming 
  Bones, a great mountain in a sandy valley completely 
  comprised of bones – the bones of nightmares.
  Nightmares come to the Dreaming Bones to end their 
  physical form, but that is not death for them. They are 
  reborn after giving themselves over to the grisly pile, re-
  emerging somewhere on Hades with new life and vigor. 
  The Nightmare Princesses are the only ones that know 
  the exact location of the Dreaming Bones so in order to 
  die and be reborn, a nightmare must seek out one of these 
  powerful but fickle individuals and request the location. 
  Most of the time, the Nightmare Princesses oblige, and if 
  the whim strikes they may send an honor guard on the trip 
  – or accompany the nightmare themselves.
  It is said that the Nightmare Princesses must rejuvenate 
  their own bodies at the Dreaming Bones every so often, 
  but their rebirth is different. They die as Nightmare 
  Princesses but return as regular nightmares, and in the 
  cosmic scales another nightmare on Hades is chosen 
  to be elevated. Is this the work of Hades, the god of the 
  Underworld? The god does seem to favor the nightmares 
  more than the other two of the Triumvirate of the Grave, 
  and it would not be out of the ordinary for the fickle Hades 
  to distribute such power randomly.
  
  Gray Waste of Hades
  264
  Finnvang Forest
  Finnvang Forest is a stretch of pine woods in Niflheim 
  that seem to the untrained eye as any other patch of foggy 
  wilderness on the layer. It is the realm of Zulkaz the Troll 
  King, and the legions of immortal trolls and ogres that 
  live in the forest scour the region without end looking for 
  the missing organs of their liege. Zulkaz had his organs, 
  including his eyes and heart, removed by a hero looking 
  to free his love from the clutches of Arawn. The hero 
  succeeded, but Zulkaz – being an immensely powerful and 
  immortal being – did not die. Instead, the Troll King lives 
  on in agony, and the search for his parts continues without 
  end.
  Zulkaz’s forces have orders to bring any trespasser 
  into Finnvang Forest to the Troll King’s dreary gray stone 
  castle. There, Zulkaz questions the prisoners without 
  end, demanding to know where his eye, heart, and liver 
  are located. Most planar scholars that study the history of 
  Finnvang believe that the Troll King’s missing body parts 
  are not actually on Niflheim at all, but Zulkaz refuses to 
  believe this. The greedy self-absorbed Troll King jumps at 
  any opportunity to get his body parts back, but he is quick 
  to betray any alliance and break any agreement at the most 
  opportune moment.
  Fog Labyrinth of Cralfum
  Not all of the fog in Hades is found in Niflheim. One 
  particularly dangerous stretch of rocky terrain in Oinos 
  descends into a shallow valley completely filled with thick, 
  choking mists. Known as the Fog Labyrinth, it is the 
  home to an insane lich named Cralfum who is attempting 
  to unlock the borders between the layers of Hades. His 
  ultimate goal isn’t exactly clear, though Cralfum believes 
  the unwinding of the borders will result in him achieving 
  great power and taking a seat on the Triumvirate of the 
  Grave.
  Cralfum may be insane, but his power and mastery over 
  planar gates is well regarded across the multiverse. The 
  Fog Labyrinth actually pulls in the mist from Niflheim, 
  so the entire area has the same Clinging Mists feature 
  as the second layer. The lich’s personal sanctum sits 
  in the center of the Fog Labyrinth – a domed structure 
  covered in arcane sigils. Inside, he tinkers with magic that 
  sits at the crossroads of the multiverse. He has regular 
  correspondences with other powerful spellcasters that 
  share his interest in planar magic, and some of his spells 
  have become known to planar scholars in distant realms.
  Those seeking Cralfum had best be prepared, however. 
  Some quirk of the magic that created the Fog Labyrinth 
  actually creates near-solid walls that shift, dissipate, and 
  reform at random. Cralfum found a tribe of minotaurs on 
  another plane, killed them, and then animated their bones 
  as powerful skeletons that retain some measure of their 
  former intelligence. The skeletal minotaur guardians of the 
  Fog Labyrinth are merciless and loyal only to the lich.
  Glitterhell
  Beneath the rocky Gray Waste of Oinos sits a vast complex 
  of narrow tunnels and cramped passages known as 
  Glitterhell. This is the realm of Abbathor, the dwarven god 
  of greed, and he keeps vast amounts of wealth secreted 
  away within his tunnels. He employs traps of all kind to 
  keep thieves and robbers out, and he knows where every 
  last copper coin sits in Glitterhell. A rampant paranoia fills 
  Abbathor so he trusts nearly no one, but he does keep a 
  small number of blind duergar miners and priests to help 
  do the menial work in Glitterhell.
  There are numerous openings on the surface of Oinos 
  that supposedly lead into Glitterhell, but the vast majority 
  of these traps of insidious design. Some dump the intruder 
  into vats of gray acid, while others crush them beneath 
  heavy blocks that shoot out from the walls, ceiling, and 
  floor. The divine power of Abbathor keeps the graying 
  that affects the rest of Hades at bay in regards to physical 
  items, so gold, silver, and other metals keep their original 
  luster within Glitterhell.
  Abbathor is not without his foils, however. Pyrite sludges 
  ooze through his traps and climb through his carefully 
  prepared setups to devour the god’s precious hoarded 
  metals. Are the pyrite sludges created as a natural thwart 
  to Abbathor’s greed? Or were they introduced by some 
  other engineering power to teach the greedy dwarf god a 
  lesson? Abbathor’s mind reels with the possibilities and 
  his rantings fill the halls as he hunts the dangerous pyrite 
  sludges down with wooden hammers and spears.
  Grimport
  There are very few points of actual respite in all of Hades. 
  This is especially true for Oinos, where the eternal Blood 
  War flares up with blood results near constantly. The only 
  stable point on the layer, perhaps even the entire plane, 
  is a ramshackle port town on the River Styx known as 
  Grimport. The ruler of Grimport is a spectral force in a 
  tattered black cloak who speaks only in a harsh whisper; 
  locals call it the Grim Specter but no one really knows its 
  name, origin, or purpose beyond keeping Grimport neutral 
  and safe from marauding demons and devils.
  The Grim Specter uses fantastic powers to keep fiends 
  and celestials civil in its bleak, crooked streets, and most 
  don’t even try to raise problems anymore. The forces 
  that invade Hades meet in Grimport to discuss plans, 
  reconnoiter the landscape, and to hire mercenaries, as 
  the yugoloths have taken up most of the running of the 
  river port town. This seems to suit the Grim Specter just 
  fine, and the yugoloths have a vested interest in keeping 
  Grimport decidedly neutral in the Blood War. How else 
  would they conduct their business of mercenary work for 
  both sides?
  Merrenoloths are especially common in Grimport, and 
  there are few more stable locations on the River Styx in 
  all the Lower Planes. A traveler seeking a ferryman for the 
  dangerous river journey can usually find a merrenoloth or 
  other captain willing to book passage – for the right fee. 
  Sometimes, the cost is a soul coin or two per passenger, 
  other times the merrenoloth wishes for some other trinket. 
  What drives these mysterious fiends is beyond most.
  
  Gray Waste of Hades
  265
  The taverns around Grimport’s docks are the shabbiest, 
  dingiest, dirtiest dives in all of Hades and they serve the 
  most vile and despicable drinks imaginable, but they can 
  also be a source of information. Travelers looking to learn 
  about the latest movements in the Blood War, or upcoming 
  skirmishes that might affect their travel plans, can do 
  worse than asking around at Grimport’s dockside taverns. 
  The Grim Specter usually only intervenes when large scale 
  violence threatens Grimport itself, so visitors must still be 
  careful to avoid asking the wrong questions and provoking 
  the dangerous patrons into taking lethal actions.
  Hall of Hel
  Hel’s realm in Niflheim is noticeably colder than the 
  rest of the fog-enshrouded pine forest, and she always 
  keeps regular patrols of fiercely loyal frost giants on 
  guard to ensure no one gets in or out without her express 
  permission. The center of her realm is a massive timber 
  building several miles long that serves as the Hall of 
  Hel. The interior is dominated by an expansive banquet 
  chamber, filled with dozens of long tables, but there is no 
  merriment or festivities that occur here. Poisonous sap 
  drips from the ceiling at irregular intervals and the chill 
  of the outside is nothing compared to the icy frost of the 
  inside.
  The people that sit at the tables are the souls bound to 
  Hel against their will. Sumptuous food is laid out at all 
  times, served up by skeletal servants, but to eat any of it 
  is to invite wracking convulsions and horrific pain. Hel 
  herself sits at a throne that overlooks the banquet hall 
  where she passes sentencing on those that have been 
  doomed to her grim Niflheim realm. Sometimes, she 
  pronounces judgement on those that were caught trying to 
  infiltrate her realm as well, though just as often she leaves 
  the grisly duty to her fierce packs of garmr and attendant 
  keepers.
  Behind Hel’s throne is her personal treasure chamber 
  which is said to hold ancient relics from across the 
  multiverse related to glorious death in combat. Hel herself 
  is a coldly beautiful woman of giant-size with a morose, 
  sullen look on her face. She seems to take no pleasure 
  in her duties, though that does not mean she slacks at 
  all in trying to ensnare souls for the good of Hades and 
  her realm. Giants of all kind can be found in the Hall of 
  Hel serving as guards to their mistress, but the chambers 
  below the great hall are said to hold the souls of unworthy 
  giants, chained forever and bound to cook and clean for 
  the residents of the great hall.
  Isles of the Cursed
  There are countless lakes in Niflheim’s pine forests, but 
  most are oily gray waters less than a mile in any direction. 
  The largest lake on the layer is Annwn, and its fog-cloaked 
  banks hold the secret realm of Arawn, one of the gods of 
  death in the Triumvirate of the Grave. Arawn’s personal 
  domain is a series of ten islands in the center of Annwn 
  known as the Isles of the Cursed, and getting there is quite 
  a challenge. Magical impediments and divine decrees 
  prevent any creature from flying over the waters of Annwn 
  – travel is only permissible by boat. Serpents of all kind 
  lurk hungrily in the gray depths, and the choppy waters are 
  difficult to navigate.
  Travelers that make it to the center of Annwn are greeted 
  first by a massive fortress made of countless bones, with a 
  singularly huge skull sitting at the top, its eyes ablaze. This 
  is the Fortress Annoeth and serves as the lighthouse for 
  the Isles of the Cursed – seeing it, a traveler knows they 
  have entered into Arawn’s Isles of the Cursed.
  The ten islands are bleak places devoid of cheer or 
  camaraderie, though they are populated by the depressed 
  dead owned by Arawn. They toil in endless drudgery, 
  working for the sake of work without producing anything 
  of value or note, all for the enjoyment of the realm’s 
  ruler. Arawn himself is far more animated with the other 
  Triumvirate of the Grave members, and he has a fondness 
  for all of those that have been doomed to live on his cursed 
  islands. Historically, he has also been the most willing to 
  work with mortals that make the journey across the water 
  of Annwn to see him for whatever reason.
  Arawn’s personal castle is the center of civility in an 
  otherwise gray and dismal plane. The god forces courtly 
  manners and etiquette by magical decree upon any who 
  come to the castle seeking an audience with Arawn. 
  Though everything retains a gray shabby color, the 
  members of Arawn’s court are forced to act happy, though 
  it is clear from their vacant eyes, hollow smiles, and taut 
  skin that no one is truly enjoying themselves. Arawn 
  doesn’t seem to care or mind.
  Khin-Oin the Wasting Tower
  It’s hard to miss Khin-Oin the Wasting Tower. It stands 
  about twenty miles high, stretching high into the gray 
  clouds over Oinos, and appears to be constructed entirely 
  out of the spine from some enormous beast. This is 
  the center of yugoloth power in Hades, and likely their 
  birthplace as well, though most of the fiends have relocated 
  to the volcanic slopes of Gehenna. Most yugoloths still 
  recognize the individual power of Khin-Oin and its master, 
  the Oinoloth, as a force to be respected and coveted.
  
  Gray Waste of Hades
  266
  Khin-Oin is known as the Wasting Tower because of the 
  disease that ravages the body of unprotected travelers as 
  they come closer to the tower’s base. The Oinoloth at the 
  top of Khin-Oin sits on a massive throne called the Siege 
  Malicious that actually creates and spreads the wasting 
  disease, and under the right circumstances it is said that 
  its myriad diseases can be spread across the multiverse. 
  Few Oinoloths have even attempted this, preferring instead 
  to consolidate their power, for by yugoloth law any creature 
  of any kind can challenge the current Oinoloth for their 
  position and title. They just need to pass through Khin-
  Oin’s lower floors and survive.
  Khin-Oin is filled with traps, imprisoned fiends, and 
  hazards accumulated from centuries of yugoloth paranoia. 
  Each Oinoloth adds their own special flavor of horrible 
  to the rooms that make up the tower. The Wasting Tower 
  is roughly 250 feet in diameter, which tends to be much 
  smaller than most people think, though its sheer size 
  straight up is daunting enough.
  It is also widely known that Khin-Oin descends an 
  equal height into the ground of Oinos. What horrors lurk 
  there few can guess – most that come into Khin-Oin seek 
  the Siege Malicious and the Oinoloth and thus head up 
  as soon as possible. Some say the dungeons below the 
  Wasting Tower hold prisoners captured by the yugoloths 
  across the multiverse, while others say they contain the 
  warped early drafts of the fiends before the night hags that 
  birthed them settled on a final design. Or all of these could 
  be true, with nearly twenty miles of tower, the possibilities 
  and dangers are nearly limitless.
  Obelisks of Ash
  Why is Hades the hotbed of the Blood War? What draws 
  demons and devils, and the accompanying forces that 
  both oppose and support them, to the Gray Waste to fight 
  endlessly? One of the more popular theories points to 
  the strange stone slabs found across the plane. They are 
  referred to by many names among the fiends but most 
  refer to them as the Obelisks of Ash, and at least one 
  demon lord believes controlling these sites are the key to 
  harnessing the latent power of Hades and winning the 
  Blood War.
  There have been six Obelisks of Ash seen, mostly on 
  Oinos but a few on Niflheim and Pluton as well. They 
  are each rectangular, 100 feet high and 25 feet thick, 
  constructed of a solid piece of stone. The stone itself is 
  gray and defies all attempts to categorize or identify – it 
  is indestructible, impervious to elemental damage, and 
  doesn’t chip or scrape. The surface is covered in intricate 
  pictogram, though no single source has managed to 
  capture all of the images on a single Obelisk of Ash. What 
  has been seen by planar scholars suggest the obelisks are 
  ancient as the pictograms depict Hades under completely 
  different circumstances – as a lush, vibrant realm where 
  sinister monsters lurk and stalk.
  The Obelisks of Ash are especially tricky because 
  they constantly change position, never remaining in a 
  single location for more than a day or so. Diviners in the 
  Lower Planes have tracked these movements, and the 
  arcanaloths of the Tower Arcane on Gehenna possess the 
  most complete records of the obelisks movement – but it 
  doesn’t seem to help in identifying positively where they 
  are going to show up. Eblis of the Unbending Knee, a chief 
  demon lord waging battles in the Blood War, has dedicated 
  his troops and resources to finding the obelisks and 
  possessing them, but he has relied on unreliable intel and 
  chaotic power, and hasn’t had much success.
  Who built the Obelisks of Ash? What are their purpose? 
  What does controlling one actually look like? These 
  questions and more continue to baffle planar scholars.
  Sea of Misery
  The gray desolate fields of Oinos are rocky, with little 
  natural vegetation struggling in the bleak landscape, and 
  what little water exists can usually be traced to the River 
  Styx. The largest such body of water is the Sea of Misery, 
  connected to the River Styx by underground channels. 
  This broad shallow sea is less than fifty feet deep at its 
  maximum, but it spreads out over a hundred miles in 
  diameter. Several rocky features jut out from its dismal 
  gray waters, and the entire area has become a natural 
  flashpoint for conflicts in the Blood War.
  The demon lord Eblis of the Unbending Knee throws 
  wave after wave of demonic forces at the Sea of Misery, 
  as the great lake has seen numerous appearances from 
  the Obelisks of Ash, while the devils see it as controlling 
  a major resource in the otherwise unending grayness of 
  Hades. Sea monsters of all kinds dwell in the shallow 
  waters, feeding off of the fiends that fight overhead, and 
  hydroloths are common sightings even outside of the 
  Blood War.
  For travelers, the Sea of Misery does not hold the same 
  memory-draining power as the River Styx, but its waters 
  still carry dangers. The wasting disease prominent in 
  Oinos is rampant here, so anyone swimming or otherwise 
  coming into contact with the Sea of Misery must check 
  immediately for contracting it. The sheer number of battles 
  fought overhead means there is quite a bit of detritus at 
  the bottom of the lake, so scavengers of all kinds have been 
  encountered in and around the waters, looking for the 
  choicest bits of scraps.
  Underworld
  Pluton’s most powerful denizen, and perhaps the most 
  powerful in all of Hades, is the god of death for whom 
  the plane is named after. Hades is the strongest of the 
  Triumvirate of the Grave and its undisputed leader, and 
  on Pluton his realm of Underworld is the largest and 
  most dominating force. It sits beneath the gray sands of 
  the layer, accessible only via a massive gate guarded by a 
  monstrous three-headed hound comprised of thousands of 
  squirming living bodies.
  
  Gray Waste of Hades
  267
  Beyond the gate, a set of stairs descends into the cool 
  ground until ending at a yawning opening leading to 
  the vastness of the Underworld. This is not a cavernous 
  underground realm, however. It is a land of night-black 
  poplars, wilting olive trees, scrub grasses, and twilight 
  skies. Larvae souls squirm and writhe before finally giving 
  up the last vestiges of hope and succumbing to the gloom 
  of the Underworld, transforming into a wispy shadow 
  drawn towards the dominating feature of the landscape – 
  the House of Hades.
  Hades the god lives and rules from the House of Hades, 
  a massive palatial fortress constructed of polished black 
  marble. It is artfully decorated with exquisitely carved 
  statues and iconography, and Hades considers himself to 
  have the finest of tastes when it comes to art and sculpture. 
  Honored guests from across the multiverse come and 
  stay in the palace before meeting with the god, who is not 
  altogether the cackling maniacal evil figure most believe 
  him to be. Hades is calculating, cold, and distant, but with 
  a pragmatism that puts the balance of existence over the 
  needs of “good” and “evil.”
  His skeleton priests that tend to the Underworld are less 
  concerned with the balance, however, and they drive the 
  larvae and imprisoned souls past the brink of desperation. 
  Hades does not allow residents to leave, and his 
  disappointed wrath can spread across the planes to enact 
  vengeance upon those that do manage to escape.
  Adventure Hooks
  Despite the gloomy desperation that permeates every facet 
  of existence in the Gray Waste, adventure can still be found 
  for those willing to seize upon it. Hades contains arguably 
  the most concentrated evil in the multiverse so there are 
  plenty of opportunities for positive heroes to make a big 
  difference.
  Infestation of Despair. A local tavern has become 
  unusually gloomy, with the staff walking around in a 
  depressed haze and the few patrons drinking as if to drown 
  themselves in alcohol. The relative of one of these patrons 
  asks the characters to investigate, and the party quickly 
  learns a supernatural power is behind the despondency. 
  Bleak rats have infested the cellars through a small gate 
  to Hades, requiring the heroes to put an end to the planar 
  vermin and close the gate.
  Quarantine! A terrible sickness strike a town, forcing 
  it into quarantine to keep the disease from spreading. 
  The characters are locked in and must find a cure before 
  the wasting sickness overruns the entire town. Yugoloth 
  infiltrators have targeted the town with plague bombs 
  containing concentrated strains of the wasting disease 
  emanating from Khin-Oin. The cure can only be found in 
  Hades, in a black herb that grows in the Field of Nettles on 
  Oinos.
  All That Glitters. While exploring a cave the characters 
  stumble upon a natural one-way gate leading to Glitterhell, 
  and find themselves facing pyrite sludges and blind 
  duergar slaves of Abbathor. The greedy dwarven god 
  confronts the heroes and demands to know why they’re 
  here, but at the same time recognizes the opportunity 
  before him. He needs pyrite sludges cleared out of his halls 
  and offers to release the party safely if they comply with his 
  demands. Can they trust Abbathor? What dangers lurk in 
  Glitterhell?
  Lost Engine of Destruction. Due to their experience the 
  characters are asked by a band of guardinals from Elysium 
  to help stop a force of demons and devils from recovering 
  a potent artifact on Hades. The artifact is an engine of 
  destruction thought destroyed long ago on the fields of 
  Oinos, but the guardinals have reason to believe fiendish 
  forces are moving to reclaim it again. The characters 
  accompany the celestials to Oinos, through open warfare, 
  and to the engine, which is a titanic structure buried in the 
  ground. They must crawl through the engine and remove 
  its heart while battle demon and devil forces looking to 
  claim it for themselves.
  Journey of the Stolen Soul. A person with information 
  relevant to the party’s interests dies suddenly, and all 
  attempts at resurrection fail. It turns out their soul has 
  been claimed by Hel, and the characters must travel to 
  Niflheim to recover it. They must face garmr hounds, 
  giants of all kind, and get into the Hall of Hel in order to 
  negotiate for the soul’s release. What does the goddess of 
  death require in exchange for the soul?
  
  Gray Waste of Hades
  268
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  are traveling through the Gray Waste of Hades. Though 
  each layer has its own unique flora and fauna, the table 
  below can be used on almost any of the layers to throw 
  challenges at a band of characters. Look at each one as 
  a springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Gray Waste of Hades
  1d100
  gRay Waste Of hades
  01-05
  A pack of barlgura on their way to a fight 
  06-10
  A legion of merregon devils waiting for their 
  commander
  11-15
  A thundering herd of nightmares
  16-20
  Two larvae wriggling out of the dusty ground
  21-25
  A herd of diakka pecking at the earth
  26-30
  The gibbering of nearby hordlings
  31-35
  Massive webs spun across the landscape
  36-40
  A night hag hunting for larvae
  41-45
  Swarms of bleak rats scouring the bones of 
  a traveler
  46-50
  A succubus watching with hungry eyes
  51-55
  The yagnoloth agent of the Oinoloth on a 
  mission
  56-60
  A brigade of mezzoloth deserters
  61-65
  Garmr with a frost giant hunting down 
  escapees from Niflheim
  66-70
  Vrocks flying overhead intent on picking a 
  fight
  71-75
  A pyrite sludge waiting in a shallow 
  crevasse
  76-80
  A larviathan passing underneath
  81-00
  Blood War Aftermath
  
  Ever-Changing Chaos of Limbo
  269
  Ever-Changing Chaos of Limbo
  “Limbo holds the purest expression of complete and utter 
  chaos. Everything that swirls about the plane is a cocktail of 
  random occurrences and accidents, where water can transform 
  spontaneously into stone, snow, or acidic secretions at any 
  moment. The chaotic unpredictable whims of the entire 
  multiverse are split open, rearranged, and sewn back together in 
  an endless tumult of sound, matter, and force. Strong minds can 
  enforce a stability in Limbo, but for me, I prefer to bask in the 
  unmitigated chaos around me. It’s comforting in a way that no 
  other place is, and I find myself longing for its chaotic wonders.”
  Emirikol the Chaotic
  Danger and possibility collide noisily in the primordial 
  soup known as the Ever-Changing Chaos of Limbo. Raw 
  elements pulled from across the Inner Planes bubble, 
  transform, and shift through the raw expressions of chance 
  and chaos. It isn’t evil, it isn’t good, it’s just untamed chaos, 
  churning forever.
  And it’s not just the physical properties of Limbo that 
  exhibit the traits of pure chaos. Opportunity and chance 
  play as much of a role in the plane’s makeup, a surprising 
  fact that is lost on many travelers. The odds of running 
  into another traveler in an infinite plane like Limbo are 
  normally astronomical, but there visitors can expect to 
  encounter other creatures better than half the time. Items 
  malfunction only to spontaneously fix themselves amidst 
  the swirling soup.
  Soup is the best word to describe the physical properties 
  of Limbo. It has no gravity, though pockets of elemental 
  power move about like ingredients in a stew – thick 
  in some areas, thin in others. The broth is a swirling 
  kaleidoscope of muted colors and sensations, wet and 
  thick and dry and oozy at the same time. Everything in 
  Limbo moves naturally according to an unknown whim, 
  which includes sentient creatures. Regular physical 
  movement against the primordial soup is near impossible.
  But the will of creatures can be imposed on the area 
  around them, stabilizing matter and pushing back the 
  soup. The effect is similar to that of the Astral Plane, 
  where a creature’s mind affects how fast and far they move, 
  but in Limbo it’s taken to an extreme. Movement without 
  mental command is impossible against the unbending will 
  of pure chaos.
  Monsters of a wide variety swim through Limbo, most 
  adapting spontaneously to the changes around them. 
  Kleeltarns are massive octopi-like behemoths that absorb 
  the chaotic energy and transmute it through their many 
  arms, while flavabeeks have wings, webbed feet, scales, 
  and a fish tail they use to snap up unsuspecting prey. The 
  proto-ooze is the purest expression of chaos amongst the 
  creatures that inhabit Limbo.
  Limbo is known for its two primary inhabitants, however. 
  The first are the slaadi, great toad-like monsters that exist 
  only to feed. They scavenge across Limbo in nomadic 
  bands, owing allegiance to none and expecting none in 
  return, though their defined hierarchy sorts out power 
  and ability by color. They are ruthless creatures capable 
  of savage acts of barbarism, but some can be trusted. 
  Deciding who and when can be difficult, however.
  The githzerai are the other species closely associated 
  with Limbo. Unlike the slaadi, githzerai are not natives 
  to the plane, instead having been transplanted from their 
  original homes during the uprising against the mind flayers 
  that held them as slaves. When they broke free under the 
  leadership of Gith, two factions split off along ideologically 
  different lines. The savage and bloodthirsty githyanki 
  retreated to the Astral Plane, while the contemplative and 
  pacifist githzerai found solace in Limbo. Great monasteries 
  have been built to honor the most powerful teachers of 
  the githzerai and they all strive to stop the machinations 
  of their evil cousins on the Astral Plane and mind flayers 
  everywhere.
  Along with its dangerous or just bizarre inhabitants, 
  Limbo offers many fascinating sights and treasures to lure 
  planar travelers across the multiverse. The halls of the 
  College of Chance run by the Seekers of Xaos hold great 
  volumes of lore and legend, while the Font of Reckless 
  Magic is said to be the source of wild magic across the 
  multiverse. The disembodied Trass Tarr floats in his mind-
  cylinder while slaadi protect their eternal Spawning Stone 
  from intruders.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of Limbo as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Limbo.
  Unpredictable Chaos. The essence of Limbo is chaos 
  incarnate, and that essence manifests everywhere on 
  the plane in very real and visceral ways. Solid objects 
  may suddenly transform into lakes of acid in the blink of 
  an eye, and enormous globs of protomatter constantly 
  morph and reform into different elemental chunks. The 
  only predictable thing about Limbo is that there is nothing 
  predictable about it, a paradox that explains much of the 
  Ever-Changing Chaos.
  Controlled by Thoughts. The primordial soup that fills 
  Limbo reacts to a creature’s thought in strange ways. The 
  most obvious manifestation of this phenomena is simply 
  moving – only by thinking about moving can a creature 
  actually move, their muscles do not propel them forward 
  at all. The stronger the mental capacity, the more control 
  a creature can exert over the surrounding chaos, to the 
  point where the powerful psionic githzerai have managed 
  to stabilize entire regions of Limbo using just their 
  impressive mental capabilities.
  
  Ever-Changing Chaos of Limbo
  270
  Not Just By Chance. Randomness and chance are 
  strange bedfellows on Limbo. The nature of the plane 
  warps probability in strange ways, creating cosmic 
  coincidences that seem next to impossible on a regular 
  basis. Travelers through Limbo are likely to encounter 
  not just another traveler, but an old family acquaintance; 
  the slaad monster is going to be the same one that had a 
  distant relative encountered years ago; the githzerai monks 
  just happen to be looking for the same destination; and so 
  on. Freak chance encounters like these are commonplace 
  on Limbo, though their significance can always be 
  questioned.
  Lay of the Land
  Limbo has no defined layers, instead spontaneously 
  growing them as its chaotic whim demands. There is 
  up and down, no north and south, which makes maps 
  less than useless and directions pointless. Nonetheless, 
  planar scholars have endeavored to classify Limbo over 
  the centuries, and to that end many have settled on the 
  concept of splitting the plane into three vaguely defined 
  “layers” – the Storm Eternal, the Sea Infinite, and the 
  Elsewhere, defined largely by their primary inhabitants.
  Functionally, however, there is no difference between 
  these “layers” and they exist solely as academic 
  classifications. There are no borders between the three 
  regions and no creature or native inhabitant refers to 
  their names, though it can be helpful when speaking with 
  other travelers and scholars to use the terms as common 
  reference points.
  The Storm Eternal and Sea Infinite are both defined by 
  their central features, and in other planes these would be 
  simply referred to as domains or regions. Limbo has no 
  rules around such classifications, but the relative stabling 
  effect of the githzerai fortresses and the Spawning Stone 
  of the slaadi offers some measure of distinction.
  Storm Eternal
  The Storm Eternal is the region of Limbo planar scholars 
  define largely by housing the githzerai and their various 
  monasteries and fortress cities. The wild unpredictable 
  landscape is marked by more than a few stable regions, 
  usually the home of the githzerai or other powerful 
  creatures that have imposed their will upon the primordial 
  soup. 
  Shra’kt’lor, greatest and most prominent of the githzerai 
  fortress cities, forms the stabilizing center of the Storm 
  Eternal. Other monasteries and sites lay scattered 
  about, floating in the proto-sea of elemental power and 
  pure chaos, but the mentally powerful githzerai keep a 
  psychic link open between all of the sites to maintain 
  communication lines in the face of dangers and threats.
  Sea Infinite
  “Below” and “above” are terms that don’t apply on Limbo, 
  but if they did, the Sea Infinite would be below the Storm 
  Eternal. This churning, seething cauldron of primordial 
  protomatter – the same as everywhere else on the plane 
  – is marked mainly as the birthplace of the slaadi. The 
  Spawning Stone’s presence defines the Sea Infinite in 
  the same way as the githzerai fortresses define the Storm 
  Eternal.
  The Spawning Stone itself forms the hub of slaadi 
  life, as the creatures are drawn to it at least once in their 
  lifetime to continue the species outside of the chest-egg 
  laying procedure they inflict on non-slaadi. The stone itself 
  is massive and riddled with tunnels, within which are said 
  to dwell the Slaad Lords. Few in the multiverse have dealt 
  with these powerful agents of chaos, who are said to be 
  unlike normal slaadi.
  Elsewhere
  Everywhere in Limbo that isn’t near the githzerai or slaadi 
  territories is considered Elsewhere by planar scholars. 
  It moves, churns, flows, falls, flies, slumps, and every 
  other word for movement, changing from one to another 
  quickly and without warning. Monsters of all kind prowl 
  the Elsewhere, which includes slaadi and githzerai, and 
  chance and randomness collide as often as the fragments 
  of elemental matter.
  Cycle of Time
  Time passes normally on Limbo, but no sun marks it 
  passage. There is no day or night on the plane, only the 
  muted prismatic colors of the primordial proto-matter and 
  elemental flares constantly moving and shifting around.
  Surviving
  Limbo is dangerous because of the raw elements pulled 
  from the Inner Planes that spawn and mutate constantly 
  and without warning. A region might be filled with syrupy 
  liquid, requiring a creature to breathe water, and then 
  suddenly become a raging inferno or transform into solid 
  stone. The elemental collisions hazard provides guidance 
  on the kind of dangerous threats that Limbo can create for 
  the unwary and unprepared.
  Without these incursions, however, the proto-matter that 
  fills Limbo is breathable by creatures that breathe air and 
  water.
  Getting There
  More than any other plane in the multiverse, portals and 
  gates to Limbo appear randomly and are rarely reliable. 
  Sometimes, the portals simply cease to function, or the 
  key that worked to open it previously no longer functions. 
  To facilitate this level of randomness, the Random Portal 
  Fluctuation table below can be used to randomly adjust a 
  portal’s activation method and/or destination.
  When the party arrives on Limbo from anywhere 
  through any means, roll for a random encounter based 
  on their general location (Storm Eternal, Sea Infinite, or 
  Elsewhere).
  
  Ever-Changing Chaos of Limbo
  271
  RandOm limbO pORtal fluctuatiOn
  1d20
  limbO pORtal fluctuatiOns
  1
  Roll twice on this table, ignoring duplicate 
  results. Individual creatures passing through 
  a portal with multiple destinations arrive at 
  one of them randomly.
  2-3
  Portal requires a mental command from a 
  creature within 30 feet of it.
  4-5
  Portal requires a certain element to open 
  (air, earth, fire, or water).
  6-7
  Portal requires a certain metal to open (iron, 
  copper, silver, or gold).
  8-9
  Portal requires expending a 1st level or 
  higher spell slot on it within 30 feet.
  10-11
  Portal destination is in the Storm Eternal.
  12-13
  Portal destination is in the Sea Infinite.
  14-15
  Portal destination is in the Spawning Stone.
  16-17
  Portal destination is in the Elsewhere.
  18-19
  Portal destination is in a chaos storm.
  20
  Roll three times on this table, ignoring 
  duplicate results. Individual creatures 
  passing through a portal with multiple 
  destinations arrive at one of them randomly.
  Traveling Around
  Movement on Limbo is not a physical act – the chaotic 
  forces that push and pull the proto-matter around impede 
  all spatial momentum, preventing a creature from moving 
  on their own without assistance. This impediment is 
  strange and not understood, as it doesn’t impact the 
  movement of body parts not related to momentum. Hands, 
  arms, neck, head, and everything else are not affected, 
  allowing a creature full range of actions as long as it 
  doesn’t involve moving from one spot to another.
  Physical movement in the gravity-less plane of Limbo is 
  a mental act. A creature can move up to its walking speed 
  in any direction by merely think of the desired direction 
  of travel, imposing their will upon the plane to move 
  them. Native creatures of Limbo (such as flavabeeks, flux 
  wurms, and primal elementals) can use whatever form of 
  movement they choose – swimming, flying, or walking – to 
  move about the plane.
  Chaos storms, elemental collisions, and random 
  transmutations (all detailed under Hazards and 
  Phenomena) are constant and unpredictable threats within 
  Limbo, as well as encounters with the various inhabitants. 
  The chances of luck and fate are greatly extended in the 
  chaotic plane, so that the odds of running into another 
  creature are much higher than one would assume for an 
  infinite plane of primordial soup.
  Vision in Limbo is limited to 500 feet, which is usually 
  lit by the dim radiance of the proto-matter floating around. 
  There are no permanent landmarks and all things shift, 
  swim, and float about, never staying in one place. The 
  githzerai have found a way around this through the 
  use of black stone obelisks in their fortress cities and 
  monasteries, which allow archons and other powerful 
  denizens to attune to the obelisks location and then travel 
  to the desired site.
  Distances between sites is incredibly variable, as 
  everything moves about of its own accord. The only 
  exception to that rule is the Spawning Stone and the 
  githzerai fortress city of Shra’ktl’or. These two locations 
  are never less than 1,000 miles away from each other, and 
  usually much further than that. Of course, on a plane like 
  Limbo, there are exceptions to the exception rule.
  Powerful & Mighty
  Power exists all across the multiverse, and those that have 
  or seek the accumulation of power are worth watching. In 
  the Ever-Changing Chaos of Limbo, those that have power 
  tend to lose it quickly to the random whims of fate and 
  fortune, but some groups and individuals have managed 
  to remain relevant in a plane that constantly churns and 
  changes.
  Baroness Razza
  Long ago, on the Material Plane, an ambitious sorceress 
  came to power known as Baroness Razza. She was born 
  into nobility and held a great disdain for the “common” 
  people that surrounded her, but magic was her true 
  passion. Razza was born with the spark of sorcery 
  originating from Limbo, wild magic, and as she grew up 
  her magic grew more unpredictable and dangerous.
  Razza’s temperament matched her sorcery and she was 
  quickly labeled unhinged and unstable by the other barons 
  and baronesses of the region. Below her castle she used 
  slave labor to create a labyrinth of tunnels and chambers 
  dedicated to her ongoing study of raw magical might, and 
  she traced that power back to the Ever-Changing Chaos 
  of Limbo. Razza became a recluse in her underground 
  lair, and eventually the rulership of her barony passed to a 
  relative. The story of wild Baroness Razza faded over the 
  years.
  But Razza did not. She drank deeply from elixirs and 
  potions meant to prolong her life. She dipped down into 
  true insanity, but always held the goal of releasing more 
  wild magic onto the world. At the culminating moment 
  in a critical experiment meant to pull more energy from 
  Limbo, Razza’s magic misfired spectacularly. Her castle 
  and labyrinth were pulled forcibly across the multiverse 
  into the primordial soup of Limbo.
  The servants and relatives of Razza that took the trip 
  became trapped in a plane where random transmutation 
  was common and dangerous. But the true danger lay with 
  Razza herself, who hunted down the people within the 
  floating castle and brought them down into her laboratory 
  for experimentations. Insane, dangerous, and incredibly 
  unstable, Baroness Razza is at home in Limbo trying to 
  perfect wild magic and spread it across the multiverse.
  
  Ever-Changing Chaos of Limbo
  272
  Queen of Chaos
  In the early age of the multiverse, when most planes had 
  yet to form and raw power coursed between the folds of 
  reality, law and chaos fought for domination. Great and 
  mighty beings waged war for their respective sides across 
  the planar cosmos. For chaos, few creatures held as much 
  influence and determination as the Queen of Chaos. She 
  fought savagely against the vaati, agents of law and order, 
  and their battles spread far and wide.
  Eventually, the vaati defeated the Queen of Chaos’ 
  greatest champion with a powerful relic, the Rod of Seven 
  Parts, and the war between law and chaos settled down. 
  Stung, wounded, and without a commanding officer who 
  had led her forces, the Queen of Chaos slipped into the 
  realm that shaped itself chaotically around her, Limbo. 
  She built a grotesquely fantastic palace in a swamp of 
  unmitigated chaos called the Steaming Fen, and there she 
  rules still today, though she rules a layer of the Abyss by 
  the same name.
  The Queen of Chaos breeds the spyder-fiends that crawl 
  over the Steaming Fen using the stored life essence of 
  her champion, Miska the Wolf-Spider, but she desperately 
  desires to reignite the war between law and chaos. The 
  vaati settled on the Plane of Air and are known as the 
  Wind Dukes of Aaqa now, and though they are eternally 
  vigilant the Queen of Chaos has been moving quietly and 
  slowly across the multiverse.
  Slaad Lords
  When Primus, overlord of the modrons, cast the 
  geometrically perfect stone into Limbo with the hopes of 
  stabilizing the plane’s unordered chaos, he set into motion 
  great events with unintended consequences. That stone 
  absorbed the chaos of the plane, but instead of re-ordering 
  and distributing it, the massive object held it, until it 
  released it violently in the form of the slaadi – multicolored 
  toad-like monsters of primal chaos. The Spawning Stone, 
  as it is now known as, sits at the heart of the Sea Infinite 
  now, continually creating more slaadi.
  The hierarchy of the slaadi is vaguely color-based, 
  with red slaadi spawning blue and green, and blue slaadi 
  spawning red and green. Green slaad turn into gray and 
  death slaadi, which is the pinnacle for most. But there is a 
  top tier where a death slaad can undergo a transformation 
  into a slaad lord. To date, only four are known to have done 
  this, and each are unique creatures that have absorbed the 
  chaotic power of Limbo to become incredibly formidable 
  beings.
  Ssendam, Lord of Insanity, is the oldest of the slaad 
  lords. She floats through Limbo as a massive golden 
  amoeba, but she can also take the form of a golden-skinned 
  slaad around the Spawning Stone. She spreads madness 
  and insanity everywhere she goes.
  Ygorl, Lord of Entropy, is considered the most powerful 
  the slaad lords. He resembles a huge, skeletal slaad with 
  blackened bones, and he rides a brass dragon dracolich 
  named Shkiv around the Sea Infinite. Ygorl lives within the 
  Spawning Stone, in a great central chamber that changes 
  dramatically based on the shims of the Lord of Entropy 
  and the plane itself. He leads slaadi into battle, though 
  most follow out of fear more than loyalty.
  Chourst, Lord of Randomness, is the slaad lord that 
  embraces the truly unpredictable nature of Limbo. If he 
  approached a bridge, this massive chalk-white slaad lord 
  would just as soon jump over it as cross it, and fighting him 
  is an exercise in frustration. He doesn’t care at all about 
  the slaadi on Limbo and rarely visits the Spawning Stone, 
  instead content to drift around the Sea Infinite bringing 
  randomness in his wake.
  Rennbuu, Lord of Chaos, is the most cruel and sadistic 
  of the slaad lords. He is tall with scintillating rainbow skin, 
  and he always dresses in gaudy uncoordinated outfits. 
  With a thought, Rennbuu can change the color of anything 
  he can see, which also means he can instantly promote 
  and demote a slaad of less than slaad lord status. He is 
  also the only slaad lord to regularly travel outside Limbo 
  though he maintains an impressively garish gallery in the 
  Spawning Stone.
  Speakers of Xaos
  Chaos and wild magic are potent magical forces that 
  defy traditional study. Thus, those that study them defy 
  traditional definition. So suppose the Speakers of Xaos 
  (pronounced like “chaos”), a group of scholars, wizards, 
  sages, and priests that seek to truly understand Limbo and 
  its unpredictable nature. They have a strong independence 
  streak as well, and one of the tenets of the organization is 
  that no one member has authority over another.
  The only exception to this rule is the director of the 
  College of Elemental Chaos, who runs the operations 
  and resources of the Speakers of Xaos. Each member 
  of the Xaos-Speakers is dedicated in their own way to 
  studying the primordial power of Limbo, though there are 
  many different approaches. Some look to the elemental 
  collisions that occur constantly, seeking the link between 
  Limbo and the Inner Planes, while others peer into the 
  chaos storms to learn their mysteries.
  The Speakers of Xaos are an eclectic and often eccentric 
  group, but their ranks also include explorers. Anyone 
  seeking greater understanding of chaos itself is welcome 
  within the group, and the College of Elemental Chaos has 
  a deep (if unorganized) library containing many treatises 
  and intellectual works.
  Trass Tarr
  The unpredictable nature of Limbo is said to be the chaotic 
  remnants of the multiverse itself, leftover soup from the 
  creation of existence. That is one theory, but it is by far 
  not the only one. Some believe that there is a connection 
  between Limbo and the enigmatic Far Realm, where 
  abominations of reality dwell outside the bounds and rules 
  of the multiverse.
  Trass Tarr was one such cleric who believed this. As a 
  human priest of a god of knowledge, he sought to unravel 
  the mystery of the multiverse, and his studies led him to 
  the Far Realm. He saw a great web of connections from 
  that mind-blasting place to everywhere, but no stronger 
  link did he find than in Limbo itself. Trass Tarr came to the 
  Ever-Changing Chaos and sought to find proof of the link 
  between it and the Far Realm.
  
  Ever-Changing Chaos of Limbo
  273
  His knowledgeable god imparted a means by which 
  Trass Tarr could cast his mind across the multiverse divide 
  and into the Far Realm. Called the Mind-Cylinder, this 
  great metal device would house Trass Tarr’s formidable 
  intellect and refract it so that he could see into the Far 
  Realm. It worked, too well unfortunately, and Trass Tarr 
  was driven irrevocably insane from the experience.
  Trass Tarr’s body withered away quickly but he remained 
  contained within the Mind-Cylinder. He created guardians 
  to protect the precious item, and expanded its size by 
  mentally commanding the primordial soup of Limbo itself. 
  Now he floats forever in the Storm Eternal, casting his 
  insane thoughts out. The githzerai know of him and have 
  tried to help him regain his sanity, but Trass Tarr is too far 
  gone. But his experience has left him with some of the only 
  first-hand knowledge of the mysterious and dangerous Far 
  Realm.
  Zaerith Menyar-Ag-Gith
  The githzerai came to Limbo as refugees after a bloody 
  revolt against their mind flayer masters. The gith race was 
  split ideologically. A large number of them followed the 
  teachings of their leader, Gith, who saw bloodshed as the 
  only way forward. But another voice rang up, Zerthimon, 
  who advocated against the path of tyranny and darkness. 
  Zerthimon was killed during the brief but bitter civil war as 
  the two sides battled ferociously.
  Shortly after Zerthimon’s death, his most prized pupil 
  rose up to assume the mantle of leadership. Menyar-Ag 
  led the githzerai people – named after their leader – away 
  from the githyanki and across the planes. They settled 
  quickly in the chaotic morass of Limbo, establishing their 
  civilization to honor the principals of Zerthimon. Menyar-
  Ag took the role of Great Githzerai and was bestowed the 
  full name of Zaerith Menyar-Ag-Gith.
  He still rules the githzerai of Limbo, though only the 
  strongest psionic and arcane powers keep his incredibly 
  frail body alive. He hasn’t physically left the confines of 
  Shra’kt’lor for generations, though his spirit has traveled 
  the length and breadth of the Storm Eternal and the planes 
  beyond. Menyar-Ag has a host of attendants that spread his 
  will and commands and the ancient githzerai leader never 
  sleeps. He prepares his people for the eventual return of 
  Zerthimon, a long-prophesized event, and wages a never-
  ending war against githyanki incursions and mind flayer 
  plots.
  Menyar-Ag’s beliefs are rigid but the wizened leader is 
  not above flexibility when the opportunity presents itself. 
  He has opened the gates of Shra’kt’lor to a small number 
  of merchants and travelers that wish to trade with the 
  githzerai, and his zerths and anarchs keep a watchful eye 
  on the croaking hordes of slaadi in the Sea Infinite. He 
  can be a great ally to those whose purposes align with the 
  githzerai.
  
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  274
  Creatures & Denizens
  The sheer variety of monsters found in Limbo defies 
  easy classification. Many of these creatures are cosmetic 
  variations of existing monsters, including unusual 
  colorations and slight alterations (claws becoming massive 
  paws that deal bludgeoning damage instead of slashing, a 
  tail that develops a blade to inflict slashing damage instead 
  of bludgeoning, etc.). The new monsters represent those 
  unique specimens that only Limbo could produce – primal 
  elementals, flavabeeks, flux wurms, and more.
  Aberrations
  The vast majority of monsters swimming and living in the 
  great primordial soup of Limbo defy easy categorization, 
  but most fall under the broad grouping of aberrations. 
  Flavabeeks are fish-like monsters with bird-like attributes 
  that let loose psychic squawks at targets it finds 
  interesting, while kleetarn are octopus monsters with 
  prismatic bodies with a deep curiosity and a wild aura 
  that causes magic to breakdown around it. Lucknucks 
  are small mischievous lizards with an uncanny ability to 
  change luck, both good and bad, a skill it uses to mess with 
  anyone and everyone it comes across.
  Flux wurms are enormous crocodilian worms that 
  swim and bite through Limbo as well, creating mayhem 
  wherever they go. They can appear almost anywhere 
  but most of their activity is thankfully restricted to the 
  Wurmways.
  Slaadi. Slaadi are the best known native inhabitant 
  of Limbo, mainly due to their voracious and dangerous 
  attitudes towards all outsiders. Slaadi come in distinct 
  colors, each with their own abilities, but they call originate 
  from a massive rock in Limbo known as the Spawning 
  Stone. It is said that Primus, the god of supreme law 
  and order that rules over the modrons on Mechanus, 
  placed the stone in the Ever-Changing Chaos in an effort 
  to stabilize it, but the result were a gibbering horde of 
  monster toad beings – slaadi. Several powerful slaad lords 
  grew out of that chaos, each with distinct motivations 
  and desires, but overall the slaadi remain potent forces of 
  ultimate destructive chaos that wash out from Limbo on a 
  regular basis.
  Elementals
  Powerful elemental forces clash constantly in Limbo, and 
  all of the native elementals from the Inner Planes can be 
  found somewhere in the plane. Primal elementals are 
  the pinnacle of these disparate parts, coming together 
  in a fluctuating combination of all four core elements to 
  form angry and unpredictable monsters that stalk through 
  Limbo. They are capable of overcharging their bodies with 
  energy before releasing it in a dangerous wave. The border 
  elemental creatures (ash, ice, ooze, and smoke) are fully 
  represented among the chaos as well, and these monsters 
  undergo significant mental changes in Limbo that turn 
  them wild and unpredictable. Perhaps the fluctuating 
  nature of elemental power scrambles their minds in 
  permanent ways, making them dangerous to encounter.
  Humanoids
  The unstable nature of existence in Limbo makes 
  permanent settlements less permanent, so there are only 
  a handful of regions populated by humanoids. The Hall 
  of Fate and Luck is one of the few stable regions and also 
  serves as the gambling hub of the plane, and perhaps 
  the multiverse as a whole. A large family of halflings, the 
  Highrollers, run the hall which appears as an enormous 
  sphere with multiple interior layers.
  Changelings. The exact origin of the shapechanging 
  changelings is the subject of some debate among sages 
  that care about these things, but there is a sizable 
  population in the Ever-Changing Chaos of Limbo. Most live 
  and work in the Hall of Fate and Luck, but they maintain 
  smaller outposts all across the primordial soup of all 
  layers. Some function as guides and wardens to the wilder 
  places, keeping routes free of slaad incursions, while 
  others just look to master their own abilities amidst a 
  plane that offers no end of inspiration.
  Githzerai. Long ago, the mind flayers controlled a 
  vast empire and held a race as key servitors and slaves. 
  Eventually, this race rebelled and broke free, and during 
  that process a schism opened between two different 
  ideologies. They became known as the gith, and one side 
  of that schism rejected the hatred and wickedness of 
  their masters and sought to find a new home. They are 
  the githzerai, and they settled in Limbo – an odd choice 
  on the surface, but one that provides ample opportunities 
  for them to hone and perfect their psionic abilities. The 
  other side are the githyanki who remained in the Astral 
  Plane and chose the path of cruelty and malice. The two 
  sides remain at odds with one another, forming rivalries 
  that often end in bloodshed, but they can usually put aside 
  their differences when they must hunt down illithid forces 
  anywhere in the multiverse.
  Hazards & Phenomena
  The unpredictable nature of Limbo presents a number of 
  unique challenges to visitors, not the least of which are the 
  hostile native inhabitants such as slaadi and flux wurms. 
  Chaos storms and elemental collisions are common 
  occurrences and can wreak havoc on an unprepared 
  group, especially since they tend to arrive at the most 
  inopportune time.
  Chaos Storm
  During one of the frequent chaos storms, the muted 
  colors of Limbo’s primordial soup brighten and thrum 
  with energy as the extraplanar force ripples around. 
  Chaos storms encompass an area as small as 100 feet in 
  diameter up to 100 miles, or even beyond.
  
  Ever-Changing Chaos of Limbo
  275
  Creatures that are not native to Limbo caught in a chaos 
  storm find themselves teleporting randomly around. A 
  creature that starts its turn in a chaos storm must succeed 
  on a DC 15 Intelligence saving throw. On a failure, they 
  teleport 1d6 x 5 feet in a random direction and suffer 
  13 (2d12) psychic damage. A successful save prevents 
  teleportation and damage. Unattended objects are 
  teleported at the same rate as creatures, though they do 
  not suffer psychic damage.
  Within a chaos storm, any spell of 1st-level or higher that 
  is cast triggers a wild magic surge. Refer to the Wild Magic 
  sorcerer origin for the specific table.
  In addition, once per minute, the chaos storm forces 
  a random transmutation to occur (see below), further 
  altering the landscape.
  Elemental Collision
  Limbo is tied intrinsically to the Inner Planes, and this 
  deep connection pulls in elemental forces at random. 
  Often, these are nothing more than naturally occurring 
  features – islands of stone or mud, floating lakes and 
  rivers, windstorms, balls of fire or ice, and other elemental 
  components. Some are large enough to be considered 
  their own realms, but most are small and innocuous. 
  At least, until they collide together, releasing a wave of 
  elemental energy.
  These elemental collisions can cause serious damage to 
  creatures and objects. When an elemental collision occurs, 
  determine its size, location, and type on the below tables. 
  The explosion is close enough to the characters to cause 
  some discomfort, and all the creatures in the area must 
  succeed on a Dexterity saving throw, suffering full damage 
  on a failure, or half as much on a success. The collision’s 
  size determines the number of damage dice, the location 
  determines the Dexterity save DC, and the type determine 
  the damage type.
  elemental cOllisiOn size
  1d20
  cOllisiOn size
  1
  Tiny – 1d6 damage
  2-6
  Small – 2d6 damage
  7-12
  Medium – 4d6 damage
  13-17
  Large – 8d6 damage
  18-19
  Huge – 12d6 damage
  20
  Gargantuan – 20d6 damage
  elemental cOllisiOn lOcatiOn
  1d20
  cOllisiOn lOcatiOn
  1
  Distant – DC 10
  2-7
  Long range – DC 12
  8-15
  Short range – DC 14
  16-19
  Close – DC 16
  20
  Immediate area – DC 18
  elemental cOllisiOn type
  1d20
  cOllisiOn damage type
  1-3
  Acid
  4-6
  Cold
  7-9
  Fire
  10-12
  Lightning
  13-15
  Force
  16-17
  Necrotic
  18-19
  Radiant
  20
  Roll twice, re-rolling 20 results. 
  The damage is split between the 
  two types.
  The damage dissipates after its initial shockwave ends, 
  though there could be a new elemental feature nearby 
  that may change a battlefield (a new river or island, for 
  example).
  Power of the Mind
  The primordial soup of Limbo can be shaped and 
  manipulated by those that focus their efforts. This can 
  be done to achieve one of three distinct effects: moving 
  objects, transforming objects, or stabilizing terrain.
  To move objects, a creature on Limbo can take an Action 
  to make an Intelligence check while mentally targeting 
  an unattended object on the plane that it can see within 
  30 feet of it. The DC depends on the object’s size: DC 5 
  for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for 
  Large, and DC 25 for Huge or larger. On a successful 
  check, the creature moves the object 5 feet plus 1 foot for 
  every point by which it beat the DC.
  A creature can also use an action to make an 
  Intelligence check to alter a nonmagical object that isn’t 
  being worn or carried. The same rules for distance apply, 
  and the DC is based on the object’s size: DC 10 for Tiny, 
  DC 15 for Small, DC 20 for Medium, and DC 25 for Large 
  or larger. On a success, the creature changes the object 
  into another nonliving form of the same size. Roll on the 
  Random Transmutation table to determine the object’s 
  new material. A specific material can be selected, but the 
  DC is increased by 5 for such attempts.
  Additionally, a creature can use an action to make an 
  Intelligence check to stabilize a spherical area centered 
  on the creature. The DC depends of the radius of the 
  sphere. The base DC is 5 for a 10-foot-radius sphere; each 
  additional 10 feet added to the radius increases the DC by 
  5. On a successful check, the creature prevents the area 
  from being altered by the plane for 24 hours, or until the 
  creature uses this ability again.
  
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  276
  Random Transmutation
  Limbo has the unpredictable ability to change unattended 
  objects and geographic features into something else, 
  turning rocks to diamonds, diamonds to fire, fire to ice, 
  and ice to steam. There is no order to the transmutations 
  and they can happen frequently or rarely, depending on the 
  chaotic whims of the plane itself.
  When a random transmutation occurs, choose an 
  unattended object or terrain and then roll on the below 
  table. The target retains its general shape, and in the 
  gravity-less realms of Limbo an object that transforms into 
  a liquid can retain its form while on the plane.
  RandOm tRansmutatiOn
  1d20
  tRansmuted mateRial
  1
  Fire
  2
  Stone
  3
  Ice
  4
  Acid
  5
  Steam
  6
  Mud
  7
  Water
  8
  Gold
  9
  Iron
  10
  Glass
  11
  Sand
  12
  Diamond
  13
  Salt
  14
  Wood
  15
  Silver
  16
  Onyx
  17
  Magma
  18
  Copper
  19
  Flesh
  20
  Pure force
  One quirk of the transmutation process of Limbo is that 
  any object subject to the transmutation immediately 
  crumbles to nothing when taken out of Limbo. Exceptions 
  exist, of course, including powerful relics and artifacts, but 
  many a traveler has found their bag of rocks that became 
  a bag of diamonds turn suddenly into a bag of dust when 
  leaving Limbo.
  Sites & Treasures
  Strange sights and stranger occupants fill the primordial 
  expanse of Limbo, enough to entice any adventurer to seek 
  out its wonders. Of course, plenty of danger accompanies 
  the strangeness, but treasure and secrets hide there as 
  well. Enterprising travelers seeking a break from the 
  mundane can do no better than the Ever-Changing Chaos 
  of Limbo.
  Beacon Pillars
  Traveling through Limbo is difficult at best. Sites move 
  about at random and no path is the same from time to 
  time. Maps are worthless which has led to a great many 
  frustrated explorers. The githzerai developed the idea of 
  beacon pillars which can be positioned on known sites, 
  each unique and enhanced with magic to attune to locate 
  object spells at greater distances. By placing a beacon 
  pillar in a community, site, or fortress, the githzerai are 
  able to hone in on the exact location regardless of what 
  Limbo does, providing a path and a (somewhat) stabilizing 
  effect.
  The githzerai have shared the construction of beacon 
  pillars with friendly natives of Limbo, including the 
  Speakers of Xaos and the Highroller halflings at the Hall 
  of Fate and Luck. Mostly they are used to connect the 
  githzerai sites, and they are careful not to share too much 
  information with total strangers. In order to find a beacon 
  pillar, the caster must know the configuration of the 
  desired pillar and then cast locate object on Limbo.
  College of Elemental Chaos
  The Speakers of Xaos are a loosely organized collection of 
  wizards, clerics, sorcerers, and explorers, each dedicated 
  to studying and understanding the nature of chaos itself. 
  No better place to look than Limbo, so the founders of the 
  group built the College of Elemental Chaos on a stabilized 
  island of stone amidst the churning soup. The site sprawls 
  over three large wings around a central hub, which is 
  dedicated to the library, with offices and meeting spaces 
  spread between the wings.
  Members of the Speakers of Xaos have full access to the 
  library at the College of Elemental Chaos, which is full of 
  good resources with an absolute lackluster organization 
  system. The librarians are beleaguered students who must 
  endure several years of library duty before moving to a 
  more permanent residence. All manner of Speakers come 
  and go at all hours, and since the only requirement for 
  library access is to be a member of the Speakers of Xaos, 
  people pull volumes off the shelves frequently.
  The wings are dedicated to the individual members who 
  pursue their own interests and studies. Rarely do Speakers 
  work with one another on their larger projects, though 
  social times at the college bring about lengthy discussions 
  and dissertations on the nature of chaos in general. 
  Speakers are more likely to seek outside assistance with 
  their research, and most are foolhardy enough to brave the 
  dangerous elements of Limbo’s darkest recesses in pursuit 
  of knowledge.
  
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  277
  Font of Wildest Magic
  Wild magic has spread across the multiverse, seeping into 
  the bloodline of individuals of all types and imbuing them 
  with unpredictable sorcerous powers. All of that chaotic 
  magic stems from Limbo, and some planar scholars have 
  pinpointed it down to a specific site known as the Font of 
  Wildest Magic, though whether this is truly the source of 
  all wild magic in the multiverse is a matter of some debate.
  The Font of Wildest Magic appears as a great never-
  ending spout of brilliant multicolored energy, transforming 
  spontaneously from gas to liquid to solid and back to gas 
  again in a scintillating plume hundreds of feet high. The 
  spout originates from a cloud of black and white vapor 
  containing ribbons of negative and positive energy that 
  fuels the endless massive outpouring. Magic is inherently 
  unstable in an around the Font, creating wild magic surges 
  with any spell cast (even cantrips).
  The Font floats freely in the Elsewhere, like much of 
  Limbo’s features, though a handful of Xaos speakers from 
  the College of Elemental Chaos have dedicated their lives 
  to tracking and understanding its power.
  Gibbering Horde
  Sound travels strangely in Limbo. Sometimes a whisper 
  echoes for miles around, and other times a shout dies 
  down after only a few dozen feet. This random effect 
  inflicts all sound differently at different times, making it 
  difficult for travelers to identify the massive Gibbering 
  Horde before it arrives.
  Nonsensical gibbering and wailing surrounds this 
  titanic roiling mass of pink and purple ooze, originating 
  from countless mouths spontaneously growing and 
  disappearing all along its bulbous shifting form. It’s 
  believed the Gibbering Horde originated as a gibbering 
  mouther, or some variation, as its effects are similar, but 
  the scale and enormity of the thing dwarfs any known 
  mouther in the multiverse. The Gibbering Horde rolls over 
  elemental power, absorbing it all into its pulsating bulk, 
  though chunks break off and atrophy about the same rate.
  Where did it come from? Is there any sentience behind 
  the Gibbering Horde? Attempts at magical insight have 
  been met only with mind-shattering insanity. Some 
  scholars theorize that a portal to the Far Realm exists 
  in the heart of the Gibbering Horde, and it’s as good a 
  theory as any. For those that can withstand the gibbering, 
  the mass can be walked upon and has a relatively stable 
  environment considering Limbo – minus the mouths, some 
  small and others titanic, that emerge to bite and swallow 
  any poor unfortunates that come close enough.
  Great Red Tempest
  Chaos storms rage across Limbo with alarming frequency 
  and irregular potency. Most are relatively small, flaring to 
  life and then dying just as quickly as they started, but some 
  have grown so massive that they are permanent moving 
  features of Limbo. The Great Red Tempest is one of them, 
  many miles in diameter, though it is unique because of 
  the great number of slaadi that swim about its broken 
  elemental chunks hungry to feast on unsuspecting prey.
  Dozens of earthen islands float amidst the swirling 
  vortex within the Great Red Tempest, and an unusually 
  large number of them contain items and treasures pulled 
  from across the multiverse. Tales of these riches draw 
  travelers into its depths, where they often find a grisly end 
  at the claws and bites of slaad swarms.
  Hall of Fate and Luck
  The greatest gambling center in all of Limbo is the Hall of 
  Fate and Luck, floating randomly in the Elsewhere. The 
  entire building, nearly a mile wide, is shaped like a sphere 
  made of stone, diamond, fire, or nearly anything else, as 
  panels on the outside spontaneously transform according 
  to the whims of the plane itself. Inside, every single game 
  of chance in the known multiverse can be found and 
  played.
  The Hall of Fate and Luck is run by the Highrollers, 
  a clan of halflings who are said to have the backing of 
  some pretty potent patrons (gods of luck are rumored to 
  dwell or frequent the hall). They employ all manner of 
  creatures from across the multiverse, paying them well 
  to act as game masters, hustlers, and guards. Coins and 
  magical items flow through the Hall of Fate and Luck at 
  an alarming rate, but the Highrollers always seem to come 
  out on top. The hall also features first class eating dining 
  options and luxury rooms for rent, all for more coins than 
  most Material Plane residents see in a year.
  Inside, the gambling hall has five levels, each closer to 
  the sphere’s center than the previous. Each layer holds 
  similar games but the stakes become progressively higher. 
  The first and most easily accessible layer plays with 
  coins, while the second plays with magic. Few who reach 
  the lower levels speak of their games, but it is widely 
  assumed that lives, secrets, and souls are the final three 
  commodities to be gambled with, though the exact order 
  is known only to the Highrollers and those that prove they 
  have the capital to play.
  Labyrinth of Baroness Razza
  Ripped from the Material Plane by chaotic sorcery, the 
  castle and sprawling under-labyrinth of Baroness Razza 
  floats through Limbo on wild primordial winds. Hundreds 
  of years ago, the baroness was an ambitious sorceress 
  looking to harness her innate wild magic to greater effect, 
  and to that end she built a secret laboratory beneath her 
  castle’s estate. She withdrew into her complex completely, 
  embracing madness in her experiments, and generations 
  later her planar dabbling resulted in a great portal opening 
  up to Limbo. The castle, labyrinth, and all living residents 
  were pulled into the chaotic maelstrom.
  Ecstatic with the result, Baroness Razza gave herself 
  fully to the wild magic. She hunted down the living 
  servants and experimented on them in the bowels of her 
  floating, gravity-less labyrinth. Great evil has been worked 
  on within the halls, but also great magical discoveries and 
  breakthroughs. Multiple living spells have originated from 
  Baroness Razza’s labyrinth, and a host of other strange 
  and bizarre creatures and creations haunt the confusing 
  and constantly shifting complex.
  
  Ever-Changing Chaos of Limbo
  278
  Baroness Razza – her life extended through magic and 
  warped sorcery – wanders the countless laboratories and 
  halls of her labyrinth. Her insanity is deep and her desires 
  wicked, but she has a great deal of knowledge on how 
  magic works in Limbo and how wild magic specifically 
  operates.
  Lake of Icefire
  The building blocks of existence float throughout Limbo, 
  pulled from the Inner Planes and elsewhere to form 
  islands and pockets of elemental energy. Any one of these 
  can spontaneously transform into another element, so 
  stable sections are rare and usually held together by 
  powerful thoughts. One of the exceptions is the Lake of 
  Icefire, a strange mass of swirling red and blue that is as 
  much fire as it is liquid and as hot as it is cold.
  The borders of the “lake” are formed by crystalline 
  rocks of varying hues, but the bulk itself floats in Limbo’s 
  primordial soup in the Elsewhere. The site is unique 
  because of its combination of two elements – ice and 
  fire – that resist the random mutation effects that ripple 
  throughout the plane. Even chaos storms avoid the site. 
  The waters of the lake hiss, crackle, and pop as energy 
  bubbles appear and burst with irregular frequency. Its 
  depth varies, from as shallow as several feet to as deep 
  as three hundred, and unusual creatures are known 
  to frequent its unusual waters. These creatures are 
  all immune to fire and cold, something that anyone 
  approaching the lake would benefit from as well.
  Shining Monastery of Bur’lk’aas
  Amidst the swirling miasma of the Storm Eternal, the 
  githzerai have established dozens of citadels, strongholds, 
  and monasteries, claiming the chaotic territory as their 
  home after escaping the clutches of the illithids long 
  ago. The most important of these sites are protected and 
  stabilized by githzerai anarchs who have long studied the 
  powers of the mind in order to control the seething chaos 
  around them. Rarely does an anarch fail, but when they do 
  the result is often a blight upon the land. So it is with the 
  Shining Monastery of Bur’lk’aas.
  Long ago, it was an adamantine beacon of learning and 
  wisdom under the tutelage of Bur’lk’aas, a githzerai anarch 
  renown for his patience. His inner power was reflected 
  in the sturdy walls of the monastery, which glowed 
  constantly, giving the site its name. Disaster struck when a 
  warband of githyanki knights astride powerful red dragons 
  savagely attacked in order to obtain the secrets held within 
  Bur’lk’aas’ library. 
  
  Ever-Changing Chaos of Limbo
  279
  The fighting was intense, and in the end the githzerai 
  anarch – seeing his forces depleted and the end coming 
  near – decided the knowledge in the monastery could 
  never fall into githyanki hands. The Shining Monastery 
  erupted with pure light, disintegrating everyone in and 
  around the floating adamantine structure. Bur’lk’aas and 
  the attacking forces were obliterated and the Shining 
  Mastery was consumed. Or was it? Travelers in Limbo 
  have reported sighting the luminous structure phasing 
  in and out of existence. To date no one has been able 
  to set foot on it, but Zaerith Menyar-Ag has quietly sent 
  out teams to find out if the Shining Monastery can be 
  recovered.
  Shra’kt’lor
  The capital of the githzerai across the multiverse is 
  Shra’kt’lor, a great and ordered fortress-city that holds 
  the largest concentration of githzerai. It is the social and 
  political hub for the displaced sons of Gith on Limbo and 
  stands as the greatest fortified site in all of the plane. 
  Magical and psionic defenses are well-maintained and 
  prevent unauthorized access into its titanic adamantine 
  walls. Six layers of defenses sit between the outside and 
  Zaerith Menyar-Ag, each maintained by a supremely 
  powerful githzerai anarch personally chosen by the ancient 
  leader.
  There is very little organized trade the githzerai conduct, 
  but visitors that prove they are not hostile are welcome 
  within the first layer of Shra’kt’lor. No chaos storm or 
  random transmutation occurs within the limits of the 
  fortress-city. Well-guarded libraries hold vast sums of 
  knowledge gathered by the githzerai over the generations 
  they have spent in Limbo, though their physical needs are 
  met by meager supplies – water and simple bread are all 
  that most githzerai desire, so inns and taverns carry these 
  and little else.
  Much of Shra’kt’lor is dedicated to the disciplined 
  military might of the githzerai. Generals, monks, 
  spellcasters, and zerths meet regularly to discuss plans 
  for pushing back mind flayer and githyanki advances 
  across the multiverse. The streets of the fortress-city are 
  clean and sparse, a stark contrast to the raw chaos of the 
  plane around it. It is a supreme challenge to maintain 
  the stability of Shra’kt’lor amidst Limbo’s primal forces, 
  and some believe Zaerith Menyar-Ag holds a dark secret 
  beneath the fortress-city’s deepest citadel that fuels the 
  power of the anarchs.
  Spawning Stone
  Law and chaos have been at odds since the formation 
  of the multiverse, and thus the planes of Limbo and 
  Mechanus have sat at opposite ends of the axis for just as 
  long. Limbo is the ultimate expression of pure chaos and 
  randomness, whereas Mechanus is clockwork precision 
  given definitive form and function. And on Mechanus, the 
  modron entity Primus has sought to enforce order upon 
  the multiverse, and it started with Limbo.
  Primus constructed a massive geometric orb of 
  mathematical beauty and then hurled it into the chaotic 
  maelstrom of Limbo. The goal was to enforce order upon 
  the Ever-Changing Chaos, and for a brief moment it 
  worked. And then it collapsed like a house of cards, and 
  from that collapse the entire slaad race was birthed. The 
  geometric orb twisted, mutated, and re-shaped itself into 
  the Spawning Stone, sending forth legions of croaking 
  toad-like slaad of all kinds. Primus’ experiment failed and 
  its hubris created the destructive slaadi that push against 
  the very fabric of order in the multiverse.
  The Spawning Stone sits at the heart of the Sea Infinite, 
  defining the region of Limbo as much as Shra’kt’lor sits at 
  the “center” of the Storm Eternal. The massive pulsating 
  stone is riddled with caves, tunnels, and passages, with 
  countless slaadi moving in, out, and around it at all 
  times. Some of the powerful Slaad Lords dwell within 
  the Spawning Stone as well. The general level of chaos 
  around the region prevents the toad-like aberrations 
  from organizing any formal resistance, but intruders are 
  considered fair game by all of the creatures. Treasures 
  and secrets exist within the Spawning Stone, however, 
  including some hinting at the true power and reach of 
  Primus itself. Few have braved the croaking hordes to find 
  them, however.
  Steaming Fen
  Law and chaos have long existed as opposing ideas, but 
  once long ago they also formed the banners behind titanic 
  armies in a sprawling war for the soul of the multiverse. 
  The Blood War between the devils of the Nine Hells and 
  the demons of the Abyss is an extension of this never-
  ending conflict, but it is only the most recent. Law and 
  Chaos stood as swords and shields once, and in that war 
  the Queen of Chaos was a powerful force.
  The War of Law and Chaos ceased with the destruction 
  (or imprisonment, depending on the stories) of the Queen’s 
  greatest general, Miska the Wolf-Spider, at the hands of 
  the Wind Dukes of Aaqa, using a powerful tool called the 
  Rod of Seven Parts. The Queen of Chaos retreated to her 
  original lair on Limbo, the Steaming Fen, where a swampy 
  landscape stretches out in an ever-expanding sphere of 
  grotesque disease and stench. She managed to take over 
  a layer of the Abyss during her expansion efforts in the 
  war, which is also known as the Steaming Fen, and a 
  permanent link exists between the two sites.
  The Queen of Chaos’ realm on both planes is populated 
  by horrid spyder-fiends, chaos beasts, and monstrous 
  mutations. The Queen herself dwells in the sludge-like 
  heart below the Steaming Fen itself. Limbo’s lair is a vast 
  ooze-filled cavern of multicolored fungus and fetid pools, 
  which the Abyssal side stands as a grotesque pyramid of 
  filth and rot.
  
  Ever-Changing Chaos of Limbo
  280
  Wurmways
  Flux wurms are a feared threat on the Limbo for natives 
  and travelers alike. Their affinity towards lightning and 
  nasty bite can end most creatures before they have time 
  to react. Nowhere in Limbo are they more prolific than 
  the Wurmways, a cloud of semi-solid vapor and earthen 
  material hundreds of miles across. The flux wurms tunnel 
  through the cloud as easily as purple worms digest earth 
  and stone, but the Wurmways is riddled with lightning 
  flashes and illuminate and hide at the same time.
  Several explorers from the Speakers of Xaos have 
  sought to understand the purpose behind the Wurmways. 
  They’ve gone in through the massive tube-like tunnels and 
  discovered a maze of crisscrossing paths with numerous 
  pools, fires, and other pockets of elemental power all 
  around. Flux wurms are a constant problem along with 
  dangerous lightning blasts that range in color along the 
  rainbow spectrum. The explorers have also uncovered 
  naturally occurring gemstones unlike any seen in the 
  multiverse. Are they the result of flux wurm droppings? Or 
  a naturally occurring part of the Wurmways themselves?
  Several specimens sit on display in the museum at the 
  College of Elemental Chaos, but no other expeditions have 
  been scheduled since the last one. The interior organs of 
  the previous expedition members were all transmuted into 
  tiny flux wurms as a result of the Wurmways chaotic power 
  and they were all eaten out from the inside. No one has 
  sought the treasures in the Wurmways since.
  Adventure Hooks
  Limbo a plane awash with chaos and randomness, where 
  happenstance and fate walk hand-in-hand. Slaad plots, 
  githzerai tenacity, wild magic sorcery, and so much more 
  blends together in a multi-colored tapestry of possibility. 
  Adventure opportunities abound in the Ever-Changing 
  Chaos, and Limbo tends to leak onto the Material Plane 
  often enough to require heroes of all stripes to take up the 
  bulwark against the tide.
  Magic Missile Strike. A wild magic sorcerer has 
  inadvertently summoned a swarm of living magic missiles 
  from Limbo. The buzzing creatures have taken to a nearby 
  swamp where the locals have misinterpreted them as will-
  o-wisps. The characters are asked to investigate, and they 
  learn that there is a semi-intelligent leader to the swarm. 
  The living spells are looking for a way back to Limbo 
  though they are unruly and chaotic to deal with.
  Luck of the Lucky. The uncanny lucky streak of a local 
  rogue is directly attributed to her acquisition of a lucknuck, 
  which she keeps hidden. She uses the creature to steal the 
  luck from other players at the table, and the characters get 
  involved in a game that goes badly for them. The game is 
  interrupted by thugs looking to get their coins back with 
  violence and all chaos breaks loose. The lucknuck escapes 
  amidst the brawl.
  Errand of Icefire. A wizard asks the party to retrieve 
  a sample of the unusual material found in the Lake of 
  Icefire in Limbo. It’s an ingredient for a new spell they’re 
  researching on harnessing fire and ice. Finding the site 
  is the first difficulty, but once they arrive the characters 
  must find a way to take away one part of the lake – while 
  avoiding primal, fire, and ice elementals.
  The Wasted Mind. A githzerai collapses and dies at 
  the feet of the characters suddenly, and in a last gasp the 
  creature’s mental energy is pushed into a non-magical 
  object owned by one of the party members. The githzerai is 
  the last remaining member of an expeditionary force sent 
  to find the Shining Monastery, and now it needs the party’s 
  help in heading to Limbo and retrieving lost scrolls from 
  Bur’lk’aas’ lost library.
  Roll of the Dice. The characters receive an invitation 
  to a gambling gala at the Hall of Fate and Luck. Their 
  invitation was not by mistake, as one of the Highrollers 
  needs help in rooting out a ring of thieves from the 
  establishment. Are the thieves able to turn the tide against 
  the halflings and recruit the party to help rob the gambling 
  hall? Or do the characters stand with the Highrollers?
  
  Ever-Changing Chaos of Limbo
  281
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  is traveling through Limbo. Look at each one as a 
  springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Storm Eternal
  1d100
  stORm eteRnal encOunteR
  01-10
  A band of githzerai monks on patrol
  11-20
  A githzerai zerth heading to a citadel
  21-30
  Two primal elementals fighting over a piece 
  of proto-matter
  31-40
  Elemental Collision
  41-50
  A warband of githyanki on the hunt
  51-60
  Chaos Storm
  61-65
  A school of flavabeeks
  66-99
  A living cloudkill floating amidst vapors
  00
  A githzerai anarch stabilizing a new region 
  of Limbo
  Sea Infinite
  1d100
  sea infinite encOunteR
  01-10
  Five red slaadi devouring a corpse
  11-20
  A cloud of slaad tadpoles tended to by a 
  blue slaad
  21-30
  A gray slaad on a mission from a Slaad 
  Lord
  31-40
  Chaos Storm
  41-50
  Elemental Collision
  51-60
  Random Transmutation
  61-65
  Three green slaadi bored and looking for 
  fun
  66-99
  A flux wurm on the prowl
  00
  A death slaad watching events
  Elsewhere
  1d100
  elseWheRe encOunteR
  01-05
  A primal elemental consuming proto-
  matter
  06-10
  Six flavabeeks playing a game
  11-15
  A red slaad lost and hungry
  16-20
  A swarm of twenty living magic missiles
  21-25
  A mage searching for spell components
  26-30
  A kleetarn keenly watching an expanding 
  portal
  31-40
  Chaos Storm
  41-50
  Elemental Collision
  51-60
  Random Transmutation
  61-65
  A lucknuck hiding amongst floating rocks
  66-70
  A band of githzerai monks practicing 
  meditation
  71-75
  A flux wurm within a lightning storm
  76-80
  A seething swarm of over one hundred 
  slaad tadpoles
  81-85
  An air elemental and an earth elemental 
  battling
  86-90
  Two green slaadi playing with a corpse
  91-95
  Three living counterspells hovering around 
  an inactive portal
  96-00
  A githzerai enlightened facing off in mental 
  battle against a death slaad
  
  Clockwork Nirvana of Mechanus
  282
  Clockwork Nirvana of Mechanus
  “The song of harmony rings sweet and true on the plane of 
  Mechanus like nowhere else in the multiverse. Truly it earns the 
  name nirvana – a peaceful serenity settles over the clockwork 
  gears and moving pieces of the landscape. Everything moves with 
  purpose, determination, and singular focus, and nothing is left to 
  chance. If there’s a blueprint for peace, I can see no better guide 
  than Mechanus, though even such a perfectly working mechanism 
  has its own problems from time to time. The constant tune-up 
  and maintenance, though, is part of the intricate cycle that is, in a 
  word, breathtaking.”
  Issilda the Unbreakable
  Absolute order brings absolute harmony, at least in the 
  Clockwork Nirvana of Mechanus, the most orderly plane 
  in all the multiverse. There is no subtlety or guile present 
  in this plane of stark truth and fact, but neither is there 
  passion or emotion. Everything moves and happens with 
  deliberate and driven purpose according to a plan, though 
  most, including many of the residents and gods, are blind 
  to that plan – a situation that suits the inhabitants just fine.
  Mechanus is a plane filled with enormous gears, like the 
  internal working of a clock, each gear moving in perfect 
  concert with adjacent gears. Some gears are as small as 
  10 feet across, while most are larger, spanning hundreds 
  or thousands of miles across. They all move, though many 
  are so expansive that their movements are imperceptible 
  to those moving and living on them.
  In this plane of constant motion, of gear teeth moving 
  with absolute precision, everything is in perfect balance. 
  Day and night, light and dark, they are all parceled out 
  in equal portions without change or deviation. The sheer 
  scale of the operation on Mechanus is mind-boggling and 
  has thus far eluded attempts at deciphering, though some 
  have dedicated their lives to understanding its meaning. 
  The Confederacy of the Cog are a group of brilliant 
  artificers who are wholly devoted to understanding not just 
  how Mechanus works, but why.
  Life exists in the Clockwork Nirvana as well, though 
  most of it is mechanical or constructed in nature. The 
  most numerous and recognizable of Mechanus’ resident 
  races are the modrons – legions of geometrically shaped 
  creatures living, breathing, and operating to keep 
  Mechanus ticking and running smoothly. From the sphere-
  like monodrones, to the cube-like duodrones, all the way 
  up to their supreme god, Primus, they are all devoted to 
  keeping the gears running. They don’t know why, they don’t 
  care why, and usually they only have the barest hint at what 
  exactly their duties accomplish. But they accomplish them 
  with focused intensity and child-like glee.
  The clockwork precision of Mechanus is not just found 
  in the continually running gears and moving pieces. 
  There’s a sense of rigid order that pervades every facet, 
  and affects everyone equally that travel its realm of endless 
  gear. The regular variance of chance is dampened to an 
  extreme degree, so that the predictable outcome is the 
  most likely, even in an otherwise unpredictable situation. 
  Warriors swing their weapons with the same amount of 
  force, regardless of how much they want to inflict more or 
  less. Magic and spells are affected in similar fashions.
  There are many comparisons between Mechanus and 
  Arcadia, and the insect-like formians are found on both in 
  great numbers. However, whereas Arcadia relies upon a 
  complex set of legal laws and regulations maintained by 
  the Lex, Mechanus’ laws are ingrained in the very fabric 
  of the plane. For many of these laws, breaking them is 
  simply not possible, or at least not to the general populace. 
  Certain magical artifacts and beings are said to affect the 
  laws of Mechanus, but these individually powerful aspects 
  rarely visit the Clockwork Nirvana.
  There are other, stranger manifestations in this plane 
  of absolute order. The Word of Law is an enigmatic figure 
  that twists the natural power of Mechanus into immensely 
  powerful written words, like scrolls. Few has seen this 
  strange being face to face, and most believe it is an entity 
  from another plane pushing into the Clockwork Nirvana. 
  The Glass God is another one of these powers though its 
  origin is more overt – it comes from the Far Realm and 
  seems to be enforcing a kind of unknown, alien order into 
  the rigid structure of Mechanus, spreading and infecting 
  out like a disease.
  It surprises some to learn that there are portions of 
  Mechanus devoted to junk and refuse, along with the raw 
  materials that make up the gears. These are, of course, all 
  perfectly orderly and organized, and the modrons that tend 
  to them and many other realms in the Clockwork Nirvana 
  take their jobs very seriously. They have strict rules 
  preventing outsiders from taking scrap or raw materials 
  outside of the designated zones.
  The great machine of Mechanus is constantly moving, 
  in perfect synchronization with countless delicate gears 
  across hundreds of thousands of miles. Or at least, that’s 
  the image. The reality is that there are any number of parts 
  that break down across the gear landscape, and a great 
  many outsiders work to harvest the valuable metal for their 
  own purposes. Mechanus exists as the pinnacle of order in 
  the multiverse, but it is not perfect, and there are plenty of 
  cracks in its façade for many to exploit.
  
  Clockwork Nirvana of Mechanus
  283
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of Mechanus as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Mechanus.
  Moving Gears. Every natural wall, floor, and ceiling 
  in Mechanus is comprised of countless gears of varying 
  shapes and sizes. They are all moving, some slow 
  and others fast, with the interlocking teeth in perfect 
  synchronization with adjacent gears, like the workings of a 
  vast clock. The moving of the largest gears, some of which 
  rival continents in size, is barely perceptible, while the 
  smaller ones move much quicker, and these components 
  create a perfect symphony of constant motion. The 
  movement is not just visually striking, it’s also quite loud, 
  especially in regions with many smaller gears.
  Chiming of the Bells. The Nirvana Bells placed 
  strategically around Mechanus chime in perfect time 
  with one another every eight hours, and serve as the best 
  measure for the passage of time. One chime for the start 
  of the day, two to ring in the morning, and three to start 
  evening, before returning to one to start the next day. They 
  are clear and loud without being obtrusive to daily life.
  Machine Logic. Mechanus is governed by supreme 
  laws of logic that resemble the vast workings of a titanic 
  machine. Nothing is done randomly and everything 
  happens for a reason, though the reason itself may be too 
  large to understand for some. This ordered reasoning 
  quickly affects travelers who begin to think clear and 
  concise ideas when traveling through Mechanus. Those 
  that resist this order find themselves mentally taxed 
  without realizing it as they push against the very fabric of 
  the plane.
  Lay of the Land
  Mechanus consists of a single layer, infinite in size 
  across all directions, with no natural ground to be found. 
  Everything is manufactured, though in such a strange 
  mechanical plane, the metal is natural, so perhaps it 
  would be more accurate to state that there is no natural 
  vegetation. One particularly strange aspect of Mechanus 
  is the gravity – it’s subjective based on the gear you’re 
  traveling on. Many gears and cogs are perpendicular to one 
  another, but a traveler can move from one to the other by 
  simply stepping onto it. They are re-oriented to the new flat 
  surface as “down” while everything else remains in place.
  The effect is strange but the natives are used to it, and 
  the constructs that move around the plane are completely 
  unphased by the shift in gravity and perspective. This does 
  mean that the concept of direction is difficult to convey, 
  but there are tools built by modrons and other natives that 
  help anchor and reference using magnetic obelisks around 
  Mechanus (see the Traveling Around section for more 
  details).
  Though Mechanus has a single vast layer, it is divided 
  into geographic realms, identified by planar scholars and 
  adopted by natives for a common vernacular. The Great 
  Gears and Scrap Tracts are all part of the vast machine of 
  Mechanus and can help travelers navigate around.
  Great Gears
  The vast majority of Mechanus is comprised of a broad 
  region referred to as the Great Gears. This is the core of 
  Mechanus, consisting of innumerable gears and cogs, all 
  moving in synchronization with one another. There is no 
  region of open sky in the Great Gears, as there are always 
  more cogs above and below any particular cog, usually 
  within sight. The closeness of the gears makes some 
  regions almost building-like in their structure, with moving 
  cogs functioning as walls.
  Most of the population of Mechanus are found in the 
  Great Gears, including the modrons and the factories 
  that produce the inevitables. Some of the larger cogs are 
  populated by transplanted populations from across the 
  multiverse, including devilish outposts and angelic watch 
  towers. The formians and their expansionist tendencies 
  create conflicts with the local populations wherever they 
  go, which is partly why they have moved into Arcadia.
  Scrap Tracts
  Sometimes, gears break down and need to be replaced. 
  The maintenance of the cogs across the plane is left to the 
  modrons. They dispose of broken gears and pieces into 
  the regions known as the Scrap Tracts. There are multiple 
  Scrap Tracts housing the refuse and junk produced by the 
  natural processes of Mechanus, and each one is contained 
  in a vast cylinder of gray steel.
  The cylinders are hundreds of miles across with multiple 
  entrances, and inside are the vast collections of scrap 
  metal from across the plane. Metallic golems patrol the 
  interior and exterior, but each Scrap Tract is so large as 
  to be impossible to patrol thoroughly. Scavengers of all 
  kind regularly raid the cylinders for parts to fuel their own 
  purposes, the most numerous and tenacious being the 
  Gearlost.
  Each Scrap Tract is assigned a unique serial number 
  for identification, from Alpha One to Omega Ninety-Nine. 
  Some of them house specific types of scrap, such as 
  Scrap Tract Gamma Eleven where all magical refuse is 
  contained. Finding a specific cylinder is difficult, however, 
  as the modrons are the only ones who know, and they are 
  forbidden from sharing this information with outsiders.
  Eventually, the refuse in each Scrap Tract is broken 
  down and turned into new gears and cogs, which are used 
  to replace worn gears and shore up destroyed sectors. 
  As with everything on Mechanus, there’s an ordered time 
  for this conversion, but the scale and relative isolation of 
  the Scrap Tracts makes understanding the exact timing 
  difficult for outsiders.
  
  Clockwork Nirvana of Mechanus
  284
  Cycle of Time
  Time passes normally on Mechanus, perhaps more 
  normally than anywhere else in the multiverse. A day 
  in the Clockwork Nirvana is divided perfectly into three 
  segments, each consisting of eight hours, but there is no 
  sun or change in light to mark the passage of time. Instead, 
  placed around the plane are massive golden bells, known 
  as Nirvana Bells, that chime out in perfect synchronization 
  to mark the new segment (ringing once, twice, or thrice 
  depending on the segment). They are clear and loud, 
  and the residents usually have smaller devices timed to 
  the Nirvana Bells to help them stay in synch with the 
  movements of the plane.
  Surviving
  The geography of Mechanus is not inherently dangerous 
  to travelers. However, getting caught in the cogs can pose 
  a serious threat to life and limb; details of this are found 
  under Hazards & Phenomena.
  Getting There
  Portals and gates leading to Mechanus never randomly 
  appear or disappear. They may have extremely long cycles 
  of inactivity, but they always operate on a regular schedule 
  in cadence with the cog they lead to on the plane. A gate 
  leads to the center of a specific cog somewhere in the 
  Great Gears and its opening is tied to the movement of 
  the interlocking gears. Some may open for a minute every 
  hour, some open for an hour every day, while some open 
  for exactly 13 minutes once every decade.
  Without the greater context, the opening of these gates 
  can feel random, but anyone who knows Mechanus knows 
  that it is anything but haphazard. It simply requires a wider 
  understanding to fully grasp.
  Portals to the Clockwork Nirvana are normally marked 
  by a constructed archway of some sort, usually metal, often 
  containing a gear-like pattern on the surface. Opening 
  these portals usually requires completing a set of verbal 
  and somatic gestures within 5 feet of the opening while 
  possessing a small cog in hand. Aspects of the ordered 
  regulation of Mechanus often bleed through the multiverse, 
  and it’s not uncommon to have buildings of industry built 
  around these portals, regardless of actual knowledge of the 
  portal’s presence.
  There are certain gates that are activated by events that 
  occur on regular schedules. The most widely known of 
  these are the gates along the path of the Great Modron 
  March. During this time, the modrons of Regulus march 
  across the multiverse in a massive line, following a 
  predetermined path that flows through multiple planar 
  gates. As with everything on Mechanus, the Great Modron 
  March occurs on its own ordered schedule, but few have 
  the scope of knowledge to understand that schedule.
  Traveling Around
  For a plane of moving gears and grinding cogs, movement 
  around Mechanus is surprisingly straightforward and easy. 
  Everything in Mechanus is connected to something else, 
  usually gears connected to adjacent gears via cog teeth, 
  so it’s possible to reach any destination in the Clockwork 
  Nirvana from any starting point. It may take some time, but 
  there is a path.
  Part of traveling around Mechanus is moving along 
  the faces of the gears. A person standing on a gear is 
  standing upright, but gravity is situational, so that same 
  person could step onto an adjacent perpendicular gear 
  and orient immediately to the new “up and down” without 
  any ill effect. This all makes moving physically relatively 
  straightforward, and it’s coupled with the fact that the 
  movement of the gears – all are in motion – are not felt by 
  a person or object on the gear. Nothing flies off, regardless 
  of how fast the gear is moving.
  Because of Mechanus’ three-dimensional landscape and 
  no set horizon, concepts such as north, south, east, and 
  west do not make sense on the plane. Instead, the entire 
  plane is divided up into an infinite coordinate system 
  developed by Primus, the god of the modrons and one of 
  the oldest beings in the multiverse. Using the magnetic 
  obelisks around Mechanus along with devices that 
  resemble sextants, a person can find out where they are 
  on the great grid of the plane, a location identified by three 
  numbers known as the exx, wyy, and zee. Primus, in the 
  center of Regulus, is at [0,0,0], and the numbers increase 
  out to infinity from there. They can be negative or positive 
  reflecting the relative direction from Primus. 
  Every site and gear in Mechanus has coordinates on the 
  exx-wyy-zee grid relative to its distance to Primus. Every 
  1000 feet is marked with 1, so the point [1,1,1] is 1000 
  feet from Primus in three directions, while [-1, -1, -1) is 
  1000 feet from Primus in three directions in the opposite 
  direction. To the modrons and other natives of Mechanus, 
  the coordinate system of exx-wyy-zee makes perfect sense, 
  and they have a hard time adjusting to the relatively flat 
  landscape of the rest of the multiverse.
  
  Clockwork Nirvana of Mechanus
  285
  Powerful & Mighty
  As the plane of rigid ordered structure and clockwork 
  precision, Mechanus draws and generates a variety of 
  interested powers. Some look to exploit the weaknesses 
  inherent in such a massive machine, slipping between the 
  cracks, while others try to harness the capabilities of the 
  gears and cogs that fill the landscape. Mechanus is also 
  home to one of the oldest beings in existence, Primus, who 
  is said to rival Asmodeus in age and sheer influence. 
  Confederacy of the Cog
  Artificers from across the multiverse are drawn to 
  Mechanus. It’s an entire plane of constructed material, on 
  a scale unfathomable anywhere else, with living creatures 
  of metal and stone existing naturally in such an unnatural 
  environment. As they came to study, the artificers shared 
  their knowledge, and from that original community 
  came the Confederacy of the Cog. The original founding 
  members built the Transcendent Academy to share their 
  discoveries and inventions, and to train new members.
  Overall, the members of the Confederacy have done 
  much to advance the artificer art in the multiverse. 
  Individuals and groups within the group have documented 
  many of Mechanus’ internal processes, though the sheer 
  scale of that project is going to likely require generations 
  of artificers working and expanding their documentation. 
  Cog Confederates (as they are also known) have expanded 
  the Transcendent Academy into a massive sprawling site, 
  with dozens of large laboratories and hundreds of personal 
  chambers to house their experiments and findings.
  The Confederacy of the Cog are led by a thirteen-
  member Cog Council, who are made up of members 
  voted upon by their peers once every five years. There 
  is no leader, so each individual on the Cog Council has 
  equal voice in all matters brought before their chambers, 
  though strong members tend to dominate such meetings. 
  Committees in the Cog Council meet regularly to approve 
  new members, settle disputes, and hear reports on the 
  advancement of artificer work within the academy and the 
  multiverse at large.
  The vast majority of the Cog Confederates are clockwork 
  engineer artificers, but they welcome all who wish to learn 
  the artificer art into their halls. Gnomish gem binders 
  from Bytopia, elven livewood sculptors from Arbora, 
  battlesmiths from the world of Eberron, goblin alchemists 
  from Ravnica, and the strange wonderkin from the Plane 
  of Dreams can all be found in the Transcendent Academy. 
  It is a place of invention and creation, but under strict 
  guidelines – chaotic artificers chafe under the mounting 
  list of rules and regulations that guide everyday life in the 
  academy and Mechanus as a whole. Few last long.
  Formian Hive-Cities
  The ant-like formians are one of the few non-construct 
  creatures native to Mechanus. They are as industrious and 
  focused as the insects they resemble, and on the cogs of 
  the Clockwork Nirvana they have built enormous hive-
  cities. Each cog consists of a single colony of formians, 
  and each colony is ruled by a single queen. The colonies 
  themselves are constructed of compacted metallic dirt 
  pulled together from creation vats operated by formian 
  drones – other drones bring scrap metal to the vats, which 
  are then broken down and used to build the colony. Most 
  colonies resemble smooth-sided towers stretching up 
  hundreds of feet.
  The vast majority of the hive-cities on Mechanus are 
  clustered around a large cog that houses their largest 
  colony – Arkitan, which in the clicking language of the 
  formians means “center.” It is the home of the Scion Queen 
  Mother, the greatest and most powerful of the formian 
  queens in all the multiverse, and it is by her will the 
  formians expand out, both through Mechanus and beyond. 
  Large colonies have been established in the Peaceable 
  Kingdoms of Arcadia, and there are rumors of hidden 
  hive-cities within select cubes floating through the Infernal 
  Battlefield of Acheron.
  The Scion Queen Mother encourages the queens of the 
  hive-cities to push forward and expand, and this results 
  in a lot of conflict between the individual colonies. This 
  is perhaps the only reason the formians haven’t proved a 
  greater threat, for while they are utterly focused on the 
  health and safety of their individual colonies, they seem 
  to have little thought for their species on a whole. The 
  Scion Queen Mother in Arkitan is of a different mind, 
  however. She has clashed with the modrons of Regulus, 
  and sees the arrival of the Glass God as nothing more than 
  a nuisance. Her desire is to colonize the multiverse with 
  formians, thus making everything perfectly ordered and 
  working harmoniously together. Even if it’s against the will 
  of the people in the multiverse.
  Glass God
  Strange things have been seen appearing in Mechanus 
  recently. Some smaller cogs and gears have transformed 
  seemingly spontaneously from metal into strangely 
  prismatic clear glass. The gears continue to move in the 
  same way as they have before, and the sudden changes 
  haven’t prompted the modrons of Regulus to do anything 
  more than a cursory check – to their rigid minds, the gears 
  are functional and that’s all that matters.
  At the same time, devotees have appeared in the 
  Clockwork Nirvana claiming to speak for a new power 
  they call the Glass God. This being comes from outside 
  the plane of Mechanus but has a wonderful future planned 
  that incorporates everything great about Mechanus into a 
  new form. These devotees are accompanied by warriors 
  carrying strange glass weapons, along with more sinister 
  creatures known as glass hounds. Everything about the 
  Glass God as spoken about by these speakers and warriors 
  refers to a harmonious convergence of machine and glass.
  
  Clockwork Nirvana of Mechanus
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  The truth is far more sinister, however. The Glass 
  God is an alien intelligence from the Far Realm who has 
  penetrated Mechanus and seeks now to convert the entire 
  plane into something different. The Glass God and its most 
  fervent followers, including the glass hounds, have strange 
  abilities to jump between sharp angles, which are plentiful 
  on Mechanus, and they can see things through the glass 
  gear spreading out across the Clockwork Nirvana. Sects 
  of warriors calling themselves glass eidolons have taken 
  up the arms of the Glass God, most not knowing the exact 
  nature of their mysterious patron, but the speakers and 
  devotees seem to be knowledgeable about the grander 
  scheme – assimilate, and destroy those that resist.
  Inevitables
  Constructs are prevalent in Mechanus, but there are 
  constructs that have evolved beyond the relatively 
  simplistic golems found across the multiverse. The 
  modrons are one type who have evolved to serve the will 
  of Primus and keep the Clockwork Nirvana ticking, but 
  there is another class of intelligent constructs in Mechanus 
  that enforce laws rather than simply maintaining them. 
  These are the inevitables, and though they appear at 
  first glace like golems, they are intelligent creatures with 
  hyper-focused wills all bent on enforcing laws across the 
  multiverse.
  The most commonly encountered type of inevitable 
  found outside of Mechanus are the marut, who dwell 
  within Halls of Concordance in several major planar 
  metropolises. These iron constructs are incredibly 
  powerful and built with the singular purpose of enforcing 
  the terms of a contract. It can be any contract agreed to 
  by separate parties at a Hall of Concordance. Each Hall of 
  Concordance is run by a Kolyarut, a specialized version of 
  the marut that arbitrates on behalf of the individuals and 
  assigns a marut to keep the terms of the agreement by all 
  parties.
  Maruts originate in massive factories on Mechanus. 
  Each factory is given a three digit number to differentiate 
  it from others, though the largest and most expansive is 
  Factory Zero-Zero-One, the first, where inevitables build 
  more inevitables in titanic life molds within the factory. 
  Other factories produce armor, weapons, and the internal 
  workings of the creatures, but Factory Zero-Zero-One puts 
  them all together and creates the form itself.
  Other types of inevitables exist as well. The hadrut are 
  less powerful than the maruts but still capable creatures 
  that are built on a larger scale. Their purpose is to enforce 
  borders, so they are often found around factories, and 
  many can be found around the Scrap Tracts in Mechanus 
  guarding against scavenger tribes. Other inevitables 
  enforce other laws of the multiverse, including the law of 
  death, the laws of time, and the laws of reality itself. These 
  other types are more rare but just as powerful as the 
  marut.
  The first inevitables were believed to be created by 
  Primus as a tool to enforce order in Mechanus. The 
  modrons have an enormous population but they are built 
  for maintaining the workings of the Clockwork Nirvana, 
  and even then they are too few to handle all of the plane’s 
  inner machinations. Primus needed something to bring 
  order to the wider planes, and the inevitables were the 
  result. The first inevitables quickly gained sentience and 
  started building more themselves – they were the ones that 
  constructed and now maintain the factories, not Primus, 
  though enigmatic logic being seems to approve of the 
  advancement.
  The Mathemagician
  Manipulating arcane energy to create magic requires 
  complicated rules and conditions. This is why wizards 
  have to devote so much time to study, and also why some 
  are tempted to make bargains with otherworldly powers 
  to circumvent that required work. The plane of Arcadia 
  contains Nomos Prime, a powerful enigmatic force that 
  most believe embodies these arcane laws, but there 
  is a competing force in Mechanus that is pushing the 
  boundaries of logic and magic to their utmost. This is 
  the Mathemagician, a constructed humanoid known as a 
  warforged, who has become an incredibly powerful wizard 
  driven insane by dabbling in the cosmic power of the 
  multiverse.
  The Mathemagician believes words are the key to 
  unlocking the laws of magic, and that those words 
  originated somewhere in Mechanus. It has built the Palace 
  of Perfect Precept on a distant cog where he is attended 
  by helmed horrors of its own creation. Few people visit the 
  palace, and the Mathemagician seems perfectly content 
  with this, but the power that it wields has attracted some 
  attention. Specifically, nomomancers from Arcadia have 
  been studying the warforged wizard for some time, secretly 
  observing from a distance.
  For its part, the Mathemagician seems content to study 
  and experiment. The helmed horrors that assist it are a 
  useful addition to any wizard’s guardian arsenal, though 
  the secrets of their creation are jealously guarded by the 
  crazed warforged. The Mathemagician is completely 
  obsessed with law and how it applies to arcane magic, and 
  it has visited Primus in Regulus on numerous occasions, 
  though each time the warforged leaves with more 
  questions than answers. How close is the Mathemagician 
  to unlocking arcane secrets lost to the multiverse? How 
  much of a threat are those secrets? What are the true 
  motivations of Nomos Prime in regard to the warforged? 
  No one has these answers yet.
  Primus and the Modrons
  Order is a major defining force in the multiverse. It’s what 
  tamed the raw chaos of existence at the beginning of 
  everything into the structure of reality, and most planar 
  scholars agree that this lawful power is embodied wholly 
  in the singular being known as Primus. As an entity, 
  Primus is one of the oldest things in the multiverse, with 
  records dating back as far as records go detailing its 
  influence over the planes, just as Asmodeus has spread the 
  influence of evil and corruption.
  
  Clockwork Nirvana of Mechanus
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  Primus sits at the literal center of Mechanus, at 
  least as defined by the modrons that serve it without 
  question. These geometrically-shaped creatures are 
  living constructs, similar to inevitables, but they are built 
  for maintaining the order of the Clockwork Nirvana and 
  keeping everything running smoothly. Their rigid hierarchy 
  prevents lesser modrons from even interacting with higher 
  modrons – they don’t even speak the same language. At 
  the top sits Primus, the being of pure law and order, who is 
  said to dwell within every cog and gear in Mechanus. The 
  Tower of Primus is at the center of Regulus, the realm of 
  the modrons, where it contemplates existence and watches 
  over the multiverse.
  As a being of pure law, devoid of good and evil, Primus 
  is difficult to understand at times. Its goal is to bring 
  ultimate order to the multiverse, and the tools it uses are 
  the modrons, but it also experiments from time to time. 
  Primus is responsible for several strange acts – it created 
  the stone that now sits in Limbo that created the slaadi, 
  for example, creatures of absolute chaos and destruction. 
  And, there are the occasional modrons that go “rogue” 
  and develop independent thoughts of their own. Some 
  say these are explicitly created by Primus as a way to test 
  its most loyal subjects. It’s a puzzling situation that has 
  interested planar sages for generations.
  It is said that Primus sees everything in Mechanus, and 
  can manifest in any gear or cog across the plane. This level 
  of planar control is nearly unheard of anywhere else in the 
  multiverse, suggesting Primus has a unique relationship 
  with the Clockwork Nirvana. But it rarely exercises this 
  power openly, preferring instead to set plans into motion 
  and then watch them unfold.
  Scavenger Tribes
  There are many small communities of creatures of all 
  kinds that live, work, and die in the cogs of Mechanus. 
  Most of these communities are built on a single gear, 
  and the residents – whether they be archons from Mount 
  Celestia, devils from the Nine Hells, or planar transplants 
  from across the multiverse – strive to stay in harmony 
  with their clockwork surroundings. Chaotic tendencies 
  are generally weeded out naturally, for few of a non-lawful 
  mindset can withstand the sheer enormity of order and 
  synchronization of Mechanus.
  The scavenger tribes are the exception, however. These 
  roving bands of anarchists, free thinkers, warriors, and 
  tinkers roam about the gears and cogs of the plane, 
  collecting scrap for their own use while staying one step 
  ahead of the modrons that continually chase them. Mainly 
  comprised of humanoids, the tribes are usually less than 
  50 people, as the smaller the number the more nimble 
  their movements, and the easier it is to escape from 
  modrons trying to shut down their activities.
  The members of the scavenger tribes call themselves 
  the gearlost, and they are quite adept at taking scraps from 
  the plane and turning them into useful pieces of mobile 
  equipment. They don’t make permanent settlements, but 
  they do meet irregularly on a cog called the Plain of the 
  Gearlost, near an abandoned Scrap Tract far from the 
  modrons’ home of Regulus. Tribal leaders meet here to 
  discuss new tactics from modrons, valuable yards for 
  scavenging, and any new hazards or dangers they face. 
  They aren’t inherently dangerous, but there’s a rebellious 
  streak in most of them that sees a great machine like 
  Mechanus and simply wants to tear it down.
  Many gearlost have replaced parts of their body with 
  mechanical bits, usually hands and legs but sometimes 
  as advanced as an eye or complete spine. The artificers 
  among the gearlost are adept at melding machine with 
  flesh, which the modrons and inevitables look upon 
  with great shock and horror. There is, however, no such 
  law against such a melding so possessing a gearlost 
  modification is not an automatic sentence for death. 
  Word of Law
  In the plane of ultimate law, ultimate justice is meted out 
  swiftly and without mercy, compassion, or malice. Primus 
  was the original arbiter of justice, but over time it created 
  another power to oversee passing sentences for those that 
  break the law in Mechanus. The Word of Law was born 
  from this, and from the Scriptorium of Law it hears cases 
  and swiftly deals justice.
  The Word of Law is a strange being. It is three massive 
  faces on a floating upside pyramid, with each side 
  representing a state of justice – passive, guilty, or innocent. 
  Its passive face is used while it hears cases, and then it 
  renders verdict by switching to its guilty or innocent face. 
  Inevitables of Mechanus work with the Word of Law but 
  its primary tool for handling criminals brought before it 
  are creatures of liquid living metal, silver or gold, known 
  as metal agents. Silver metal agents are the rank and file 
  servants of the Word of Law, and they are responsible 
  for guarding the Scriptorium of Law and watching over 
  prisoners. Gold metal agents are the ones that seek out 
  criminals in Mechanus, and some have even gone so far as 
  to travel beyond the Clockwork Nirvana in their duties.
  The punishment for breaking any law on Mechanus is 
  death, meted out swiftly and impartially by the Word of 
  Law’s silver metal agents once sentence has been passed. 
  The Word of Law is impartial and it hears cases clearly 
  without inherent bias or prejudgment. Nonetheless, 
  criminals brought before it at the Scriptorium of Law are 
  usually found guilty. In the alien mind of the Word of Law, 
  and by extension Primus, no lawbreaker can be allowed to 
  live, no matter the scale of the crime.
  
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  288
  Creatures & Denizens
  Constructs abound in Mechanus. Many are formed 
  naturally on the plane, while others – such as golems – are 
  created by deliberate action from inhabitants of the plane. 
  Many of the creatures of Mechanus have an absolute view 
  of law and order, regardless of good and evil, and see no 
  difference between a fiend breaking a law or an angel.
  Aberrations
  The perfect harmony of Mechanus serves as an enticing 
  force for beings from the alien plane known as the Far 
  Realm for some reason. The Glass God is a powerful 
  entity from the Far Realm that has pushed into Mechanus 
  like a plague, and its glass hounds use the perfect angles 
  of the gears to move quickly around. The modrons and 
  inevitables seem oblivious to the machinations of these 
  aberrant forces, so only time can tell what ultimately 
  happens, but the Glass God’s influence grows regularly.
  Constructs
  The vast majority of all inhabitants of Mechanus are living 
  constructs. Golems of all kinds can be found in abundance, 
  many of which having found their way from their original 
  home to live in a plane of absolute order and precision. 
  Buzzflies are mechanical insects that eat gears and cogs 
  of all kinds, destabilizing regions with their vermin-
  like appetite. The metal agents of the Word of Law are 
  liquid metal creatures capable of forming weapons from 
  their natural body parts, and they blur the line between 
  construct and ooze in unique ways.
  Inevitables. Vast factories are hidden among the 
  gears of Mechanus, each one manufacturing individual 
  components that come together to create inevitables – 
  powerful constructs that enforce the laws of the multiverse 
  outside the bounds of Mechanus. Breaking the universal 
  laws of life, death, and truth could result in an inevitable 
  coming to find you, though such transgressions usually 
  must be larger in scale to catch their attention, while a 
  whole subset of powerful inevitables are used to enforce 
  contracts signed in the various Halls of Concordance 
  in major planar metropolises. Hadrut inevitables are 
  the lesser type of inevitables charged with protecting 
  the factories on Mechanus and enforcing laws around 
  property, so they are the ones commonly encountered in 
  the Clockwork Nirvana.
  Modrons. Modrons are a strange race of mechanical 
  creatures that look like geometric shapes with humanoid-
  like arms and legs. They are vast in number and tend to 
  most of the functions of Mechanus, serving as the will of 
  Primus, a supreme deity of logic and order that supposedly 
  created the plane at the beginning of time itself. Modrons 
  can be found anywhere in Mechanus, repairing broken 
  gears and protecting regions, though Regulus remains 
  their most populated city. Visitors are welcome in Regulus 
  assuming they complete the proper documentation and 
  submit it to the right departments. The various castes of 
  modrons are highly organized and literal-minded, and 
  they cannot interact at all with modrons greater than 
  one category removed either above or below them in the 
  hierarchy.
  Humanoids
  Any humanoid that recognizes the absolute authority of 
  law can be found on Mechanus, and there are plenty of 
  small settlements, castles, and fortresses all over the plane 
  occupied by these organized people of all races and types. 
  Silversprocket is the largest and most welcoming and 
  easiest to locate, but others remain isolated for various 
  reasons. Some residents follow the darker side of law, 
  owing allegiance to evil powers such as Asmodeus, while 
  others skew more towards the benign side, honoring gods 
  of justice and order.
  However, there are those that see the ordered structure 
  of Mechanus and fight against it. They form roving bands 
  of scavenger tribes, trying to stay ahead of the modrons 
  and inevitables while salvaging junk to create useful tools 
  to aid in their survival. Many are anarchists that seek to 
  bring down Mechanus from the side, but most are simply 
  survivalist trying to eke out an existence the only way they 
  know how.
  Warforged. In the clockwork realm of Mechanus, 
  warforged remain a strange enigma. It is widely believed 
  that they originated somewhere on the plane, and 
  pockets of communities can be found across the gears of 
  Mechanus, but there are no known factories that produce 
  these constructed humanoids. Where do they come from? 
  Who created them? That central question drives many 
  warforged to search Mechanus for answers, but the lure 
  of the Iron Voice on the plane of Acheron draws many out 
  with promises of answers among the great iron cubes.
  Monstrosities
  Some unusual monsters can be found in Mechanus. 
  Sphinxes of all kinds are drawn to the perfect harmony 
  of the plane, and usually setup their homes among 
  complex gears that form towers and castles. There they 
  contemplate the vast nature of existence, crafting riddles 
  and stories that encapsulate the fragility, pointlessness, 
  and even purpose of life itself. Rarely they entertain visitors 
  though most enjoy philosophical conversations with 
  likeminded beings.
  Formians. Formians are ant creatures with single-
  mind pursuits of colony expansion across the multiverse. 
  Mechanus is their home, but they’ve been steadily pushing 
  out across the planes, and have made great progress in 
  claiming territory on Arcadia as a result. Their major hive-
  cities remain on Mechanus, and Arkitan is there great. The 
  Scion Queen Mother commands a force that swear their 
  lives to queen and colony and obey every directive without 
  question or hesitation. Only the fractured nature of the 
  hive-cities, where each looks out for their own interests, 
  prevents the formians from being a greater threat to the 
  stability of Mechanus and the wide multiverse.
  
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  289
  Hazards & Phenomena
  The great machine of Mechanus is a vast, moving 
  plane of interconnected gears and cogs, all ticking in 
  synchronization, like the inner workings of a massive 
  water clock. The operations are so enormous in scale that 
  they create unique environments not found anywhere else 
  in the multiverse, at least on the same scale. Travelers 
  to Mechanus quickly become aware of these factors as 
  they affect everything from communication to combat 
  effectiveness.
  Great Modron March
  One of the strangest phenomena of Mechanus is the Great 
  Modron March. Once every 289 years, Primus orders the 
  modrons of Regulus to march across the multiverse. They 
  leave the Clockwork Nirvana and navigate the planes, 
  traveling along well-established routes that use gates and 
  portals to cross between the planar borders.
  The Great Modron March is a massive operation, with 
  thousands of modrons marching, and their path never 
  wavers, regardless of the obstacles. Cities may have sprung 
  up since the last march, or natural hazards or barriers, 
  but none of that stops the single-minded modrons from 
  their task. Some difficulties require construction to bypass, 
  which are handled by specific modrons, and include things 
  like building bridges, repairing gates, and removing hostile 
  forces. Unfortunately, the modrons are not especially 
  skilled at this last part, and many that go out on the march 
  do not return to Mechanus.
  There are several lesser marches that happen between 
  each Great Modron March where Primus sends out 
  smaller teams of modrons to venture forth to a series of 
  specific planes. These lesser marches occur in regular 
  patterns, like everything the modrons do, but the scale is 
  difficult for outsiders to comprehend.
  Why does Primus send modrons out on these marches? 
  The question has baffled planar sages for generations. 
  Most assume it’s some sort of checkup on the state of the 
  multiverse, a kind of update to a larger plan known only 
  to Primus, but there are conspiracy theories that suggest 
  a more sinister motivation. It is well known that Primus’ 
  goal is to bring absolute law and order to the multiverse, 
  and the modrons are its most successful tool to date in this 
  effort. Do the modrons march to test the defenses of the 
  multiverse in advance of some predetermined war for total 
  domination? Or perhaps they march to charge up some 
  force or power within Mechanus and they wait for the right 
  time to unleash it?
  Grinding Gears
  Mechanus is in constant motion, and the gears and cogs 
  that make up the bulk of the plane move by connecting 
  precise interlocking teeth. It’s a ballet of motion, but it can 
  also be dangerous if a person were to be caught in the 
  gears.
  Gear sizes in Mechanus come in five broad categories – 
  small, medium, large, huge, and gargantuan. While these 
  sizes correspond to creature sizes, the gear sizes are on a 
  much larger scale. Getting caught in the interlocking teeth 
  of a gear inflicts bludgeoning damage based on the size 
  of the gear. The chart below shows the relative size and 
  damage.
  mechanus geaR sizes
  categORy
  geaR size
  bludgeOning 
  damage
  Small
  Up to 5 feet diameter
  7 (2d6)
  Medium
  From 5 to 100 feet 
  diameter
  17 (5d6)
  Large
  From 100 feet to 1 mile 
  diaemter
  35 (10d6)
  Huge
  From 1 mile to 50 mile 
  diameter
  52 (15d6)
  Gargantuan
  50 mile or more diameter
  70 (20d6)
  Creatures must be close to a gear’s edge for any damage 
  to occur, and even then the relative gravity of Mechanus 
  makes falling into it unlikely. It is possible to shove a 
  creature into a gear which would then inflict the listed 
  bludgeoning damage. Gear damage is based on the size of 
  the adjoining gear, which can be up to one size category 
  bigger or smaller than the primary gear.
  For example, if a group of adventurers were facing off 
  against a foe near the edge of a large gear, the DM could 
  determine an adjacent grinding gear was medium, large, or 
  huge, and if a creature were to be shoved into the gear they 
  would suffer bludgeoning damage based on that adjacent 
  gear’s size. It’s worth noting that modrons never think 
  of pushing creatures into the gears – there’s a chance, 
  however remote, that the gear could get stuck, and so this 
  tactic is strictly forbidden by the modrons.
  Law of Averages
  Mechanus runs on an edict of well-defined structure and 
  order. Randomness is reduced and chaos is kept to a 
  minimum, or eliminated entirely. Creatures that engage in 
  combat on Mechanus quickly find their attacks and spells 
  create predictable effects regardless of luck and timing. 
  While on Mechanus, all creatures use the average damage 
  for spells and weapon attacks. The average damage on 
  a die is reflected as half of the die’s maximum value plus 
  0.5, though rounding always occurs down. For example, a 
  longsword inflicts 1d8 damage, so the average would be 
  4.5, round down to 4. A greatsword inflicts 2d6 damage, 
  so the average would be 7 (3.5 x 2). Apply modifiers as 
  normal.
  
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  290
  Linguistic Equality
  Communication can be a barrier on any plane, but on 
  Mechanus the language laws are broken down intrinsically 
  to their base values to facilitate easy understanding. 
  Regardless of the languages spoken, while on Mechanus 
  all creatures can understand the spoken words of other 
  creatures as if it were a language they could speak. There 
  is no inherent ambiguity in this instant translation and 
  most creatures don’t even realize it’s happening because of 
  its subtle effect.
  Sites & Treasures
  The Clockwork Nirvana of Mechanus is filled with 
  wondrous sites that simply cannot be replicated anywhere 
  else in the multiverse. Some of them are dangerous, some 
  are beautiful, but all are part of the massive machine that 
  makes up the plane and its coordinated synchronization.
  Cogmaze
  The vast majority of Mechanus is filled with gears and 
  cogs of an enormous scale, many stretching hundreds of 
  miles across. Regions overhead and below are just as filled 
  with gears, but there is an openness to the spacing that 
  can create an illusion of emptiness. In the region known 
  as the Cogmaze, however, this illusion is dispelled as the 
  individual gears are close enough together to form walls, 
  corridors, and rooms.
  The Cogmaze is a complicated region that spans several 
  miles of tightly compounded small gears, moving and 
  grinding at variable speeds. It isn’t known if the site is a 
  naturally occurring phenomena, or if it was deliberately 
  created to house something specific or dangerous. 
  Creatures have been found in the Cogmaze, usually 
  variations of the clockwork golems, buzzflies, and other 
  natural inhabitants of Mechanus, but there is a sinister 
  undercurrent to the monsters that differentiates them from 
  their wild fellows. Modrons have an irrational fear of the 
  Cogmaze with most refusing to go near it, though they 
  can’t say why – they simply say it is a decree from a higher 
  authority.
  Adventurers that have gone into the Cogmaze report 
  encounters with insidious traps and clockwork monsters 
  that seem to exist only within the grinding corridors. 
  Treasure too has been found, strange mechanical devices 
  of a mystic and wondrous nature, almost as if something 
  were using the Cogmaze to store precious items – or 
  to lure in unsuspecting adventurers. What lurks in 
  the heart of the Cogmaze? Is there a greater power 
  behind its construction, or does it house scavengers and 
  opportunistic creatures looking for a new home?
  Crimson Clock
  For a plane known as the Clockwork Nirvana, there is a 
  surprising lack of actual clocks around Mechanus. The 
  modrons that maintain the gears and cogs of the plane 
  don’t need them, as they are in tune with the plane itself, 
  and many of the local communities learn to tell time by 
  the chiming of the Nirvana Bells and movement of nearby 
  gears. One of the few actual time pieces on Mechanus is a 
  massive red obelisk known as the Crimson Clock, which is 
  tended by cultists of Asmodeus, the Lord of the Nine Hells.
  As a supreme power in the multiverse, Asmodeus has a 
  vested interest in the inner workings of Mechanus, and he 
  seems as interested in discovering the ultimate purpose of 
  the plane as any planar scholar. To that end, the Crimson 
  Clock was built on a red-stained gear, constructed by 
  specially created golems imbued with Asmodeus’ infernal 
  powers and magically linked to the machinations of 
  Mechanus. The result is a complicated clock that requires 
  constant tending by red-robed cultists, who have taken no 
  ill action against other planar inhabitants. The modrons 
  leave them alone since they aren’t breaking any laws, and 
  the Crimson Clock continues to tick.
  The clock itself records the passage of time, which is 
  meticulously tracked by the attendant cultists, but it also 
  has a countdown feature that was not originally planned. 
  None of the cultists know the end result of the countdown, 
  and their inquiries to Asmodeus have been met with 
  silence. The Crimson Clock has a vast inner working that 
  the cultists and a legion of chosen devil work to maintain, 
  but there are secret workings that most of them are not 
  aware of. Is it a doomsday clock that counts down to some 
  great calamitous event?
  Glass Spire
  The Glass God is an alien entity from the Far Realm 
  that has found a crack between the greater dimensional 
  barriers and is now slowly leaking into Mechanus. It is 
  a vastly malevolent entity bent on the total corruption 
  of the plane, a subjugation that would be manifested as 
  everything on the plane transforms into glass-like versions 
  of their original shape. Already, some cogs on Mechanus 
  have transformed into glass, and the modrons responsible 
  for repairing and maintaining the machinery seem not to 
  notice the difference.
  The transformative spread doesn’t seem to be localized 
  in any specific region on Mechanus, but the Glass God’s 
  greatest stronghold is the Glass Spire, a spike of strange 
  glass growing out of the middle of a great glassy gear. It is 
  here that the glass hounds congregate in larger numbers, 
  and the devotees of the Glass God – strange multicolored 
  eyed humanoids of persuasive tongue and purpose – 
  undergo ritualistic changes to become more in tune with 
  their supreme entity. The Glass God itself doesn’t seem to 
  have a physical presence in Mechanus, not yet at least, but 
  it’s unfathomable power is on display in around the Glass 
  Spire.
  
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  The multi-tiered interior holds corridors, halls, 
  chambers, and room, all constructed of the same strange 
  prismatic glass as the spire and gear around it. Everything 
  is sharp angles, and some of those angles defy easy logic, a 
  clear violation of Mechanus’ natural laws. But the Word of 
  Law and its metal agents has not moved against the Glass 
  God yet. Is there something in the Glass Spire that shields 
  their lawlessness from the eyes of the plane? Primus has 
  been strangely silent on the appearance of the entity and 
  the site as well. How far does the glassification have to 
  spread before the powers of Mechanus take note?
  Hive-City Arkitan
  Formians are an ant-like race of rigid structure and 
  supreme hierarchy. Everything they do is for the 
  betterment of their hive with no thought to the individual. 
  The sole exception is the individual at the top of each hive, 
  the queen, who directs the drones, soldiers, and others in 
  an ever-expanding quest for territory. Hives can be found 
  all across Mechanus, but the greatest is the central hive-
  city of Arkitan, home to the Scion Queen Mother.
  Arkitan is a massive complex built around a mile-high 
  tower, all of it constructed of hardened metal-like mud 
  produced by the drones by dissolving natural food and 
  transforming it into construction material. The result is 
  as strong as steel with a natural cave-like structure, and 
  Arkitan is the largest of all the hive-cities on Mechanus. 
  The Scion Queen Mother dwells in a massive central cave 
  at the tower’s base, attended by a legion of queenguards 
  and soldiers, and she has swarms of flying formians that 
  communicate with the other hives.
  Arkitan is highly organized, with all of the formians 
  inside operating according to the whim of the Scion Queen 
  Mother. They live, work, and die with no other thought than 
  for their queen, which is true of all formians, but the ones 
  in Arkitan are even more fanatically loyal. Arkitan formians 
  take no prisoners in warfare, fighting to the death in every 
  conflict, and voluntarily give their lives for the good of the 
  hive. And the Scion Queen Mother takes full advantage 
  of this force at her beck and call, and she has a plan to 
  expand the formian power across Mechanus – and into the 
  wider multiverse.
  Within the great spire of Arkitan, specialized drones 
  produce a magical secretion that the Scion Queen 
  Mother hopes will accelerate her expansionistic plans 
  dramatically. It’s kept under tight security now but some of 
  the scavenger tribes, who clash regularly with the formians 
  over scrap, have been subjected to its use - a powerful 
  mind-control vapor distilled from formian essence. To 
  date, the incidents have resulted in madness and death but 
  the formians working on perfecting the formula and the 
  Scion Queen Mother are not dismayed. The end results far 
  outweigh the potential cost in non-formian life it takes to 
  get there, or so they believe logically.
  Life Molds of Factory Zero-Zero-
  One
  Inevitable factories are located all across Mechanus. 
  Each one is assigned a three-digit identification number 
  and a specific task in the creation of more inevitables, 
  from Factory Two-Seven-Two where the eyes are created 
  to Factory Nine-Three-Four where cloaks are stitched 
  together. It is possible there are 999 factories, though they 
  all dwarf in importance to Factory Zero-Zero-One, where 
  final assembly is completed and the inevitables are given 
  the spark that turns them into creatures rather than simple 
  machines.
  Factory Zero-Zero-One was the first assembly plant built 
  by the inevitables to create more inevitables, and it houses 
  the supremely important life molds that are key to the 
  entire process. There are 10 known molds for each type of 
  inevitable, all housed in Factory Zero-Zero-One, and kept 
  under the tightest security to prevent tampering or even 
  close inspection. Non-inevitables are simply forbidden 
  from entering the factory under penalty of death.
  The factory is run by inevitables who take shifts 
  operating and guarding the facility, along with the other 
  factories that assemble the individual components. Parts 
  are shipped between each location in the great assembly 
  line, and during transport the crates are heavily guarded 
  and watched over closely. There have been some incidents 
  with scavenger tribes hijacking an inevitable shipment, 
  but the powerful constructs usually deal personally with 
  seeking out punishment rather than waiting for the metal 
  agents of the Word of Law to come in. Primus decreed that 
  the inevitables would have the ability to govern and police 
  themselves outside the typical Mechanus power structure.
  And there are plenty of interested parties in the 
  multiverse that would love to get a hold of the secrets 
  contained within any inevitable factory, but Factory 
  Zero-Zero-One is the motherlode. No one outside of the 
  inevitables knows the details of the spark that imbues 
  them with life and sentience, a power normally reserved 
  for gods, so to able to harness and control that power is 
  the dream of many beings and organizations, good and 
  evil.
  Magnetic Obelisks
  Traveling Mechanus is straightforward, because the risk 
  of falling off of a gear is low thanks to the relative gravity 
  each cog holds. Navigating and finding a specific place, 
  however, is a different matter entirely. The modrons have 
  their own grid-based system that maps out the entire plane 
  relative to Regulus, their realm and home of Primus, and 
  they maintain the grid through carefully placed magnetic 
  obelisks all around the Clockwork Nirvana.
  Each magnetic obelisk appears as a rectangular block 
  of glossy smooth black stone, exactly 10 feet high, 5 feet 
  wide, and 5 feet deep. They each hum with electrical 
  power as the inherent magnetism contained within each 
  vibrates on a high frequency, and metal objects brought 
  within 100 feet of a magnetic obelisk are drawn towards it 
  inexorably. Creatures holding a metal object and resisting 
  the pull must succeed on a DC 15 Strength saving throw 
  each round or be pulled 10 feet closer to the obelisk; metal 
  
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  armor wearers suffer disadvantage on the saving throw 
  as they fight against their worn gear. Modrons know the 
  location of each obelisk and only approach within 100 
  feet by wearing special gem-studded belts that produce an 
  opposite magnetic charge to counteract the pull.
  Scavenger tribes wearing and carrying no armor have 
  managed to chip away pieces of magnetic obelisks, which 
  they use in their hunt for valuable junk in the various 
  Scrap Tracts around Mechanus. They’ve learned important 
  information about which types of scrap are attracted to 
  what size magnetic obelisk shard and at what range, so 
  they use it to quickly find the pieces that are the most 
  valuable to them. Modrons are concerned about the 
  destruction to the magnetic obelisks as it throws off their 
  navigation and the entire grid becomes unstable, though 
  their emotions are largely flat on the matter (as they are 
  with most things).
  Nirvana Bells
  Mechanus is a noisy plane, with countless gears 
  grinding into one another on a constant basis. In many 
  areas, the sounds are synchronized, creating a natural 
  cadence, but just as often the sounds are drowned out by 
  the sheer volume. Residents get used to it, but it can be a 
  bit of a shock for travelers who have to shout to be heard 
  in some sections. What’s never drowned out, anywhere on 
  Mechanus, are the clear ringing of the Nirvana Bells that 
  chime every eight hours.
  Each Nirvana Bell is housed in a special open-framed 
  cube, about 20 feet tall, and the bells themselves are nearly 
  as grand. They are constructed of highly polished gold 
  inlaid with intricate patterns of gears and cogs in delicate 
  silver etchings. The golden clapper inside is motionless 
  and immobile under normal circumstances – no known 
  force can ring a Nirvana Bell outside the appointed time. 
  They ring out to signal the cycle of time on Mechanus, one 
  ring to start the day, two rings to bring in morning, and 
  three rings to herald evening.
  
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  The modrons tend to the Nirvana Bells, polishing them 
  and keeping them in good physical condition, but they 
  do not ring them. No one has ever been observed ringing 
  them – they simply ring at the appointed time. Most planar 
  scholars believe they are in time with the running of the 
  plane itself, and therefore an extension of Primus, though 
  there is no evidence beyond conjecture to support this 
  theory. Cryptic prophecies across the multiverse refer to 
  disruptions in the ringing of the Nirvana Bells but there 
  are no recorded incidents of a change in their timing or 
  tone.
  Oil Lakes
  Modrons keep the gears of Mechanus moving by tending to 
  the cogs and cylinders that are in constant motion. Their 
  greatest tool in this regular upkeep is oil, fetched from 
  enormous lakes in a region close to Regulus, and then 
  distributed in special dispersing cans by modron oil teams. 
  These oil lakes sit in stacks of gears that have had their 
  centers removed, creating deep wells that replenish on 
  their own power.
  Oil jellies are a regular problem in these lakes, though 
  their exact origin isn’t known. It’s not likely they came into 
  being accidentally on a plane where everything happens 
  according to a plan, but no one has found a plan for the 
  oil jellies that makes any sense. Modron teams have to be 
  on the lookout for the dangerous oozes, and some of the 
  slimy creatures have learned to seek out sources of fire 
  and return to the oil lakes to deter further removal of the 
  precious liquid.
  Orrery of the Infinite Planes
  Regulus contains exactly 64 massive gears, all populated 
  by modrons of all types, but the center of their realm 
  consists of two buildings. One is the Tower of Primus, 
  wherein dwells the physical manifestation of the orderly 
  god, and the other is the Great Modron Cathedral, 
  standing next to Primus’ dwelling on the central cog of 
  Regulus. The Great Modron Cathedral sees visitors from 
  all across the multiverse who are welcomed as long as they 
  come peacefully to see a fantastic artifact – the Orrery of 
  the Infinite Planes.
  Housed in the central dome of the Great Modron 
  Cathedral, the Orrery of the Infinite Planes is a mechanical 
  model of the planes themselves, spinning and moving 
  around in perfect synchronization with each other. It’s a 
  working model of the multiverse, miniscule in scale but 
  still covering hundreds of feet in the cathedral’s massive 
  dome, and it is widely believed to be the only functional 
  “map” of all the Inner and Outer Planes. Scholars come 
  to study the patterns and movements, with the aid of 
  specialized modron workers who tend to the orrery’s 
  upkeep, though the great artifact set rarely requires any 
  maintenance.
  The Orrery of the Infinite Planes is useful for visualizing 
  the relationship between the planes, though it is just 
  one possible interpretation of the vast and unending 
  multiverse. What’s found in the Great Modron Cathedral 
  is also only one half of the whole orrery. The other half 
  is directly below the floor of he dome, accessed only by 
  special allowance by the modron governors, and this half 
  depicts the Material Planes. It is far more vast, owing to 
  the infinite variations of Material Plane worlds, and covers 
  hundreds and hundreds of feet.
  The two halves of the Orrery of the Infinite Planes share 
  a single master cylinder crafted of adamantine, so the 
  movement of one affects the other directly. Those who 
  have witnessed the Material Plane side of the orrery say 
  the models of each world are perfect in every detail and 
  could be used to create maps and uncover lost regions, but 
  the modrons who run it only allow brief visits.
  Palace of Perfect Precept
  The Palace of Perfect Precept is the home of the 
  warforged wizard known as the Mathemagician, who 
  seeks to understand and master the laws of magic by 
  understanding the laws of reality to their finest point. Its 
  palace is bult from marble and designed in an octagon 
  pattern on a vast gear, with eight towers rising up at each 
  angle in the octagon, and a large central keep in the center. 
  The Mathemagician is tended to by numerous golems of 
  variable construction, though its favorite are iron golems, 
  and the enigmatic warforged has not taken any apprentices 
  or passed its knowledge on to date.
  The Mathemagician is largely preoccupied with the 
  study of magical law, which takes its attention away from 
  the general upkeep of the palace, so those duties fall to 
  the golem staff. Majordomo Max, an advanced iron golem, 
  keeps the operation tight and on schedule, and does not 
  allow anything to bother the Mathemagician during the 
  warforged’s many experiments.
  The palace’s layout is a massive focus for magical 
  energy meant to harness and refocus the powers of each 
  arcane magical school, and each tower is devoted to 
  the Mathemagician’s work on a particular school. The 
  libraries are extensive but entirely closed off to outsiders, 
  though the warforged has entertained guests from time 
  to time, normally open-minded archmages from across 
  the multiverse with an interest in pushing the boundaries 
  of arcane knowledge to their absolute limit. Followers of 
  Nomos Prime on Arcadia, whom the Mathemagician refers 
  to as “sheep under an arcane wolf’s eye”, are expressly 
  forbidden from entering the Palace of Perfect Precept.
  Plain of the Gearlost
  Scavenger tribes scrounge and eke out a living amongst 
  the gears of Mechanus, running a low-grade anarchy 
  game on the plane of ultimate law. They are constantly 
  on the move as the modrons and inevitables have orders 
  to remove them on sight, by force if necessary, and the 
  free-spirited tribes never have an interest in going quietly. 
  The tribes, each usually no more than 50 or so humanoids 
  of all types, build temporary fortifications and steal scrap 
  from the Scrap Tracts and junk cogs to use in their own 
  devices. Rogue artificers, junk runners, gear thieves, 
  anarchist priests, and many more fill the ranks of the tribes 
  who make no permanent structures.
  
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  Except for the Plain of the Gearlost. This huge gear, 
  far removed from Regulus, is kept hidden by makeshift 
  scrambler towers that keep its location safe from the 
  constructs of the plane. It is a sacred site to the scavenger 
  tribes who gather on the gear to share stories, rest, and 
  swap news of Mechanus and their quest for anarchy. 
  Statutes constructed of scrap metal stand all around the 
  Plain of the Gearlost, each depicting the leader of a tribe, 
  and when a leader falls the statue is painted with specially 
  prepared black oil paint to mark their end.
  Regulus
  No other place in Mechanus better represents the ideal 
  of Clockwork Nirvana than Regulus, the home of the 
  modrons and their enigmatic god-force, Primus. The realm 
  consists of 64 huge gears, a number that never changes 
  or wavers, each connected and moving in synchronization 
  with the adjacent cogs. Modrons of all shapes and sizes 
  live and work endlessly in Regulus, tending to the duties of 
  managing their ordered society.
  Food is grown and harvested in Regulus for the modrons 
  to eat, though the form the food takes is not natural 
  vegetation. It appears as long-bladed steel grass and 
  grows in perfectly ordered rows on the four food cogs, and 
  nowhere else. Modron houses are blocky simply constructs 
  of metal stacked dozens high, each with just enough room 
  for a single modron to sleep and spend their allotted 15 
  minutes of leisure time each bell cycle (8 hours). Modron 
  soldiers patrol both the borders of Regulus and the interior 
  regions, as there have been incidents of some modrons 
  going rogue and learning to think independently. While this 
  isn’t a crime itself (though modron lawmakers are working 
  to push through legislation to make it illegal, a process 
  that has been held up in the Higher Ethics and Moral 
  Ambiguity Committee for over one thousand years), rogue 
  modrons are asked to leave for free of their independence 
  spreading like a disease, disrupting the ordered structure 
  of Regulus.
  Every modron has a place, and many of those places are 
  in the offices and factories of Regulus. Depending on the 
  caste, the modron may have many duties or few. Those that 
  tend to Primus, their god-entity, are complicated modrons 
  with multifaceted bodies, but even their capability for 
  independent idea is hampered. Which seems to be the way 
  Primus built them, so it’s all according to the grand plan.
  The Tower of Primus and the Great Modron Cathedral 
  sit on the largest and most central gear of Regulus. The 
  Great Modron Cathedral houses the Orrery of the Infinite 
  Planes, a stunning model of the multiverse that attracts 
  visitors from across the planes, while the Tower of Primus 
  is strictly off limits to non-modron personnel. Anyone 
  coming into Regulus on peaceful terms must submit their 
  application to the Department of Border Allowances and 
  Registrations, and if approved the visitor will be issued 
  a guest pass that identifies them as allowed into certain 
  areas of Regulus. Exceptions are flagged and reviewed by 
  the Board of Exceptions to the Border Allowances and 
  Registrations Department, though several subcommittees 
  may have to take up the matter. The entire process is 
  needlessly complicated bureaucracy but the modrons 
  pull it off with cheerful smiles and a never-ending positive 
  attitude towards “The Plan.” Whatever “The Plan” may be.
  Scrap Tract Gamma Eleven
  The Scrap Tracts of Mechanus are where broken gears 
  and other refuse are stored, neat and ordered away 
  from the rest of the plane, until it can be broken down, 
  processed, and recycled into new gears and mechanical 
  parts. There are theoretically an infinite number of 
  Scrap Tracts throughout Mechanus and each has a code 
  designation, such as Scrap Tract Alpha Three and Scrap 
  Tract Omega Thirty. Most house simple scrap pieces from 
  the region they are closest, but a few have specialized 
  purposes. The most famous of these is Scrap Tract 
  Gamma Eleven, a secret repository for anything magical 
  found on Mechanus.
  The modrons responsible for cleanup across the plane 
  occasionally find magical odds and ends, usually left over 
  from travelers who have met an untimely end somewhere 
  on Mechanus. When objects containing inherent magical 
  properties are found, the modrons take the refuse to a 
  sorting facility, and eventually the magical scrap is sorted 
  from the regular scrap and then teleported magically to 
  Scrap Tract Gamma Eleven. This teleportation is unique 
  among the collected junk, as the modrons usually deposit 
  refuse directly into the correct Scrap Tract.
  Rumors abound about the magical treasures found in 
  Scrap Tract Gamma Eleven. The modrons are no help in 
  finding it, as they truly don’t know its location at all, though 
  some inevitables are said to know where it can be found. 
  It has been theorized that the regular reprocessing of 
  junk does not occur in Scrap Tract Gamma Eleven, which 
  means that hidden cylinder contains all of the magical 
  detritus found on Mechanus since the beginning of the 
  multiverse itself. It has become an obsession for a number 
  of Cog Confederates in the Transcendent Academy, some 
  of whom have spent multiple generations trying to locate 
  the elusive site.
  Scriptorium of Law
  The greatest courthouse in all the multiverse and the 
  largest repository of lawful documents is the Scriptorium 
  of Law, which is where the Word of Law passes judgment 
  on criminals and its legion of metal agents carry out the 
  justice of Mechanus. The building is a series of enormous 
  blocks with no windows and only a single set of massive 
  double doors leading to the interior. The exterior is plain 
  gray stone, unadorned and without decoration except 
  for the symbol of infinity (a sideways 8) etched above the 
  doors.
  Inside, the Scriptorium is just as sparse as the exterior, 
  at least for the main levels wherein the courthouse is 
  contained. The Word of Law itself hangs suspended in a 
  fantastically huge chamber in the center of the complex, 
  with adjoining wings holding prisoners awaiting trial 
  and final judgement. Death is the usual verdict for guilty 
  charges of any kind, but there is an appeal process, so 
  canny creatures with knowledge of the law can delay their 
  final sentencing for days, weeks, months, or even years.
  The lower sections of the Scriptorium of Law contain 
  the written laws of Mechanus. Each law decreed by Primus 
  magically appears on a thin sheet of paper-like metal in 
  the Sciptorium’s archives, where they are catalogued by 
  the metal agents and preserved for eternity. No being is 
  
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  allowed into the archives, though representatives of an 
  accused can request laws be brought forth for clarification 
  and evidence. This isn’t necessary for the Word of Law but 
  it understands that lesser beings are not as in tune with 
  every facet of Mechanus law as itself.
  Everything is neat and ordered in the Scriptorium, and 
  scuffles are strictly forbidden by the Word of Law. The 
  metal agents, silver and gold, fulfill the duties of the office, 
  such as bringing in prisoners and carrying out sentences, 
  but the Word of Law itself serves as both prosecutor and 
  judge for any criminal case. Some planar scholars have 
  argued that this is an inherently unfair situation, but 
  the Word of Law is a being completely devoid of bias or 
  personal interest. Or so it would seem, at least.
  Silversprocket
  The most accessible city on Mechanus is Silversprocket, 
  located on an adjacent cog to the Transcendent Academy. 
  It is a well-ordered city of gleaming steel and silver 
  buildings laid out in neat rows, neighborhoods, and 
  districts, with a multitude of residents bustling about 
  their busy lives. Everyone has a job in Silversprocket, 
  from growing and harvesting food to support the city to 
  maintaining law and order, but the vast majority supports 
  the nearby artificers of the Confederacy of the Cog.
  Visitors are required to check in with the Welcome 
  Board, stationed in small buildings around the most 
  commonly used city entrances, but the process is not 
  onerous and most visitors are allowed into Silversprocket 
  with no problems. The city boasts a number of 
  manufacturing plants that can only be found in Mechanus, 
  so they receive deliveries of goods and products from 
  across the multiverse on a regular basis. The artificers 
  of the Transcendent Academy regularly spend leisure 
  time in Silversprocket, and also purchase most of the raw 
  materials and manufactured goods produced by the city. 
  The two share a positive relationship of reciprocity.
  Silversprocket is run by an elected governor who is 
  attended to by the Silversprocket Senate, with individual 
  members elected by the populace. The Silversprocket 
  Senate handles most of the day to day legislation of the 
  city, and they are responsible for the city watch and most 
  of its public service departments. The governor is largely a 
  figurehead with little actual responsibilities, though some 
  have taken a more tyrannical approach to their position 
  than others. The current leader, Governor Kedaja Darlan, 
  is a female dwarf originally from the city of Ravnica. She 
  was elected on a platform of fair operations and good 
  working relationships with Ravnica, the City of Guilds, but 
  some worry that her close ties to the guilds of that city may 
  compromise Silversprocket.
  Transcendent Academy
  The Confederacy of the Cog may be the largest 
  organization of artificers in the multiverse, and they hone 
  their skills and practice their craft at a massive facility in 
  Mechanus known as the Transcendent Academy. Multiple 
  towers rise up above the dense collection of laboratories, 
  workshops, lecture halls, and living quarters that make 
  up the bulk of the academy’s base. The Transcendent 
  Academy rests on a large gear, not as huge as others, and it 
  rotates perpendicular to a larger gear that holds the city of 
  Silversprocket.
  Enterprising artificers from all over submit their 
  applications to join the Transcendent Academy and 
  become a member of the Confederacy of the Cog. Space is 
  limited, but a fair number of students, faculty, and alumni 
  come and go on a regular basis, creating a fluctuating 
  population within the academy grounds. Teachers of all 
  kinds instruct students on the wondrous ways of artificers, 
  touching on subjects such as golem making, armor 
  infusions, alchemy theories, and hundreds of others. 
  Students enrolled in classes at the Transcendent Academy 
  must complete rigorous academic papers and studies in 
  order to keep their place from semester to semester.
  It is all overseen by the Board of Regents that dwell in 
  the largest tower in the academy grounds. Membership in 
  the board is by board approval only, and by ancient bylaws 
  the number must be a prime number. It’s been as low as 7 
  in the past, but the Board of Regents currently sits at 17 
  today. Each voice on the board is as equal as another, as 
  no president or ruling force sits above them, but they do 
  have to answer to suppliers and a host of underwriters that 
  work with the academy across the multiverse.
  Fantastic works of engineering are produced every 
  day by the students and faculty at the academy, and 
  the place has a well-earned reputation for producing 
  competent and worldly members. Students that attend 
  the Transcendent Academy are not automatically inducted 
  into the Confederacy of the Cog, and in fact many students 
  leave without having any interest in joining the artificer 
  organization. For the Cog Confederates, however, the 
  Transcendent Academy functions as their de facto base 
  and the home to their greatest experiments.
  Adventure Hooks
  Adventure and excitement can be found amongst the gears 
  of Mechanus as surely as any other plane. On the surface, 
  the rigid structure and extreme lawful bent of the plane 
  and its inhabitants may seem to deter the chaotic forces 
  that draw adventurers, but Mechanus is a huge place 
  (infinite even!), and strange things happen all the time.
  The Modron’s Plight. A modron approaches the party 
  in whatever city they happen to be in at the time. The 
  modron has become separated from Mechanus and needs 
  assistance in going home. It has no idea how it arrived 
  in the city, and when the characters follow the clues 
  they discover a cabal of cultists that accidentally called 
  the creature away from the Clockwork Nirvana. Can the 
  characters recreate the gate? What are the true goals of 
  the cultists?
  
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  Aggressive Negotiations. Formians from a hive-city in 
  Mechanus have breached the planar paths and established 
  a colony near the characters’ home town. The insectoid 
  creatures begin to meet with the locals and offer them an 
  ultimatum – submit to the formians or be subjugated by 
  force. The characters are asked to reason with the queen, 
  who is on a gear in Mechanus. Unfortunately, this formian 
  queen is more interested in expansion at all costs to the 
  party must find an alternate place for her to expand her 
  colony. A nearby gear offers an option but it needs to be 
  cleared of the local inhabitants, buzzflies primarily.
  Tick Tock of Doom. The characters disrupt a ritual by 
  Asmodeus cultists, only to learn that it was tied to large 
  machinations linked to the Crimson Clock on Mechanus. 
  The characters must go to the clock and put an end to the 
  ambitious high priestess who believes she has the secret 
  knowledge of what the Crimson Clock is counting down 
  to – Asmodeus’ arrival in Mechanus itself! She is attended 
  by devils but hasn’t broken any laws, so the party must stop 
  her and her allies.
  Break the Glass God. The machinations of the Glass 
  God are beginning to encroach on the fabric of Mechanus. 
  The characters are invited to the Palace of Perfect Precept, 
  the home of the Mathemagician, who proposes a strike 
  mission to weaken the Glass God. The characters must 
  go into the Glass Spires and inscribe a phrase of power 
  using a specially prepared powder on the interior of one 
  of the structures. Glass hounds and glassy-eyed servants 
  stand in their way, but in the end is the Mathemagician’s 
  calculations correct? The Glass God originates from the 
  Far Realm entirely different cosmic laws.
  Judgment of Absolute Law. A marut inevitable has 
  confronted an ally of the party, claiming they broke a 
  contract signed in the Hall of Concordance. It is a mistake 
  but the marut is convinced it’s real, so the ally is brought to 
  the Scriptorium of Law to await judgement by the Word of 
  Law. The characters are asked to seek out who is behind 
  the duplicity while the Word of Law is stilled. Can the party 
  find the real culprit in time? The trip may take them to 
  anywhere in the multiverse but ultimately ends up back in 
  Mechanus to argue for their ally’s freedom.
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters are 
  traveling through the Clockwork Nirvana of Mechanus. 
  Two tables are provided, one for the Great Gears and 
  another for the Scrap Tracts. Look at each one as a 
  springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Great Gears
  1d100
  gReat geaRs encOunteR
  01-05
  A few buzzflies looking for an easy meal
  06-10
  Scavengers (bandits) on the run from an 
  inevitable patrol
  11-15
  A gearwraith hunting for life
  16-20
  A colony of myconids living peacefully on a 
  gear
  21-25
  Four duodrones repairing the teeth of a 
  broken cog
  26-30
  A lawmage from Ravnica inspecting a site
  31-35
  Three silver metal agents hunting down a 
  fugitive
  36-40
  A artificer from the Transcendent Academy 
  studying a puzzling gear
  41-45
  An oil jelly slithering through the gears
  46-50
  A gynosphinx puzzling over the nature of 
  the multiverse
  51-55
  Formian soldiers watching over the area
  56-60
  A hadrut inevitable guarding an invisible 
  border
  61-65
  Clockwork golems on an errand from their 
  master
  66-70
  A clay golem searching for its creator
  71-75
  An artificer and a herd of iron defenders 
  looking for rare gears
  76-80
  A squad of quadrones preparing for combat
  81-85
  Two stone golems standing guard over a 
  secret door
  86-90
  A glass hound jumping between angles
  91-95
  A fugitive from the Word of Law
  96-00
  An inactive marut waiting to be summoned
  Scrap Tract
  1d100
  scRap tRact encOunteR
  01-10
  Oil jellies looking for a meal
  11-20
  Scavengers picking through the rubble
  21-30
  Silver metal agents looking for lawbreakers
  31-40
  A colony of unassuming myconid
  41-50
  Devil cultists looking for lost pieces
  51-60
  A rogue modron trying to find a purpose
  61-80
  Worthless junk scrap
  81-90
  Valuable scrap that is too large to move 
  easily
  91-00
  Valuable transportable scrap
  
  Seven Heavens of Mount Celestia
  297
  Seven Heavens of Mount Celestia
  “On the slopes of Mount Celestia, the crisp fresh air uplifts body, 
  mind, and soul from whatever dark recess It may have found itself, 
  and a real feeling of positive energy suffuses the landscape. The 
  Seven Heavens themselves are powerful physical embodiments of 
  those qualities that many of us strive for, such as righteousness 
  and a sense of wisdom, and the natives celestials that live and 
  dwell on the slopes and valleys do their best to honor those 
  qualities with everything they do. It’s strictly ordered but there’s 
  no subterfuge or hidden agenda on Mount Celestia, just the inner 
  peace that comes with striving to be the best version of yourself. 
  Assuming, of course, your best version fits in line with the idyllic 
  principals of the Seven Heavens.”
  Issilda the Unbreakable
  Pure and untainted, the Seven Heavens of Mount Celestia 
  are said to be one of the most breathtaking planes in all 
  the multiverse. For those that follow the path of virtue 
  and selflessness, the beauty is awe-inspiring and instills a 
  sense of simple joy that moves many to tears. Those that 
  walk a darker path see only a monument to overblown 
  egos and pride, impressive still but less moving on a 
  spiritual level.
  The truth is subjective to the individual on Mount 
  Celestia. Everywhere, a vibrant aura of wisdom, justice, 
  and virtue hums, and the souls that die across the 
  multiverse and ultimately end up in the slopes and valleys 
  of the Seven Heavens quickly learn to vibrate in tune with 
  these near-invisible hum. Lawful and good to the extreme, 
  Mount Celestia is a plane that brings out the best in 
  people, pushing them to go farther than they thought they 
  could and reach for an impossible ideal. For here, that 
  ideal is not impossible.
  Mount Celestia is often thought of as one single 
  mountain, but the truth is much broader. Unlike the fiery 
  slopes of Gehenna, where each layer is a self-contained 
  volcano, finite in size though still enormous, each layer 
  of the Seven Heavens encompasses a vast region of 
  rugged terrain, plateaus, idyllic mountain valleys, streams, 
  and breathtaking waterfalls. Ascending the “mountain” 
  requires passing trials found at the highest point of each 
  layer, which then allows the traveler access to the next 
  higher plane. The seventh layer at the “top” of Mount 
  Celestia is the hardest to reach and is supposed to contain 
  a blinding radiance holding true enlightenment. Few have 
  seen it.
  Most of the population of Mount Celestia are celestial 
  creatures known as archons. The souls of lawful good 
  creatures across the multiverse are reborn on Mount 
  Celestia as lantern archons, the most common of the 
  celestial natives, but they can advance through the rank by 
  performing selfless deeds and confronting evil wherever 
  it may lie. A handful of communities of creatures have 
  sprung up across the Seven Heavens populated by mortals, 
  archons, and a host of other celestial beings.
  Creatures from the Lower Planes, especially demons 
  and devils, view Mount Celestia as the ultimate expression 
  of good and positivity in the multiverse, and there have 
  been a great number of battles fought on the shores of 
  the Silver Sea on the plane’s lowest layer against fiendish 
  invaders. Vigilance is the watchword of the archons 
  stationed on the Silver Sea, vigilance against corruption 
  and invasion from outside forces, and they must be faithful 
  and strong in the face of great odds.
  Powerful beings of all types can be found in and around 
  the Seven Heavens. The most famous is Bahamut, the god 
  of good dragons, who dwells in the Platinum Palace that 
  floats in the air above the plane itself. It is one of the few 
  means of accessing the higher levels of Mount Celestia 
  without having to pass the Trials of Enlightenment that 
  separate each layer, but the vigilant forces of the Platinum 
  Dragon are no fools. The greatest dwarf realm in all the 
  multiverse, Erackinor, is found on the fourth layer, and 
  within its mighty halls dwell Moradin and his powerful 
  host. Paragons of halfling virtue are found in the Green 
  Fields on the third layer of Mount Celestia.
  Wisdom, patience, and justice are held in high regard 
  by the natives of Mount Celestia, but it is all tempered 
  with an edge of self-righteousness that can become stifling 
  for those visitors that don’t share the same moral code. 
  Rigid and inflexible in many ways, the Seven Heavens can 
  quickly become overwhelming for creatures that walk 
  a different path than that of goodness and law, though 
  compassion and understanding are also virtues of the 
  higher-minded inhabitants. Evil acts are not tolerated 
  anywhere, however, and those that perpetrate evil in Mount 
  Celestia find the plane itself works against them. Fiends 
  still try to tear down the great symbol but most planar 
  scholars believe Mount Celestia is as permanent a fixture 
  in the multiverse as the Nine Hells and the Abyss.
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of Mount Celestia as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Mount Celestia.
  The Vast Mountain. Mount Celestia’s singular dominant 
  feature is its namesake, which stretches up into the sky 
  and fills the field of vision from nearly every angle. Delicate 
  clouds cluster around the rocky slopes, which rise and 
  fall in smaller crags and valleys, but always a traveler’s 
  gaze is drawn up to the impossible height. It’s a soaring, 
  majestic mountain, with colorful patches splashed around 
  the slope and easy, identifiable paths winding up. Rather 
  than daunting or intimidating, Mount Celestia is awe-
  inspiring and profoundly moving as a glorious monument 
  to natural beauty sculpted by unseen hands over countless 
  generations.
  
  Seven Heavens of Mount Celestia
  298
  Journey of Self-Discovery. Traveling through Mount 
  Celestia is a journey that takes on greater significance 
  than a simple walk or hike. Beauty and wonder seem to 
  walk hand-in-hand on the gentle trails, with countless 
  fields of wildflowers, mountain lakes, clear brooks, and an 
  abundance of joyful life everywhere. In order to traverse 
  the path between the layers, a traveler must reflect upon 
  their purpose and seek enlightenment there, and that path 
  starts from the moment they set foot upon the mountain 
  itself.
  Hope and Justice. The rush of a cool mountain breeze 
  carries an invigorating sense that stirs the blood and 
  straightens the back. Mount Celestia’s core principals of 
  hope and justice are not just philosophical ideals, they 
  are powers manifested by the countless people dwelling 
  on the slopes. Everyone in the Seven Heavens knows 
  their place and takes joyous pride in that knowledge, and 
  they work with a magnificent zeal to maintain truth and 
  order wherever they go. The slopes of Mount Celestia 
  may seem rough and uneven from a distance, but upon 
  closer examination there’s a highly regulated pattern to 
  everything – you just have to look for it.
  Lay of the Land
  As the name implies, there are seven layers within 
  the Seven Heavens of Mount Celestia. The layers are 
  distinct though they do share general features, such as 
  a mountainous landscape with towering peaks, idyllic 
  valleys, and winding rivers. Each of the layers is referred 
  to by their name as well as a more general reference; 
  for example, Lunia is the name of the first layer, but it is 
  also referred to as the Silver Heaven, with Mercuria the 
  second layer also known as the Golden Heaven. The more 
  evocative titles give a good overview of the landscape 
  properties.
  Lunia
  The first layer of Mount Celestia is the most accessible. 
  Lunia is known as the Silver Heaven, and this is where 
  portals and gates from outside the plane lead travelers 
  before they can ascend to higher layers. The sky is 
  midnight blue but dotted with bright twinkling stars, and 
  the lantern archons believe each star is actually a soul that 
  has ascended to the highest peak of the Seven Heavens.
  Lunia is unique among the layers of Mount Celestia for 
  several reasons. It is largely made up of a vast wine-dark 
  gulf known as the Silver Sea, through which swim all 
  manner of creatures, celestial and mundane. The waters 
  are naturally blessed and from them rise numerous pillars 
  of natural alabaster stone. Countless creatures have built 
  strongholds and citadels upon these stone pillars, though 
  the most famous are the Beacon Towers, occupied by 
  lantern archons on the lookout for invasion forces from the 
  Lower Planes.
  Beyond the shore of the Silver Sea, Lunia’s terrain is 
  more hills and shallow valleys than rough peaks like the 
  higher layers. The stars overhead bathe Lunia in glorious 
  starlight so the darkness is never a bother, and everything 
  is well-lit.
  Mercuria
  Beyond Lunia sits Mercuria, the Golden Heaven, where 
  a vibrant golden light fills the sky at all times. The 
  air is thinner here than on the Silver Heaven but the 
  mountainous slopes are mild and easy to ascend. Swift-
  flowing rivers of honey-colored water race through gentle 
  valleys and empty into numerous lakes, many of which 
  resting upon one of the numerous plateaus.
  Mercuria is a place where the honored dead are put to 
  rest, many of whom fought valiantly to keep Mount Celestia 
  safe from invading forces. The archons that tend to the 
  burial sites perform their duties with solemn attitudes, 
  but Mercuria is not a sad place. Memories of heroes, 
  kings, queens, lords, ladies, and more are kept alive by the 
  countless stories told in the villages and small settlements.
  Venya
  Venya, the third layer of Mount Celestia, is also known as 
  the Pearly Heaven. The hills here are old and rounded, 
  and the air holds the crispness of winter’s first touch that 
  invigorates body and soul. Many of the soft peaks are 
  snow-covered and it isn’t uncommon to find gentle snow 
  falling from the pale sky overhead, which always seems 
  to be just slightly overcast with pearly clouds hanging 
  overhead.
  The valleys of Venya are often filled with natural 
  woodlands of beautiful pine trees and snow-laden 
  meadows. Halflings are a common site on this layer, as 
  they wander in and around the Green Fields, home to 
  Yondalla and the cheerful halfling powers. The weather 
  is always mild, so a great number of tilled and worked 
  fields can be found on Venya, with many halfling families 
  working the land before cozying up in their burrows near 
  the hearth to enjoy peaceful rest, knowing they’ve done 
  good work in a blessed land.
  Solania
  Solania is the Crystal Heaven, where a burnished silver sky 
  hangs over the quiet slopes and glaciers. A luminescent fog 
  shrouds most of the valleys on Solania, many of which hold 
  deep mountain lakes fed by the towering nearby glaciers. 
  Rich deposits of ore, from the rare to the mundane, run 
  like solid rivers through the stones of the Crystal Heaven, 
  and it is widely believed Solania has more caves than 
  any other layer. Even though the paths are easy to follow, 
  Solania has more hidden monasteries and temples than 
  any other layer, and the legendary Monastery of Seven 
  Flowers hides somewhere among its majestic peaks.
  Solania is where the vast subterranean realm of 
  Erackinor can be found along with the thousands of 
  dwarves that fill its halls. Moradin and many of the other 
  dwarven powers dwell here, and the rhythmic sound of 
  active mines and forges fills the marvelously engineered 
  tunnels and caves.
  
  Seven Heavens of Mount Celestia
  299
  
  Seven Heavens of Mount Celestia
  300
  Mertion
  The Platinum Heaven, Mertion, is a surprising place for 
  those that have ascended through Mount Celestia’s lower 
  layers. Most of Mertion is gentle, rolling plains surrounded 
  by low hills rather than rocky mountains, with nourishing 
  grasses and still mountain lakes in abundance. The sky 
  overhead sits in perpetual evening, with a soft rose-gold 
  color tinging the edges, as if dawn were about to surface.
  Numerous paladin orders, celestial hosts, and other 
  martial forces gather on Mertion to train and prepare for 
  glorious combat against evil in all its forms. The highest 
  orders of archons can be found on the Platinum Heaven, 
  planning strategies and taking in reports from across the 
  multiverse, and there are numerous secret paths from 
  Mertion to the lower layers that the celestial forces take to 
  quickly arrive to deal with imminent threats. Empyrea, City 
  of Tempered Souls, is found on Mertion as well, and its 
  hospitals and healers are renown across the multiverse as 
  being the best and most accessible.
  Jovar
  Jovar is the Glittering Heaven, and it’s easy to see why. The 
  mountain slopes are literally littered with rubies, garnets, 
  and red diamonds in countless gem fields that stretch 
  in every direction. The rose-colored sky reflects these 
  magnificent gemstones, each one sparkling with an inner 
  light that catches the eye and steals the breath. Archons, 
  who have no need for the priceless gemstones, wander 
  through the fields without purpose as they reminisce about 
  their past lives and deeds. Several enormous ruby heads 
  shaped like humanoids with massive foreheads can be 
  found on Jovar, though their purpose is a mystery to even 
  the archons.
  The Heavenly City of Yetsira sits at the highest point 
  of Jovar so that its radiance can be seen everywhere on 
  the layer. It’s a seven-layered ziggurat with enormous 
  staircases running up each of its four sides. This is the 
  only wat into Chronias, the highest layer of Mount Celestia, 
  and few have made it and returned.
  Chronias
  The seventh layer of Mount Celestia is Chronias, the 
  Illuminated Heaven, and it’s also the most mysterious. 
  Many planar scholars believe it is a singular shining 
  radiance created from the composite goodness of the 
  entire multiverse, and that any that actually proves worthy 
  and cross the Bridge of al-Sihal in the Heavenly City 
  of Yetsira simply sublimates into the pure radiance of 
  ultimate good. Maybe the story told by the lantern archons 
  on Lunia is true, and that the stars in the midnight-blue 
  sky over the Silver Sea are visual representations of those 
  that have reached Chronias. Or perhaps it’s something 
  else entirely. It remains the most endearing mystery of the 
  Seven Heavens.
  Cycle of Time
  Time passes normally on Mount Celestia, but there is 
  natural transition from day to night on any of the layers. 
  Each of the Seven Heavens maintains a single permanent 
  state, from the night-filled skies of Lunia, to the golden-
  tinged Mercuria, to the soft crystalline twilight of Solania. 
  The darkness on even the night-populated layers is not a 
  sinister or menacing dark, but a soothing blanket of night 
  that comforts and protects the weary.
  Surviving
  Nothing in Mount Celestia is meant to harm or impede 
  anyone. The weather is gentle, the mountainous terrain is 
  forgiving, and the people are helpful. Creatures of an evil 
  nature find they cannot hide from the numerous celestials 
  and their presence is usually detected by greater powers, 
  but even these individuals are not forbidden or harmed 
  upon entering any layer of the Seven Heavens.
  Getting There
  Access to Mount Celestia is restricted from outside the 
  plane to the first layer, Lunia, and most often on the shores 
  of the Silver Sea. Portals and gates often appear as two-
  dimensional silver disks, glowing with a soft radiance, and 
  they are often found in areas that have been consecrated 
  by holy powers. Ancient temples to lawful good deities, 
  monasteries that adhere to the highest moral code, and 
  even castles of paladins and noble knights can all potential 
  hold latent portals or gates to the Seven Heavens.
  Many gates across the multiverse to Mount Celestia 
  are timed around the movement of the sun and moon, 
  usually appearing at the sun’s zenith or only in the light of 
  a full moon. Portal keys to the Seven Heavens are always 
  made out of solid metal, usually silver or gold, and are 
  often constructed to appear as an oversized key to a lock. 
  Lantern archons have an instinctive sense for locating 
  planar paths to Mount Celestia, though the sense doesn’t 
  give them any insight into the portal or gate’s activation or 
  required key.
  There are no known portals in the multiverse that lead 
  directly to one of the higher layers of Mount Celestia. 
  Rumors persist that some incredibly powerful dark forces 
  have created temporary or hidden gates by ripping the 
  fabric of the multiverse open which may lead to some of 
  the higher layers, but the archons and celestial forces 
  forcefully deny the existence of such openings.
  
  Seven Heavens of Mount Celestia
  301
  Traveling Around
  There is little in the way of impediment to travel on the 
  individual layers of Mount Celestia, with easy well-worn 
  paths crisscrossing the mountains, valleys, and other 
  natural wonders. The Silver Sea is a sailor’s dream, with 
  few waves and a gentle but steady breeze that fills sails 
  with great ease. The inhabitants of each layer are friendly 
  to non-hostile outsiders and are usually willing to lend a 
  hand or offer guidance on a particular issue or destination.
  Moving between the layers, however, is not as 
  straightforward. To cross from a lower layer to a higher 
  layer, a traveler must find a suitable path and then 
  complete the Trial of Enlightenment. Finding the path is as 
  simple as having the right desire while traveling – Mount 
  Celestia has a way of discouraging travel from those that 
  wish to inflict harm or steal for selfish reasons by twisting 
  the path away from the next layer. Those that have the right 
  desire still must complete the Trial of Enlightenment, a 
  process that grows more difficult the closer a traveler gets 
  to the seventh layer, Chronias. Full details are found under 
  Hazards & Phenomena.
  Powerful & Mighty
  The Seven Heavens of Mount Celestia are home to some 
  of the most powerful forces for righteousness and justice 
  in all the multiverse. Many of them have interests that 
  go beyond the borders of the plane, making them active 
  players on a larger scale, but some keep to their territory 
  and maintain their individual realms from outside forces. 
  Travelers with good in their hearts can usually treat with 
  these forces in welcoming settings.
  Bahamut the Platinum Dragon
  Dragons are rightly regarded as one of the most powerful 
  types of creatures in all the multiverse. They are skilled 
  spellcasters, fearsome combatants, cunning strategists, 
  and more, and the longer they live the greater power they 
  gather. Bahamut the Platinum Dragon stands above them 
  all as the prime god of the metallic dragons, a supremely 
  powerful and influential power that truly earns the name 
  Draco Paladin. Few doubt his wisdom and devotion to 
  justice, and those that find themselves in his presence 
  never doubt his sheer prowess.
  Bahamut lives in the Platinum Palace, a unique site on 
  Mount Celestia – it is a floating fortress that drifts between 
  at least the first three layers, and perhaps can go even 
  higher. His wondrous home has few roofs but many gilded 
  and silvered columns standing around countless platforms 
  and open forums. Bahamut’s chief attendants are seven 
  gold dragons of incredible age and power in their own 
  right who advise the Platinum Dragon in various matters. 
  Scores of dragonborn paladins serve Bahamut as well as 
  agents across the multiverse, and an order of ghost-like 
  dragonborn rogues known as the dracosaints work in 
  secret to spy and sabotage the works of Tiamat, Queen of 
  Chromatic Dragons.
  Like many of the residents of the Seven Heavens, 
  Bahamut has a sense of unbridled righteousness towards 
  the crusade against wickedness and depravity. His eyes are 
  constantly on the multiverse, especially the Material Plane, 
  where he has taken physical form on multiple occasions. 
  His agents, both dracosaints and dragonborn paladins, 
  work to curb the threats of evil rising from the Lower 
  Planes on the mortal battlefields. Bahamut’s attention is 
  so outer focused that he rarely sends forces to assist in the 
  defense of Mount Celestia, a fact that has driven a wedge 
  between the Platinum Dragon and the archons.
  Grandmaster of Flowers
  The fourth layer of Mount Celestia, Solania, hides 
  many secret sites within its fog-enshrouded peaks and 
  mysterious valleys. Few are as well-known or as hard 
  to reach as the Monastery of Seven Flowers, wherein 
  dwells the Grandmaster of Flowers, a monk master of 
  unsurpassed celestial wisdom and devoted contemplation. 
  Few have laid eyes upon this mysterious figure, which 
  includes the monks who tend the monastery and serve 
  as its guardians. Is the Grandmaster of Flowers a mortal 
  who has achieved ultimate enlightenment? Or are they a 
  celestial being?
  
  Seven Heavens of Mount Celestia
  302
  The truth is that the Grandmaster of Flowers is a 
  temporary honorific bestowed by the psychic force created 
  from all the monks who follow the Way of Seven Flowers. 
  It manifests as a peaceful serenity over any individual 
  within the Monastery of Seven Flowers, so it moves from 
  person to person without adversely affecting the host. 
  It can be consulted through meditation, and the monks 
  who follow the way access it to empower their ki-based 
  practices, but the actual Grandmaster of Flowers is a 
  nebulous formless power that drifts invisibly through the 
  monastery on Solania.
  Monks that follow the Way of Seven Flowers learn and 
  receive guidance from the collective unconscious of their 
  brothers and sisters in the form of the Grandmaster of 
  Flowers, and they speak as if it were a singular person 
  or entity. Few realize the truth, which is partly why the 
  Monastery of Seven Flowers is so difficult to find – it can 
  only be found by those that contribute to the invisible force 
  that is the Grandmaster of Flowers.
  Legion of Righteous Fury
  Not all of Mount Celestia’s fervent defenders are celestials 
  in nature. The tomb-filled slopes of Mercuria, the plane’s 
  second layer, holds the Feast Hall of Kar-Lenorr, a massive 
  stone lodge that houses the Legion of Righteous Fury. 
  This disciplined order of barbarians are mortals that have 
  chosen to devote their life to the defense of the innocent, 
  the pursuit of celestial justice, and the ideals of personal 
  accountability. They do this by giving themselves over to 
  the Righteous Fury, a radiant force that fuels their rage.
  Unlike many other barbarian organizations, the Legion 
  of Righteous Fury is well-organized. It is led by General 
  Havra Fanglance, a female orc warrior of legendary 
  skill and battle prowess. She regularly meets with the 
  commanders of the various units in the legion, discussing 
  strategies across the multiverse and where to deploy 
  individual strike teams. General Fanglance works with 
  the archons of Mercuria as well and the two forces work 
  hand-in-hand on many operations. She doesn’t have a good 
  working relationship with Bahamut, however, though the 
  two stay out of each other’s way for the most part.
  A typical legion strike force has five members, with 
  the highest ranking member providing leadership on the 
  operation. They are not subtle in their efforts – quite the 
  opposite in fact, as the power of the Righteous Fury is a 
  loud and bombastic one. Their rage is focused, however, 
  and their mission is not only to stomp out injustice but to 
  provide support for adversely affected groups and people. 
  They are not widely known outside of Mount Celestia, but 
  General Fanglance has been working to increase their 
  visibility on a planar scale, so the missions she chooses 
  for her units have become increasingly associated with 
  spreading the word of the legion to a large population, as 
  well as stopping malice and wicked enchantments.
  The Legion is largely focused on thwarting the 
  machinations of the devil princes of the Nine Hells. 
  General Fanglance’s force is much smaller when compared 
  to the infernal legions of Baator, but she works to keep 
  the worst of the Nine Hells in the Nine Hells. Cultists of 
  Asmodeus and Mephistopheles are special targets of the 
  Legion of Righteous Fury due to their seductive and subtle 
  natures. It is known that Mephistopheles has a standing 
  bounty of a million gold coins for the head of Havra 
  Fanglance.
  Moradin and the Dwarven Powers
  Dwarves are known across the multiverse for their 
  exceptional craft skills, loyalty beyond any doubt, and 
  focused determination, and in Erackinor, these qualities 
  and more are on full display. Erackinor is the home of 
  Moradin, the principal deity of the dwarven pantheon, 
  along with the other powers that inspire every aspect of 
  daily dwarven life. Located beneath the foggy peaks of 
  Solania, Erackinor is a noisy realm of ringing hammers, 
  clashing steel, and chanting from the thousands upon 
  thousands of dwarves that call it home.
  Moradin appoints a number of proxies to watch over 
  Erackinor while he busies himself with at the Soulforge, 
  the magnificent centerpiece of the wondrous underground 
  realm. He is a god capable of splitting his attention and 
  his form, so that one part of him is always hammering 
  away at the Soulforge while others tend to urgent matters 
  on Mount Celestia and beyond. The plight of dwarves 
  throughout the multiverse is of utmost importance to 
  Moradin, though he rarely takes direct action, he keeps up 
  to date on occurrences and movements that may shake the 
  foundations of dwarven life.
  In Erackinor, the other dwarven gods have a more active 
  role in the functions. Powerful ancient clans meet regularly 
  to discuss matters of grave importance to dwarves, and 
  though arguments are common and disagreements can 
  become heated, everyone in Erackinor shares the common 
  belief that justice must be constantly worked at, like the 
  edge of a blade, and that it must be sharpened by constant 
  action and attention.
  Plume of the Rainbow Heavens
  Couatls are powerful serpentine celestial creatures created 
  by divine powers as guardians. Each guards something 
  specific though often nebulous, such as a certain prophecy, 
  an immortal person, or a sacred site, and they keep watch 
  over their charge until their purpose is fulfilled. Even 
  then, they often stay close to keep an eye on events. The 
  oldest known couatl in the multiverse is the Plume of 
  the Rainbow Heavens, an immense serpent coiled in the 
  central chamber of the Rainbow Pyramid atop a peak on 
  Mertion, Mount Celestia’s fifth layer.
  The Plume’s charge isn’t directly known, and it stays 
  silent regarding questions around it as the couatls are 
  divinely forbidden from uttering a lie. It lives in the 
  Rainbow Pyramid attended only by a cadre of silent 
  mummies sworn to defend the place from any threat. It 
  speaks in a long, slow hissing voice, choosing its words 
  carefully, and seems supremely interested in prophecies 
  surrounding Dendar the Night Serpent. Is the Plume a 
  guardian against this titanic monster of elder evil? Or does 
  it have some role to play in a large confrontation with the 
  Night Serpent? None have found out for certain and the 
  Plume refuses to divulge any direct information regarding 
  it.
  
  Seven Heavens of Mount Celestia
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  The silent mummies of the Rainbow Pyramid are 
  occasionally sent out from Mertion to the wider planes on 
  errands for the Plume. These are lawful good celestials 
  but otherwise share the same statistics as a mummy, and 
  they can only communicate via pantomime and written 
  word. Their bandages are colored a single color based 
  on the prismatic spectrum – red, orange, yellow, green, 
  blue, indigo, or violet – though there doesn’t seem to be 
  a ranking of them that’s widely known. They have been 
  seen delivering written messages to couatls across the 
  multiverse along with fetching mortals to meet with the 
  Plume at the Rainbow Pyramid to discuss activities and 
  actions that seem to relate to Dendar the Night Serpent.
  Semrassa the Ancient
  Gold dragons are widely regarded as the most wise and 
  noble of all the metallic dragons. Bahamut the Platinum 
  Dragons receives counsel from seven great wyrm gold 
  dragons who lead discussions and philosophical debates 
  about far-ranging topics, from the nature of good and 
  evil to the layout of the planes themselves. Even these 
  supremely righteous and intelligent beings recognize 
  their own biases and occasionally seek advice from the 
  most knowledgeable gold dragon on Mount Celestia, and 
  perhaps all of the multiverse – Semrassa the Ancient, who 
  runs the Golden Library of the Great Wyrm on Venya, the 
  third layer of the plane.
  Semrassa is one of the oldest dragons in the planes, 
  though she in no way comes close to the power of 
  Bahamut or Tiamat, and she has accumulated more 
  knowledge than almost anywhere. The Golden Library 
  rests in a secluded grove of ancient oak trees protected 
  by Semrassa’s potent magical wards. She is attended by a 
  score of librarians each personally chosen by Semrassa to 
  help catalogue the countless books, scrolls, and tomes that 
  fill the library’s halls and wings. The topics covered run the 
  spectrum, and it is often said that if it isn’t in the Golden 
  Library of the Great Wyrm, it’s not worth knowing.
  Semrassa’s mind and tongue are still sharp though age 
  has reduced her physical faculties to a shadow of their 
  former glory. She spends her days reading new arrivals to 
  the Golden Library donated from across the multiverse, 
  and nothing gets catalogued until she has finished her 
  perusal of the item. She is highly protective of the library 
  and the librarians, viewing them as her children, and for 
  those with a thirst for knowledge, the Golden Library’s 
  doors are always open. Semrassa has a lax attitude 
  towards good and evil, however, and she has received 
  fiendish and celestial visitors that seek knowledge without 
  judgment or hostility. Her advanced magical wards protect 
  the books from harm or theft, though there have been 
  attempts over the years.
  Solars of Mount Celestia
  Supremely powerful and nearly omnipotent, solars 
  represent the pinnacle of celestial might and glory. They 
  are beings on the same level as demon lords and devil 
  princes, and several serve as proxies for the gods and 
  powers of the Upper Planes, though most reside on 
  the various layers of Mount Celestia. They are unique 
  beings with their own personalities, preferences, and 
  governances. Below are a description of the better known 
  solars of Mount Celestia, but others exist.
  Aeshma the Radiant Star. Aeshma is a powerful solar 
  who dwells on Lunia, Mount Celestia’s first layer. She 
  watches over and commands the lantern archons that keep 
  the Beacon Towers of the Silver Sea from the Radiant 
  Star Tower. She is a true and honored friend of the aquatic 
  zoveri that dwell within the Silver Sea, and she has raised 
  her sword and bow in defense of Mount Celestia more 
  times than any other solar.
  Gabriel of the Dragon Horn. Bahamut’s chief advisor 
  is Gabriel of the Dragon Horn, a solar with close ties to 
  the metallic dragons. He was held prisoner by the forces 
  of Orcus in the Abyss for a great number of years, cut off 
  from Bahamut and Mount Celestia, before being freed by 
  a party of heroes on a quest to save the Bloodstone Lands. 
  Gabriel now sits in the Platinum Palace speaking words 
  of caution to Bahamut and the other dragons against 
  Tiamat’s tyranny and treachery. Most view his caution as 
  a result of his years-long imprisonment, and Gabriel still 
  holds numerous scars from his time in Orcus’ dungeon – 
  both physical and mental scars.
  Haroth of the Silver Trumpet. The clear notes of 
  Haroth’s massive Trumpet of Glory sounds across the 
  marching fields of Mertion on a regular basis, marshalling 
  the celestial forces of the archons and paladins. Haroth 
  is a skilled military commander with a reckless streak 
  that has won him many conflicts over the centuries, and 
  he personally leads the most dangerous and daring raids 
  against fiendish forces across the multiverse. He is loud, 
  arrogant, and somewhat abrasive, a true pinnacle of the 
  trumpet archons, but his prowess and keen military mind 
  speak for themselves.
  Sybil of the Glittering Lotus. Millions of gemstones 
  litter the slopes of Jovar, Mount Celestia’s sixth layer, but 
  most pale in comparison to the wonder found in Glittering 
  Lotus Valley. Here, the solar Sybil tends to vast fields 
  of lotus flowers constructed from numerous precious 
  gemstones, bending and weaving them together to create 
  unique and breathtakingly beautiful creations. She rarely 
  interacts with the wider planes, preferring to contemplate 
  the state of the multiverse within her valley, and there are 
  many who view her actions as a waste of her solar talents 
  and gifts.
  Viryn the Justice Hand. Tyr, god of justice, has long 
  kept Viryn the Justice Hand as a faithful agent in matters 
  that require a delicate touch and a diplomatic voice. 
  Viryn, though just as mighty as any other solar, has 
  long advocated peaceful solutions and rehabilitation 
  for prisoners, and to that end his charge has been to 
  watch over the Blind Prison on the slopes of Lunia. He is 
  compassionate to a fault but stern in his duties as warden 
  to the Blind Prison.
  
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  Xerona of the Heavenly Bridge. The seventh layer 
  of Mount Celestia, Chronias, can only be accessed by 
  crossing the mythical Bridge of al-Sihal which stands 
  upon the pinnacle of the seven-layer ziggurat of Yetsira on 
  Jovar, the sixth layer of the plane. The bridge is guarded 
  by Xerona of the Heavenly Bridge whose duty it is to judge 
  any who would seek to enter Chronias. It is a duty he 
  performs without bias or mercy, and his judgment holds a 
  finality that bars gods and powers from entering if they are 
  unworthy.
  Zariel the Fallen. A dark shadow washes over the face 
  of any celestial speaking of Zariel. She was a solar charged 
  with watching over the cataclysmic Blood War between 
  demons and devils of the Lower Planes to ensure it did not 
  spill over into the wider multiverse. She spent long years 
  over Avernus, the first layer of the Nine Hells, watching 
  helplessly while the forces of evil fought endlessly. Zariel 
  yearned to go down and use her powers to smite the evil, 
  but in the end the corruption of the Nine Hells claimed 
  her. She fell from her position of solar and became the 
  Archduchess of the First, loyal now only to Asmodeus and 
  the pursuit of corruption and wickedness. Her home on 
  Mount Celestia, the Bastion of the Blessed Banner, is a 
  shadowed ruin amongst the valleys of Lunia, watched over 
  by agents of Tyr, god of justice.
  Yondalla and the Halfling Powers
  The Green Fields is an idyllic, pastoral realm on Venya, 
  the third layer of Mount Celestia, and serves as the home 
  for Yondalla and the other halfling gods and goddesses. 
  Yondalla takes an active interest in the health and 
  wellbeing of the halfling people, and encourages good 
  relations with other kind-hearted people. She is regarded 
  as the great mother to all halflings, and her maternal 
  instincts are in full force all across the Green Fields. Every 
  halfling and resident here has comfort, good food, and a 
  hearth to call their home.
  The other halfling powers are collectively referred to 
  as Yondalla’s Children, and include Arvoreen, a stout 
  halfling god charged with stalwart defense of the Green 
  Fields; Brandobaris, a mischievous god who keeps the 
  residents entertained and represents the curious nature 
  of all halflings; and Cyrrollalee, a friendly goddess of trust 
  and friendship. Everyone in the Green Fields contributes 
  to the wellbeing of each other and their community under 
  the watchful eye of Arvoreen’s sheriffs who patrol for 
  malfeasance wherever it may spring.
  Yondalla’s place on Mount Celestia is similar to that 
  of Moradin – she is more interested in the plight of the 
  halflings in the wider planes than in keeping the Seven 
  Heavens secure. She trusts the archons implicitly, and the 
  halflings of the Green Fields have gone to war to defend 
  their home from invading forces on several occasions.
  Creatures & Denizens
  The natural inhabitants of Mount Celestia are almost 
  universally good-aligned creatures that adhere to one of 
  the core tenets of the plane. Archons are the best example, 
  being the celestials associated with the Seven Heavens, 
  but the crystal soldiers of Erackinor and the galayons 
  of the Green Fields are also notable extensions of their 
  respective realms.
  Celestials
  There’s a reason most Material Plane painters depict 
  flights of angels in the skies above Mount Celestia. The 
  Seven Heavens boasts more celestial beings than any 
  other plane, and its mighty slopes are filled with cities, 
  fortresses, and towers filled with celestials ranging from 
  all across the multiverse. Lammasu are golden-haired 
  lions with a noble bearing and a righteous command 
  over knowledge and lore, making them excellent sages to 
  consult, and the helpful galayons are the ancestral spirits 
  of halfling families that watch over their living relatives.
  Couatls dance in the air of Mertion, the plane’s fifth layer, 
  while devas act as messengers for many of the powers 
  that dwell up and down the slopes. The children of gods 
  themselves, empyreans, dwell in mighty fortresses and 
  command vast hosts, while pegasi and hollyphants serve 
  as war mounts and companions for a wide variety of 
  riders. Planetars are assigned to specific duties across the 
  Upper Planes and they rarely leave their posts, but they do 
  enjoy time on the sixth layer of Mount Celestia to relax and 
  enjoy fine company.
  Archons. The most numerous of the Mount Celestia 
  celestials are the archons. These powerful beings are 
  strictly ranked in order of power and responsibility, from 
  the lantern archons guarding the Silver Sea from invaders 
  to the throne archons commanding armies and planning 
  strategies. The greatest among them are the solars, unique 
  beings of radiant glory with near divine control over 
  their chosen domains, but even these mighty celestials 
  recognize their true strength comes from the magnificent 
  host of archons below them.
  Archons have a rigid set of rules they must abide by, and 
  when they have performed great actions in their station 
  their names and deeds are recorded in the Books of Light. 
  Once they have enough deeds recorded they can transcend 
  to the next highest rank – from the lowest rank to the 
  highest they are lantern, hound, warden, sword, trumpet, 
  throne, and solar. They usually kind and compassionate 
  but absolutely solid in their beliefs.
  
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  Dragons
  A large of metallic dragons live in Mount Celestia, mostly 
  focused around the Platinum Palace of Bahamut, the 
  greatest of the dragon gods in the Upper Planes. Bahamut 
  retains an expansive network of draconic advisors that 
  offer guidance and advice on all manner of topics, and 
  to be chosen by the Platinum Dragon to serve in such 
  a fashion is the dream of many metallic dragons as 
  they grow old. Gold dragons may be the most regal, but 
  Bahamut loves all of the metallics and all are welcome in 
  his floating palace. These dragons often take wing over 
  the slopes of Mount Celestia for fresh air in a wondrous 
  landscape, but even so spotting such majestic creatures is 
  a true delight for all of the other inhabitants.
  Humanoids
  Mount Celestia boasts numerous communities of varying 
  size, especially on the lower slopes of Lunia and Mercuria. 
  These communities are filled with humanoids from across 
  the multiverse, many of whom come to the Seven Heavens 
  to live better lives. There are quite a few reformed evil 
  creatures as well, including a few fiends that are seeking 
  to mend their ways, and Mount Celestia welcomes any 
  who wish to seek enlightenment through hard work, self-
  sacrifice, and the pursuit of justice.
  Aasimar. Perhaps not surprisingly, aasimar makeup 
  a sizable population on Mount Celestia. These beings, 
  descended from celestials, often serve the archons as 
  scouts, advanced warriors, and advisors, and many 
  families of aasimar have lived in the Seven Heavens 
  serving the celestial hosts for generations. Most of these 
  are protector aasimar, but some of the more militant 
  minded transform into scourge aasimar to better face the 
  waves of evil in battle. Fallen aasimar are rare and often 
  trace their lineage back to a handful of celestials who have 
  fallen from Mount Celestia, the most famous of which is 
  Zariel, a powerful solar who is now the ruler of Avernus, 
  first layer of the Nine Hells.
  Dragonborn. Bahamut the Platinum Dragon is a 
  powerful force on Mount Celestia with influence over many 
  settlements along the gentle slopes. Most of those towns 
  and villages are populated by dragonborn, who revere 
  the great dragon deity and honor him with hard work, 
  dedication, and devoted faith. In turn, Bahamut draws 
  agents and soldiers from these villages, elevating them to 
  chosen status and sending them out in the multiverse as 
  his proxies. Many take up arms as paladins, but wizards, 
  clerics, sorcerers, and bards are also common.
  Dwarves. Erackinor is the home of Moradin and 
  his powerful Soulforge, a divine tool that supposedly 
  created dwarves out of primordial clay, and the sprawling 
  underground kingdom is the largest dwarven city in 
  the multiverse. Countless clans work and celebrate in 
  Erackinor which is a completely self-sustaining population; 
  they grow their own food, mine their own ore, and 
  celebrate their lives in relative isolation. Though they don’t 
  deal often with the rest of Mount Celestia, the dwarves 
  routinely travel to dwarven enclaves across the Material 
  Plane on missions of mercy and justice.
  Halflings. In the idyllic pastures of the Green Fields on 
  Mount Celestia’s third layer, hundreds of halfling families 
  live in the scattered farms and burrows, living peaceful 
  lives of comfort and safety. They are watched over by 
  Yondalla and the other halfling gods along with the spirits 
  of their ancestors known as galayons, and though they 
  are protective of their lands they are overall a gentle and 
  peace-loving people. Some halfling youths of the Green 
  Fields venture out to find adventure, perhaps taking 
  inspiration from the host of celestial forces around them, 
  while many others look to put their personal stealth skills 
  to the ultimate test against the forces of darkness and 
  depravity.
  Hazards & Phenomena
  Mount Celestia is a rugged paradise of perfect weather, 
  easy trails, and natural beauty, from the Silver Sea of 
  Lunia to the illuminated mysterious peak of Chronias. 
  Though there is nothing that prevents or actively hinders 
  visitors, creatures with kindness in their hearts find life 
  easy and enjoyable on the Seven Heavens, with plenty of 
  radiant sunshine and abundant food.
  Blessed Beneficence
  The pervasive beneficence of Mount Celestia bestows a 
  literal blessing upon many creatures that live and visit 
  the plane. Good-aligned creatures gain the benefit of the 
  bless spell as long as they remain on the plane. In addition, 
  finishing a long rest on the plane grants a good-aligned 
  creature the benefit of a lesser restoration spell.
  While neutral and evil creatures are not actively 
  hampered on Mount Celestia, the Blessed Beneficence 
  effect can cause some discomfort. Neutral creatures, 
  perhaps due to their nature, feel neither good nor bad 
  about the air of the Seven Heavens, while evil creatures 
  feel a subtle needling all over their skin while they remain. 
  It’s a minor annoyance but a constant reminder that their 
  presence is antithesis to the core virtues of Mount Celestia.
  Trial of Enlightenment
  Ascending the layers of Mount Celestia is not as 
  straightforward as simply finding a gate. The most 
  accessible way to cross from one layer to the next highest 
  is to find a path through the mountains, and there are 
  many, and submit to the Trial of Enlightenment. This 
  process is performed automatically by the nature of the 
  plane on those that seek to ascend; those not seeking 
  to ascend cannot accidentally stumble into the Trial of 
  Enlightenment, regardless of where they are on the layer.
  The trials are personal examinations of each individual’s 
  deeds and goals. They happen invisibly, without fanfare 
  or showy effects, and get more introspective the higher up 
  the Seven Heavens the traveler climbs. Creatures wishing 
  to travel from the first layer, Lunia, to the second layer 
  of Mercuria must succeed on a DC 15 Wisdom (Insight) 
  check, a task that requires 10 minutes. The trials become 
  progressively more difficult and lengthy the farther up 
  Mount Celestia a traveler goes as represented by the Trial 
  of Enlightenment table below.
  
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  mOunt celestia ascensiOn tRials
  cuRRent layeR
  destinatiOn layeR
  insight 
  dc
  length Of 
  time
  Lunia
  Mercuria
  15
  10 minutes
  Mercura
  Venya
  17
  1 hour
  Venya
  Solania
  19
  8 hours
  Solania
  Mertion
  21
  24 hours
  Mertion
  Jovar
  23
  7 days
  Jovar
  Chronias
  ?
  ?
  Each attempt requires the traveler travel to the highest 
  point on the layer, a journey that itself can take hours or 
  days depending on their familiarity with the terrain and 
  mode of transportation. Failure on a check requires the 
  traveler to spend twice the listed time on their current 
  layer before attempting the ascension again.
  The actual mode of travel make no difference for 
  ascending, so flying, burrowing, and walking creatures 
  must all succeed on the Wisdom (Insight) check to ascend. 
  Creatures with an intelligence lower than 3 automatically 
  succeed though the time requirement remains the same, 
  and celestial creatures can ignore the ability check and 
  time requirement.
  The exception to all of these is ascending from Jovar to 
  Chronias. This ascent is so bewildering contemplative and 
  deeply spiritual that it cannot be expressed in simple game 
  terms. Most creatures that are able to make the climb 
  never return from Chronias, and even solars and archons 
  rarely make the climb.
  It’s also worth noting that the Trial of Enlightenment is 
  only required for ascending Mount Celestia. A creature 
  wishing to descend can do so easily, especially since all 
  rivers flow down directly to the Silver Sea in defiance of all 
  logic.
  There are hidden pathways up that avoid the Trial of 
  Enlightenment known only to a few. The Platinum Palace 
  of Bahamut floats above the sky and easily traverses at 
  least the first three layers without requiring special time 
  or contemplative commitments, but other routes do exist. 
  They are often hidden behind cryptic arcane phrases or 
  require the use of esoteric knowledge or magic.
  Sites & Treasures
  It is widely assumed by the uninitiated that the Seven 
  Heavens of Mount Celestia encompass a single enormous 
  mountain peak rising up from the Silver Sea. The truth is 
  much more complicated and deep than that, and each layer 
  extends infinitely out, and for those unworthy or unwilling 
  to find the path between layers, infinitely up as well. These 
  great expanses hold unique sites, lost treasures, and 
  wonders just waiting to be uncovered.
  Bastion of the Blessed Banner
  There are few more cursed places in Mount Celestia than 
  the Bastion of the Blessed Banner. Located in a shadowed 
  valley up the slope on Lunia, this was the former home of 
  Zariel, a solar charged with watching over the Blood War 
  that rages in the Lower Planes. She was frustrated with 
  the lack of action on the part of the celestial forces, and 
  she decided to take matters into her own hand when she 
  led a charge into Avernus, the first layer of the Nine Hells. 
  There, she fell to corruption and was welcomed as the 
  Lord of the First by Asmodeus himself.
  Zariel’s fortress immediately fell into disrepair. Many of 
  her vassals and personal guards accompanied her on her 
  charge into the Nine Hells and fell to corruption as well, 
  and those left behind at the Bastion of the Blessed Banner 
  abandoned the fortress immediately upon Zariel’s betrayal. 
  Now, it is a haunted place, where the memories of the once 
  proud warriors that guarded its battlement and patrolled 
  its grounds walk in shadow. Few have sought it out, and 
  most of those that have discovered the mountain trails 
  actively discourage visitors.
  What remains in Zariel’s lost home may hold a key to 
  redeeming the once noble solar, if such a goal could be 
  accomplished. Some treasured possessions may still linger 
  in locked vaults or hidden store rooms within the Bastion 
  of the Blessed Banner, but rumors persist that the taint of 
  the fallen solar spread across the multiverse to affect some 
  of her remaining legion in the fortress.
  Beacon Towers of the Silver Sea
  Lantern archons are responsible for watching over and 
  guarding Lunia from invasion, and they do this primarily 
  by staffing the hundreds of tall Beacon Towers stationed 
  around the shores of the Silver Sea. Each of the towers 
  stands about 100 feet tall, constructed of polished marble 
  and granite, with numerous balconies along its five-story 
  height. The crenellated top holds a dozen lantern archons 
  at any given time, watching over their designated area 
  for any signs of trouble, surrounding a tall pillar of white 
  crystal in the center. Each Beacon Tower is commanded by 
  a hound archon, and a rotating squad of sword and warden 
  archons move between them all at regular intervals, 
  checking up and receiving reports. They are commanded 
  ultimately by the solar Aeshma the Radiant Star at the 
  Radiant Star Tower.
  Each Beacon Tower is built within eyesight of the next, 
  roughly 5 miles across the still waters of the Silver Sea, 
  so that in an emergency a lantern archon can fuse with 
  the white crystal at the top to create a brilliant signal 
  light. The signal light is then flashed a number of times 
  in correspondence with a known lantern archon code to 
  quickly relay messages throughout the Beacon Towers. It’s 
  an effective strategy for quickly alerting and passing along 
  messages to whomever needs to notified.
  The lantern archons at each Beacon Tower make a 
  point to be as friendly as possible with the local zoveri that 
  pass through in the Silver Sea. For their part, the aquatic 
  zoveri bring any rescued traveler stranded in the water 
  to the nearest Beacon Tower. Those without ill intent are 
  welcomed by the local lantern archons, given food and 
  
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  shelter for as long as necessary before being sent off with 
  good cheer, but creatures with malice in their hearts are 
  imprisoned in special cells located in the basement of 
  each Beacon Tower. There, they are questioned by the 
  commander who decides what to do with them next.
  Blind Prison
  There are some among the celestial residents of the Seven 
  Heavens that believe rehabilitation is a possible route for 
  some evil creatures. Tyr, a god of justice known in many 
  Material Planes, saw the wisdom in the attempt, and 
  constructed a fantastic fortress known as the Blind Prison 
  on the shores of the Silver Sea on Lunia. Viryn the Justice 
  Hand, a solar who originally served Tyr, now serves as the 
  warden and ultimate commander of the Blind Prison.
  All prisoners brought to the Blind Prison are magically 
  blinded by a special binding cloth of radiant energy. They 
  are kept in individual cells within the sprawling fortress 
  complex and watched over at all times by a retinue of 
  lantern and warden archons. Viryn keeps a catalogue of all 
  prisoners, their crimes, their sentences, and any notable 
  behaviors within a massive golden tome called the Codex 
  Caecus. To date, the efforts to rehabilitate a prisoner 
  within the Blind Prison has not been successful, but Viryn 
  is steadfast in his duties and believes with all his heart the 
  mission of peaceful rehabilitation.
  There are cells deep beneath the Blind Prison where 
  monstrous creatures are kept that are too powerful to 
  be destroyed. Rehabilitation is not the goal for these 
  abominations, only containment, and Viryn has personally 
  overseen the interment of hundreds of these prisoners. 
  Many of them stay in the Blind Prison only a short time 
  before being pushed off to the prison plane of Carceri, but 
  some are deemed to important or dangerous to let loose.
  Viryn swears that no prisoners has ever escaped the 
  Blind Prison, but he has always been careful to choose 
  his words very deliberately if the subject were to come 
  up. This leads some planar scholars to believe that some 
  prisoners have escaped since the Blind Prison was 
  established, but none but Viryn knows for sure.
  Empyrea, City of Tempered Souls
  Resting on the shores of a beautiful mountain lake on 
  the slopes of Mertion, the fifth layer of Mount Celestia, 
  Empyrea is a city of simple architecture, humble residents, 
  and some of the most skilled healers in all the multiverse. 
  People come to the City of Tempered Souls when all 
  other options have failed to cure unknown diseases and 
  restore lost mental and physical capabilities. Everything 
  in Empyrea is built around the concept of helping others 
  through healing, natural and magical, and there are 
  chapels and temples dedicated to every known power of 
  restoration in the city itself.
  Empyrea holds no standing army, though the slopes 
  of Mertion are filled with marshalling forces of paladins, 
  archons, and other celestial powers so the city generally 
  does not need specialized guardians to protect it. Every 
  healer in Empyrea joins the loose organization known 
  as the Hospitalers League which requires them to take 
  an oath pledging to help all who come to the city seeking 
  aid regardless of their faith, creed, origin, or nature of 
  their debilitation. The clerics and medics of the City of 
  Tempered Souls have helped mortals, fiends, and even a 
  few gods in the centuries since its founding.
  The secret to the wondrous healing powers of Empyrea 
  is the nearby mountain lake, which is fed by a magical 
  underground wellspring that creates a powerful natural 
  medicine. The wellspring provides a boost to the large 
  number of priests, clerics, herbalists, and surgeons that 
  occupy the city. If the wellspring were to become tainted 
  or lose its wondrous powers, Empyrea’s ability to handle 
  the large number of cases – from insidious plagues to 
  devastating war rounds – would be severely hampered.
  Erackinor
  Deep below the mountains of Solania run the complex 
  halls and tunnels of Erackinor, greatest dwarven realm in 
  all the multiverse and home to their most powerful gods 
  and goddesses. Magnificent works of art are created in the 
  hundreds of forges throughout the underground sprawl, 
  which spreads out for miles in all directions. Erackinor is 
  divided into hundreds of individual holdfasts, each holding 
  a single dwarven clan along with their history. The sense 
  of familial legacy runs strong in Erackinor, and each clan 
  elder is advised by the spiritual embodiments of their 
  ancestors.
  
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  Accessing Erackinor requires passing through one 
  of several gates situated on the slopes of Solania, each 
  nestled within sparkling crystalline gorges that provide 
  both beauty and practical defense against intruders. Even 
  on Mount Celestia, dwarves do not let down their guard, 
  preparing their home against all threats. The center of 
  Erackinor is a great perpendicular hall known as the 
  Glittering Spike, and this is where the dwarven gods dwell. 
  Moradin supposedly watches over them all, but he is most 
  often preoccupied with his endless work at the Soulforge.
  Each holdfast volunteers dwarves, usually younger 
  generations, to the eternal defense of Erackinor. These 
  volunteers join the Bothelargenrak Legion, an elite force of 
  defenders, whose name means “champion hammer of the 
  stone gods.” It is said a defender wearing the symbol of the 
  Bothelargenrak Legion has never lost a battle while their 
  arm and armor remains strong.
  Most of the focus within Erackinor is on the plight of 
  the dwarven people across the multiverse, so the dwarves 
  rarely engage with the greater realms of Mount Celestia. 
  However, Moradin has pledged a certain quantity of 
  Bothelargenrak legionnaires to the patrolling and active 
  defense of Solania, so there are a handful of outposts in 
  the mountainous layer watched over by powerful dwarven 
  soldiers.
  Feast Hall of Kar-Lenorr
  The Legion of Righteous Fury’s home on Mount Celestia 
  is a massive stone building complex known as the Feast 
  Hall of Kar-Lenorr. The central structure towers over 200 
  feet high with an opening leading out to the brisk Mercuria 
  sky. This is where the leaders of the legion meet to discuss 
  important strategies, and to host the weekly “feast of fury” 
  where all members are invited to dine in celebration for 
  their eternal struggle against the wicked powers of the 
  Nine Hells.
  Surrounding the main hall are a dozen small stone 
  buildings housing the actual forces of the Legion of 
  Righteous Fury. They are divided into squads, and each 
  squad eats, sleeps, and trains together to form a strong 
  bond of friendship and warrior camaraderie that extends 
  far beyond the battlefield. Rivalries between squads are 
  common but rarely end in bloodshed, as the legion has 
  numerous means by which the squads can settle any 
  grievances. Many of them are physical in nature, such as 
  completing one of the many grueling obstacle courses in 
  the basement of the Feast Hall.
  The Feast Hall of Kar-Lenorr is named after the legion’s 
  founder, Kar-Lenorr, a proud female glory jotun from 
  the plane of Ysgard. She was a rebel amongst her kind, 
  feeling an intrinsic desire to focus her battle prowess over 
  a regimented structure of inherent law and order. Glory 
  jotun, like most jotun of Ysgard, are wild chaotic warriors, 
  and Kar-Lenorr felt no kinship with her own kind, so 
  she set out on her own. She ended up on the slopes of 
  Mercuria, honoring the warriors interred within fantastic 
  tombs all across the layer, and built the foundation of the 
  Feast Hall with her own hands. The legion is her legacy, 
  and Kar-Lenorr’s physical remains are held in stasis below 
  the great central hall in a sacred tomb.
  Glass Tarn
  The Glass Tarn is a pristine, pure mountain lake located in 
  a secluded valley between three majestic glaciered peaks 
  on Venya, the third layer of Mount Celestia. The waters are 
  unnaturally calm, and no wind or weather can disturb their 
  stillness. A powerful enchantment inherent in the Glass 
  Tarn turns any personally valuable object thrown with 
  conviction into the lake into a radiant prophecy regarding 
  the thrower, emerging as a brilliant white light that fills the 
  valley.
  For those that lack conviction, however, the spiritual 
  resonance of the Glass Tarn manifests as a powerful 
  geyser of ice-cold water, and then transforms into a 
  swirling watery vortex that draws in all around it. Those 
  that get sucked into the Glass Tarn’s vortex find themselves 
  flung across the multiverse to end up in the Darkened 
  Depths of the Plane of Water – and into the lair of a 
  powerfully hungry beast of unknown proportions.
  The halflings of the Green Fields know of the Glass 
  Tarn, and can direct travelers to its location. They make 
  sure to warn those seeking the mountain lake of the 
  dangers of using it, but they don’t do anything to deter such 
  visitations. Each person must make up their own mind as 
  to the risks and rewards of visiting the Glass Tarn.
  Glittering Lotus Valley
  Mount Celestia’s sixth layer, Jovar, is known as the 
  Glittering Heaven with good reason. Countless gemstones 
  litter the mountainside, from small pebble-sized stones to 
  enormous monolithic chunks of inestimable value. It truly 
  is a glittering paradise, but there are some sites that stand 
  above the rest even amongst such breathtaking beauty. 
  Secluded between four proud ice mountains sits the quiet 
  splendor of the Glittering Lotus Valley.
  The floor of this valley is filled with tiny blossoming 
  lotus flowers of varied colors and hues. They are delicate, 
  beautiful, and each constructed of multiple pieces of 
  expertly cut gemstones, giving the entire valley a sparkling 
  luster that dims the surrounding region by comparison. 
  The Glittering Lotus Valley is tended by Sybil, a solar of 
  quiet contemplation, who creates each perfect lotus flower 
  through incredible patience and deft handiwork. She can 
  often be found walking slowly in large circles through the 
  valley with her eyes closed, never stepping on or disturbing 
  the lotus gemstones, or sitting in silent meditation in the 
  center of the valley. Sybil rarely speaks and has only taken 
  to action to defend her creations.
  Some planar scholars believe Sybil’s purpose as a solar 
  is fulfilled, leaving her to simply tend to the Glittering 
  Lotus Valley as a way to pass the time. The lifespan of 
  a solar is infinite unless taken by violence, so it’s not 
  unreasonable to assume Sybil’s goal as a solar was 
  completed long ago. No known record exists of her outside 
  the valley, however, which leads others to argue her time 
  has not yet come. They argue that Sybil is clearly waiting 
  for something to happen, and that when it does the 
  purpose behind the countless priceless lotus gemstones in 
  her valley shall become clear. Sybil herself does not bother 
  herself with such questions and has offered no explanation 
  for her tending to the flowers or being in the valley.
  
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  Golden Library of the Great Wyrm
  Semrassa the Ancient, a gold dragon of ancient size and 
  power, tends to one of the largest archives in all of Mount 
  Celestia, and arguably across the multiverse. The Golden 
  Library of the Great Wyrm sits on an idyllic, peaceful 
  meadow on the slopes of Venya, the third layer of the 
  Seven Heavens, looking to casual viewers as a simple 
  wooden building surrounded by ancient oak trees. Anyone 
  who stands long enough sees the shape shimmer and 
  transform multiple times, becoming a columned fortress, 
  a grand hall made of granite, or one of hundreds of other 
  forms.
  This is the beguiling magic of Semrassa that serves 
  as the Golden Library’s first line of defense. To reach the 
  Golden Library’s true doors, a visitor must announce 
  themselves and seek learning in their hearts. The oak 
  trees respond to those that speak the truth by parting and 
  revealing the magnificent gilded walls of the library itself, 
  with golden doors beckoning the knowledge-seeker inside. 
  Without this learning in their heart, the Golden Library 
  remains locked away, and Semrassa’s other defensive 
  wards take over if a force were to attempt a hostile entry.
  Inside, the Golden Library’s central hall sprawls out in 
  well-lit glory. The ancient gold dragon herself spends her 
  time in this main chamber, perusing new book arrivals 
  before passing them off to the score of attendant librarians 
  that catalogue the books and store them in shelves. The 
  Golden Library contains seven wings, with each holding 
  thousands of books from across the multiverse on every 
  topic imaginable. The most prized collection on Mount 
  Celestia are the Books of Light wherein the deeds of 
  archons are automatically transcribed – these books are 
  kept in the main hall beneath Semrassa’s personal gaze.
  Anyone that can find the Golden Library and truly seeks 
  learning are welcome, and Semrassa has seen mortals, 
  fiends, gods, undead, and countless other creatures come 
  in search of knowledge. There have only been a few 
  incidents of guile and subterfuge by guests, but these were 
  swiftly dealt with by Semrassa’s formidable arcane powers 
  or by the attendant golden librarians who are trained to 
  defend the library at all costs.
  Green Fields
  The Green Fields is the idyllic, peaceful realm of the 
  halflings on the gentlest slopes of Venya, the third layer 
  of Mount Celestia. Here, comfort reigns supreme, as the 
  halfling residents live out their days under the watchful 
  eyes of their protective sheriffs. No predators stalk the 
  fields, little rivers, or quaint forests of the Green Fields, 
  and a sense of calming relaxation settles over all who visit.
  The Green Fields are made up of countless burrows, 
  each housing a family of halflings in cozy, underground 
  homes.  Many grow crops in small gardens or fields, 
  and the harvest is always bountiful thanks to the perfect 
  weather. Regular celebrations are held by the individual 
  families commemorating moments in their history, and the 
  larger communities come together on regular occasions to 
  celebrate important milestones. It has been remarked by 
  travelers that there’s always a party going on somewhere in 
  the Green Fields – just follow the sound of laughter!
  Yondalla’s home is a simple cottage in the center of the 
  Green Fields surrounded by the smell of baking pies and 
  warm fresh bread. She is attended by a host of homeless 
  halflings who have nowhere else to go, a group known as 
  the Hearthless. They serve Yondalla faithfully, performing 
  common deeds around the cottage and larger grounds, and 
  occasionally being sent out into the wider multiverse to 
  carry messages on behalf of their kindly goddess.
  Heavenly City of Yetsira
  The Heavenly City of Yetsira stands upon the highest 
  point on Jovar, the sixth layer of Mount Celestia, and by 
  some trick of perspective it can be seen from everywhere 
  else on the layer. Yetsira is an enormous seven-layered 
  ziggurat resting atop a peak more than a mile wide. Each 
  layer of the ziggurat is occupied by countless archons 
  engaging in leisurely actively, for here is a place of peaceful 
  contemplation, meditation, and philosophical debate. No 
  mortals live in Yetsira, though any that reach its steps are 
  welcome by the celestials.
  Yetsira is where the great collective of archons meet 
  and decide upon the advancement of other archons. The 
  Library of Zokala is dedicated to only housing the various 
  volumes of the Books of Light, which are consulted by the 
  greater archons when deciding to advance other celestials. 
  The Golden Library of the Great Wyrm holds many copies 
  of the Books of Light but the ones in the Library of Zokala 
  are the original.
  The vaults within the fourth layer of the ziggurat hold 
  vast weapon stores that can be distributed amongst the 
  celestial forces in case of emergency. Powerful magical 
  arms and armor are found in those vaults, but only three 
  times have the doors been needed to be opened and 
  their power distributed. In all cases, the threat to Mount 
  Celestia was great but was repelled by well-armed celestial 
  warriors.
  At the top of Yetsira, the very pinnacle of the ziggurat, 
  spans the Bridge of al-Sihal. This is the only way to ascend 
  to Chronias, the seventh and ultimate layer of Mount 
  Celestia, and to cross a visitor must prove their worthiness 
  to Xerona of the Heavenly Bridge. Xerona detects any lie 
  or falsehood, for only those of in perfect synchronization 
  with the vibrations of the Seven Heavens can hope to enter 
  Chronias. He has turned aside gods, heroes, and kings 
  without passion or bias.
  Jacinth of Inestimable Beauty
  The industrious dwarves of Erackinor have produced 
  countless items of inestimable value, including fantastic 
  weapons and armor, ornate jewelry, and priceless 
  trinkets. One of the greatest treasures created in the halls 
  of Erackinor is a simple item known as the Jacinth of 
  Inestimable Beauty. This flower is constructed of more 
  than a dozen gemstones carefully crafted to resemble 
  delicate petals and then strung together to create a moving 
  wondrous piece of jewelry. The dwarf artisan who built it 
  was said to be possessed with the sight of Moradin himself 
  and the dwarf god’s patience and power flowed through the 
  mortal.
  
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  A powerful enchantment was woven into the Jacinth, 
  though whether on purpose or accident is not know. 
  Possessing the artifact granted the dwarf artisan great 
  charisma and personal presence, and he quickly rose to 
  prominence among his family. Unfortunately, there was 
  a flaw in the magic, and the dwarf’s entire clan fell to 
  bickering and infighting over the beautiful trinket. Their 
  names are now forgotten and Moradin himself cast the 
  Jacinth of Inestimable Beauty out of Erackinor and into the 
  wider multiverse.
  The Jacinth now shows up in market stalls and bazaars, 
  and wherever it appears destruction and ruination follow. 
  Planar scholars seem baffled at how such a cursed item 
  could come from Mount Celestia, but others say it speaks 
  to the fallible nature of good and evil.
  Monastery of Seven Flowers
  The misty valleys of Solania hide countless refuges away 
  from prying eyes, but few are as remote or difficult to 
  find as the legendary Monastery of Seven Flowers. Set 
  upon the side of a craggy peak at an impossible angle, the 
  monastery houses an order of monks who follow the Way 
  of Seven Flowers. The core precept of this following is the 
  idea of flow, where meditation unlocks the inner power of 
  the mind and soul.
  The monks of the monastery tend to the peaceful 
  gardens and practice their art in peaceful serenity, 
  unbothered by the plight of the larger world. They follow 
  the edicts of the Grandmaster of Flowers, but unknown 
  to most this is not a single person or entity. Instead, it is 
  the apex of the monk’s beliefs, a psychic manifestation 
  that taps into all of their unconsciousness regardless of 
  distance or space. It can take the form of a golden light 
  within a single monk but most of the time it is simply 
  a nebulous force that guides, protects, and advises its 
  followers.
  Each flow of the seven flowers is marked by an actual 
  flower that grows within the monastery ground, tended 
  by a chosen monk in a decade-long cycle. As long as the 
  individual flowers grow the power of the Grandmaster of 
  Flowers is undeterred, and the monks consider it their 
  sacred duty and a personal honor to be chosen to watch 
  over the individual flowers.
  Platinum Palace
  Bahamut’s realm on Mount Celestia isn’t on Mount 
  Celestia by strictest accounts; it floats above it. The 
  Platinum Palace is a fantastic floating fortress that flies on 
  a solid cloud over the lower layers of the Seven Heavens, 
  usually hovering above Lunia or Mercuria. A legion of 
  dragonborn knights and paladins train on the palace 
  grounds in loyal service to their master, while good-aligned 
  metallic dragons wing through halls and open pavilions.
  A council of seven ancient golden dragons talk, debate, 
  and review the machinations of evil creatures, advising 
  Bahamut on all things while remaining largely aloof from 
  it all. The Platinum Palace is a kingly place where great 
  ideals are held in high regard, and since they literally 
  fly above the ground a true sense of arrogance is bred 
  amongst the dragonborn legions. They are noble and 
  proud, serving Bahamut in all things, but they tend to view 
  problems from their lofty height in the Platinum Palace.
  Bahamut is also served by an order of cutthroats, 
  rogues, and thieves known as the Dracosaints. They are 
  headquartered in the Platinum Palace as well and tend to 
  be more pragmatic than the paladins around them; they 
  fulfill the needs of Bahamut across the multiverse when 
  stealth and shadow serve better than sword and shield. 
  The master of the Dracosaints advises Bahamut in their 
  missions and is held in high regard by the dragon god.
  The Platinum Palace itself is filled with spiraling towers 
  of dazzling beauty, ivory halls, and grand amphitheaters. 
  Bahamut has a true sense for flair and drama, and often 
  makes proclamations that can be heard everyone on the 
  miles-long palatial ground. Beautiful music drifts on the 
  air from unseen sources and there are hundreds of groves 
  of fruit-bearing trees that provide sustenance for all who 
  come seeking refuge or advice from the Platinum Dragon.
  Radiant Star Tower
  Glimmering like a spike of pearl and silver on the shore 
  of the Silver Sea, the Radiant Star Tower is the greatest 
  of the Beacon Towers that protect and watch over Lunia 
  from outside invaders. It is the home of the solar Aeshma 
  who commands the lantern archons and other forces, 
  and she is a benevolent but ever watchful guardian over 
  the tranquil waters. The Radiant Star Tower is broader 
  and larger than the other Beacon Towers, and on its top 
  is a brilliant multicolored gemstone shaped in the form of 
  a curling flame. When it is lit, the light can be seen from 
  everyone on Lunia, or so it is said at least.
  Aeshma’s most devoted forces are stationed at Radiant 
  Star Tower, and she receives regular reports from across 
  the tower network on the Silver Sea shores. She keeps up 
  with rumors and stories from the aquatic zoveri as well, 
  and she holds the octopus-like creatures in high regard for 
  their kindness and willingness to hold all life as sacred. 
  Aeshma strives to this ideal as well, though her personal 
  beliefs on the nature of evil colors any interaction she has 
  with fiends and other supernaturally evil beings.
  Radiant Star Tower is built on a rocky shelf, and the 
  waters of the Silver Sea cascade over the rocks in gentle 
  waves. An ancient dungeon sits below the tower itself, 
  though Aeshma rarely uses it – it may hold secrets lost to 
  the solar. To date it is nothing but an afterthought to the 
  powerful solar.
  Rainbow Pyramid
  The rose-hued sky of Mertion, Mount Celestia’s fifth layer, 
  shines upon many radiant sites, but few are so arresting 
  as the Rainbow Pyramid. This enormous stepped pyramid 
  is constructed of alternating layers of red, orange, yellow, 
  green, blue, indigo, and violet stones with only a single 
  entrance at the top. The circular opening leads to a shaft 
  that leads directly to the central chamber of the pyramid 
  wherein dwells the pyramid’s master – the Plume of the 
  Rainbow Heavens, a couatl lord of great wisdom and 
  power.
  
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  Any who come seeking the guidance of the Plume can 
  descend through the shaft at the top of the pyramid in a 
  safe, slow fall, but those with malice in their hearts face a 
  much more lethal drop. The Plume is a patient creature, 
  coiled in massive loops on the floor, and spends most of its 
  days in silent meditation upon the nature of the multiverse. 
  Antechambers and halls cut out from the main room 
  where the Plume’s servants dwell – colorful mummies with 
  no need to eat, drink, or even breathe. They live only to 
  serve the couatl lord.
  The Plume’s thoughts are focused on a mighty creature 
  known as Dendar the Night Serpent, and it is forthis great 
  evil the couatl lord scours the multiverse. The two, Dendar 
  and the Plume, are two sides of a great coin, and it has 
  been surmised that one cannot exist without the other. 
  Surmised, of course, by planar scholars who have no 
  personal stakes in their powers or existence.
  Ruby Heads of Jovar
  Jovar is a land studded with countless priceless gems, 
  some small and others enormous, but amongst them 
  are a series of oddities that have defied explanation or 
  easy investigation. Known as the Ruby Heads, these are 
  ten-foot tall, solid red crystalline gems constructed by all 
  appearances to look like a massive head with an unusually 
  broad forehead. Certain gemstones of all shapes and 
  colors naturally look like some objects, and if there was 
  only one Ruby Head it would be a curiosity but nothing 
  more.
  There are, however, dozens of them scattered about the 
  slopes of Jovar. They are nearly identical, with only minor 
  variations between them – some a bit larger, some a bit 
  smaller, but all sharing the same general characteristics. 
  Jovar sees few visitors accounting for its high height on the 
  “slope” of Mount Celestia, but the archons who frequent 
  the region seem unbothered by the presence of the Ruby 
  Heads. In fact, they seem not to take notice of them at 
  all, viewing them as nothing more than natural rock 
  formations.
  Some have claimed the Ruby Heads are the only 
  physical representation of an ancient order of celestial 
  powers – older than the gods and the solars – who once 
  lived on Mount Celestia. There is nearly no evidence to 
  support this theory, however, and the few mortals that have 
  witnessed them come away with slightly different accounts 
  of their appearance. Is there a strange enchanting magic 
  over them that deludes memory and hides them from 
  celestial sight?
  Soulforge of Moradin
  The entire dwarven realm of Erackinor is built around a 
  single powerful monument – the Soulforge of Moradin. 
  This sacred site sits far below the Erackinor halls and 
  access is limited to only Moradin and those he has 
  explicitly allowed in. Legends say that the Soulforge is 
  where the very souls of the first dwarves were hammered 
  and purified before being given flesh and life, made in their 
  creator’s image. Moradin certainly doesn’t dispute this 
  claim, though the twinkling wink in his aged eye suggests 
  there’s more to the story.
  The Soulforge itself is a titanic oven used to melt rock 
  and ore into workable steel, much like a regular forge, but 
  it is on a scale too massive to be believed. There are actual 
  a dozen separate forges within the mammoth contraption 
  placed at various heights, some giant-sized and others 
  dwarf sized. They are used for different purposes with 
  the white-hot flame inside the Soulforge burning at 
  different temperatures as well. One forge is used for edged 
  weapons, another for armor and shields, another for 
  bludgeoning weapons, and so forth.
  The fire has never gone out inside the Soulforge, and 
  legends say that if it were the dwarf people would sputter 
  and die with it. It is widely assumed that some primordial 
  elemental lives inside especially since other dwarven 
  gods of Erackinor swear Moradin talks to someone while 
  working the Soulforge. Is the inhabitant inside a prisoner, 
  or a willing ally? Are they a force of nature, powerful and 
  destructive but without moral purpose, or a reasoning 
  sentient creature?
  Tomb of the Splendid Roc
  Mercuria’s slopes and valleys are filled with tombs, burial 
  chambers, graves, and monuments to fallen heroes from 
  across the multiverse. The resting places of great kings, 
  noble queens, warriors and knights, paladins and soldiers, 
  and everything in between can be found in the relatively 
  ordered array along the gravel paths that wind between 
  them all. Graverobbing is strictly forbidden and enforced 
  by powerful warden archons who watch over the tombs, 
  and they must be vigilant for many of the dead are buried 
  with the wondrous treasures they held in life. There is one 
  tomb that is sought for its treasures per express wishes, 
  but the Tomb of the Splendid Roc is deviously difficult to 
  locate.
  The Splendid Roc was the name of a fantastic roc of 
  intelligence, wisdom, and candor that sailed through the 
  skies of the Upper Planes for many generations. It never 
  settled in one place, but wherever it went people were 
  overjoyed to see it, for the Splendid Roc had a knack for 
  helping out people with their problems. The massive bird 
  held magical powers and could transform itself into nearly 
  any shape, but it much preferred its natural form. Over the 
  centuries, people showered the Splendid Roc with gifts of 
  all kind, and the magical avian collected it all to honor the 
  gift-giver. It was all stored in a secret location, and when 
  the Splendid Roc died of old age it asked the gods to bury 
  its wondrous treasures in a tomb for the worthy to find.
  The gods did that, and stories quickly spread in 
  tavern halls in the planar metropolises about the Tomb 
  of the Splendid Roc. But the edict of the gods was not 
  so straightforward – the tomb could only be found by 
  those not looking for it. A simple enough riddle, but to 
  date no treasure hunter has found the secret location. 
  Occasionally, a monk or lost archon stumbles upon the site 
  while wandering Mercuria’s rugged terrain, and since they 
  seek nothing they take nothing. But the stories continue 
  to spread, fueling the imagination of many throughout the 
  multiverse.
  
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  Trumpet of Joy
  Also known as the First Trumpet, the Trumpet of Joy is a 
  simple musical instrument constructed of tarnished brass. 
  It has a well-worn look to it, showing clear signs of great 
  use by loving hands, but it gives all appearances to need 
  some spit and polish to shine bright. In the hands of a 
  proficient user, however, the Trumpet of Joy lights up like 
  a radiant beacon and sings its musical notes in brilliant 
  tones for all to hear.
  This was the instrument held by the first archon to take 
  the role of trumpet archon. Legends refer to the celestial 
  as the Music Maker, and they elevated themselves up 
  from the rank of sword archon to create an entirely new 
  rank of celestial. They imbued their trumpet with such 
  majestic glory and wondrous power as to make the very 
  solars of Mount Celestia take notice, and when they did 
  they found an uplifting swell of music that stirred the blood 
  and rose the spirits. The Music Maker was elevated to the 
  position of first trumpet archon, though over time they fell 
  in combat against a fiendish horde in the Gray Waste of 
  Hades.
  The Music Maker’s trumpet, now known as the Trumpet 
  of Joy, holds a special spark of that archon’s wondrous 
  illuminating power. Anyone proficient with the instrument 
  find their musical skills enhanced to an almost divine level, 
  and they can tap into greater uplifting powers contained 
  within the Trumpet of Joy. Unfortunately, the item’s current 
  location isn’t known, but it tends to show up in times of 
  great need, when the sound of joyous music is truly needed 
  to win hearts and minds against a truly oppressive evil.
  Adventure Hooks
  Many adventurers hold to the belief that the Seven 
  Heavens of Mount Celestia is a fundamentally boring 
  plane where nothing exciting or interesting happens, so 
  they see little reason to travel to its rugged mountainous 
  terrain. Nothing could be further from the truth. It is true 
  that Mount Celestia serves as a bastion of law, justice, 
  and order in the multiverse, but across its layers, cracks 
  develop all the times, and things have a way of going 
  sideways at a moment’s notice. The rigid structure of the 
  inhabitants, archons specifically, doesn’t allow for a lot of 
  out of the box thinking, so some problems just need an 
  outside mindset to solve.
  Little Lost Lantern. The characters see a light in the 
  forest, and perhaps thinking it to be a dangerous will-o-
  wisp investigate. They instead find it is a lantern archon 
  separated from its home on Mount Celestia, and needs 
  assistance in finding its way back. How did the lantern 
  archon get so far away from the Silver Sea? Was it called 
  forth by a summoner in a botched spell? Or did it stumble 
  through a portal? The lantern archon is overly friendly and 
  can help guide it back to where it came into the world, but 
  what awaits them there?
  Protect the Celestial Gate. A wounded warden archon 
  finds the characters and begs for their assistance. The 
  warden archon was charged with protecting a gate to 
  Mount Celestia on this side, but dark forces are now 
  moving to seize the gate and steal their way into the Upper 
  Planes. They’ve already wounded the warden archon with 
  a fiendish poison that weakens celestials, so the archon 
  needs the party’s help to ensure the gate is safe during 
  the next full moon. What creatures seek to claim the gate? 
  Are they a dark cult of demon-worshippers? Or a band 
  of duergar dwarves looking to rob a Beacon Tower of its 
  treasures?
  Path of the Dragon. The characters stumble upon a 
  wandering dragonborn paladin with a confused look on 
  her face. She doesn’t know her name or what happened, 
  but she possesses a number of items that link her to the 
  Platinum Palace of Bahamut, including a written decree 
  on a scroll. The drabonborn’s memories were lost, perhaps 
  after a run-in with a dangerous mind mage, and now she 
  must be returned to Mount Celestia. The characters have 
  an opportunity to help her, but what forces are arrayed 
  against them? And how do they find a portal to Mount 
  Celestia and get to the Platinum Palace?
  Petals of the Glacial Flower. A key ingredient needed 
  for a potent elixir is revealed to be a flower growing in a 
  glacier on Solania, the fourth layer of Mount Celestia. The 
  characters are asked to seek out the flower, and they must 
  travel to the Seven Heavens and ascend to the fourth layer. 
  They could try and convince Bahamut to transport them 
  if they are on good terms with the forces of the Platinum 
  Dragon, or they could hike across the plane and prove 
  themselves worth in the Trials of Enlightenment. What 
  guardian protects the rare glacial flower on Solania?
  Voyage of the Ancestral Vessel. The family elder of 
  a halfling clan comes seeking help from the characters. 
  It seems that the family’s ancestral spirit is fading away, 
  and they must be brought to the Green Fields on Venya, 
  the third layer of Mount Celestia, to return home with 
  the other galayons. The spirit is weak but can be tied to 
  a vessel, but it must be protected throughout the journey. 
  Ancient enemies of the halfling family would see the 
  journey end in failure so the party must be wary as they 
  travel through Mount Celestia to the home of Yondalla and 
  the halfling powers.
  
  Seven Heavens of Mount Celestia
  313
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters are 
  traveling through the Seven Heavens of Mount Celestia. 
  Look at each result as a springboard for new adventure 
  ideas, or as a means of highlighting the nature of the plane 
  for the players.
  Mount Celestia
  1d100
  mOunt celestia encOunteR
  01-05
  A band of lantern archons on patrol
  06-10
  The rare sight of a unicorn in a nearby 
  mountain glade
  11-15
  A troupe of dragonborn knights from the 
  Platinum Palace
  16-20
  A dwarven archmage from Erackinor 
  experimenting with transmutation magic
  21-25
  A galayon separated from its family in the 
  Green Fields
  26-30
  The ruins of a temple inhabited by a goodly 
  lammasu
  31-35
  A pack of blind dogs playing in a field
  36-40
  Two halfling sheriffs (knights) taking a stroll
  41-45
  A hollyphant flying through the air overhead
  46-50
  A hound archon tracking a mysterious 
  stranger
  51-55
  Three monks talking about philosophy 
  around a stone table
  56-60
  The cottage of a kindly ghost
  61-65
  A warden archon standing watch over a 
  bare patch of stone
  66-70
  Several Dracosaints (LG dragonborn 
  assassins) watching and waiting
  71-75
  A sword archon inspecting a defensible 
  position
  76-80
  A librarian from the Golden Library looking 
  lost
  81-85
  A deep mountain river with several zoveri 
  swimming by
  86-90
  The clear ringing of a trumpet archon 
  blowing its horn
  91-95
  A ki-rin drifting through the air
  96-00
  A blue-colored mummy from the Rainbow 
  Pyramid
  
  Nine Hells of Baator
  314
  Nine Hells of Baator
  “Evil is a very real and tangible thing in the multiverse, and it 
  stems from two primary sources – the raw chaos and unbridled 
  emotion of the Abyss and the measured competence and 
  premeditation of the Nine Hells. I believe evil – true evil, the 
  antithesis of good - does not exist without both of these 
  opposing views. It’s the Nine Hells that truly earn the title of evil, 
  however. There, the devils and other creatures actively scheme for 
  the downfall of others through webs of deception, murder, and 
  calculated action. When comparing the Abyss to the Nine Hells, 
  it’s key to remember that the Abyss has infinite layers filled with 
  terror while Baator has only nine – and those nine hold the same 
  if not more evil as the Abyss. This is not a place for the sane or 
  foolish.”
  Issilda the Unbreakable
  The Nine Hells of Baator represent pain, suffering, and 
  never-ending torment, and some planar sages believe 
  they are the original home to these dark tides and so 
  much more. Across these nine layers sit the most wicked, 
  depraved, monstrous beings in all the multiverse, beings 
  which define the word “tyrant” in new and horrendous 
  ways. Evil is the only word to describe Baator but even this 
  word doesn’t do it justice – the evil in the Nine Hells is one 
  born of calculation and premeditation designed only to 
  destroy hope, truth, mercy, and other positive feelings.
  Comparisons between the Nine Hells and the Abyss 
  are apt for the two are both incarnations of ultimate evil. 
  Whereas the Abyss creates horrors more bestial in nature 
  and design, Baator plays upon many elements of society, 
  twisting them so far beyond their original purpose as to 
  make them unrecognizable. A byzantine hierarchy exists 
  in the Nine Hells where devils plot their advancement over 
  their fellows in the worst ways possible, but all according 
  to the Rules.
  And the Rules rule all in the Nine Hells. They are not 
  written down or inscribed on tablets, but serve instead as 
  a fundamental force felt and obeyed across all the layers. 
  All devils obey the Rules, they can’t not, and the Rules 
  have a way of asserting themselves to any being on Baator 
  regardless of origin. The Rules say each layer must have a 
  ruler, a being who directs the forces of the devils and the 
  landscape itself, and the path for attaining rulership goes 
  through many, many different ranks.
  Some say the Rules are a manifestation of the power of 
  Asmodeus, the Lord of Nessus, the ninth and lowest layer 
  of Baator. He is the only devil lord to truly sit in a position 
  of divine power, but the schemes and rumors of Asmodeus 
  point to him being as much of a prisoner of the Nine Hells 
  as the other eight. But Asmodeus nonetheless wields more 
  power than any other in Baator and it is by his whim much 
  of the politics are pushed and arranged.
  Devils are the most common inhabitants of the Nine 
  Hells. They serve the Rules of Hell and the Lords of the 
  Nine by virtue of their rank, and they advance only by 
  adhering to the Rules to the letter through assassination, 
  subterfuge, and forcing their superiors into positions of 
  humiliation. A devil can rise quickly in the ranks, especially 
  through the lower forms of devilkind, by advancing the 
  campaigns of their dukes and archdevils.
  The greatest campaign of the Nine Hells is a titanic, 
  sprawling conflict known simply as the Blood War. This 
  is the struggle of law versus chaos playing out across 
  the Lower Planes. The devils of the Nine Hells wage 
  cataclysmic war against the demons of the Abyss. Which 
  is stronger? Which ideology is more secure? The answer 
  may never be known as the Blood War simply continues – 
  some claim it always has and likely always will. Towards 
  this struggle the Lords of the Nine command their forces, 
  legions of devils and other monsters, against the demonic 
  hordes of the Abyss. The conflict is constant and bloody, 
  regularly spilling out across the multiverse to encompass 
  greater swaths of the multiverse. Angels watch and curb, 
  yugoloths sell their service to both sides, and mortals are 
  swept up in the cosmic conflict that is bigger than any 
  Material Plane world.
  The greatest currency the devils of the Nine Hells have 
  in this never-ending planar-wide Blood War are souls. 
  Devils capture souls and transform them into new devils, 
  and so devilish agents are sent out across the multiverse 
  to collect souls. The Rules of Hell extend to bargains with 
  these monstrous creatures so mortals that pledge their 
  soul to a devil are signing up for an eternity of conflict, 
  likely in the Blood War but perhaps as a pawn of a petty 
  duke or lesser devilish lord.
  There is no greater concentration of pure malice 
  and wickedness than in the Nine Hells of Baator, the 
  inhabitants of which find new and creative ways to bring 
  malice and wickedness to the multiverse. It is a plane filled 
  with pain, lies, suffering, horror, and struggle where the 
  sweet release of death itself is wished but rarely granted.
  
  Nine Hells of Baator
  315
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of the Nine Hells as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on the Nine Hells.
  No One’s Happy. There is no joy or happiness in the 
  Nine Hells. Even the devils and the fiends are filled with 
  only bitterness and resentment, with any temporary joy 
  coming from inflicting suffering on others. Every moment 
  of triumph is tainted with some defeat, however small and 
  annoying, and travelers feel these effects keenly as they 
  traverse the blasted landscapes.
  Everything is Awful. The pervasive evil of the Nine Hells 
  is a definite force that can be felt everywhere. Food and 
  water becomes tainted with a sour taste, and there’s a level 
  of discomfort that quickly settles into everything; clothing 
  becomes itchy and the weather is constantly too warm or 
  too cold often varying between individuals. What few non-
  fiends live in Baator become paranoid shut-ins that view 
  everything in the worst possible light.
  Endless Wastes. Each of the layers of the Nine Hells is 
  filled with wastes of a different but still loathsome variety. 
  Avernus is a blasted hellscape pitted with craters and 
  scars, Minauros is a stinking swamp of unfettered greed, 
  Phlegethos is filled with fiery volcanoes and torrents of 
  lava, and so on. Even Dis with its iron-wrought cityscape 
  is crumbling and ruined, though devils constantly try and 
  repair the damage at the behest of Dispater.
  Lay of the Land
  Baator holds nine layers, each with its own form of torture 
  it inflicts upon all who tread upon its surface. More than 
  almost any other plane, the Nine Hells themselves are 
  alive with emotion and thoughts of torturous ruin. The 
  plane doesn’t communicate directly with any being, save 
  for Asmodeus and some of the more powerful Lords of the 
  Nine, but that doesn’t mean it works in silence either.
  Though each layer of Baator is infinite, planar sages 
  describe the Nine Hells as an inverted mountain. The first 
  layer, Avernus, is the broadest and most open, and as the 
  layers descend they become more claustrophobic, more 
  hemmed in by the sky and the infernal landscape. The 
  lowest layer is Nessus filled with jagged canyons of black 
  stone, where the sky is choked with clouds of ash.
  Avernus
  The top-most layer of the Nine Hells is the most frequently 
  visited by outsiders and serves as a titanic battlefield in 
  the never-ending Blood War. Countless ruined castles 
  and fortresses sit amidst the broken landscape of 
  crimson stone beneath an ever-red sky of anger and fiery 
  ruthlessness. Rivers of blood weave in and around the 
  small peaks and valleys created by the shifting landscape, 
  though they pale in comparison to the waters of the River 
  Styx.
  There are more portals to the rest of the multiverse on 
  Avernus than anywhere else in the Nine Hells, but when a 
  devil commander discovers one of these they often move 
  quickly to build a fortress around it in order to secure it 
  from attacks by demons. The rule of Avernus has passed 
  between multiple hands but currently sits with Zariel, a 
  fallen angel who deposed the previous ruler Bel. Zariel 
  rules from a floating basalt citadel and through arcane 
  might and a deep connection with the layer she is able 
  to rain fireballs down upon the landscape at irregular 
  intervals.
  Unlike the other Lords of the Nine, Zariel is not attended 
  to by a host of devil dukes and duchesses. Instead, Avernus 
  is home to the Outcast Dukes – powerful devils that have 
  been banished from their realms in the lower Nine Hells 
  and now must fight for scraps on the edge of the Blood 
  War. Avernus is wracked by constant war and strife, and 
  while Zariel rules, there is too much going on across the 
  layer for her to keep her attention focused on all of it.
  Dis
  The second layer is Dis, dominated by the blackened iron 
  walls and maze-like streets of the City of Dis. The city sits 
  in a mountains basin hundreds of miles across and beyond 
  the iron gates is nothing but despair-filled wilderness. 
  Though, inside the iron gates is nothing but despair-filled 
  streets.
  Dis is one of the most stable of the Nine Hells, owed 
  in large part to its ruler. Dispater has ruled Dis from the 
  Iron Tower for as long as living memory, and the canny 
  archduke is known to be the most cautious of all the 
  Lords of the Nine. He rarely leaves the Iron Tower, instead 
  working with a massive network of spies and informants, 
  including statues of the imposing infernal archduke placed 
  all about the city and iron specters moving all about on 
  mysterious errands.
  The City of Dis is confusing and off-putting. Streets 
  go nowhere or lead only in squares and circles while 
  buildings shift subtly to confuse and confound travelers. 
  Few travelers come to Dis so the streets are usually empty 
  save for the teams of lesser devils on construction projects, 
  tearing down buildings, repairing structures, and re-paving 
  roads using vast vats of boiling oil and sludge. The walls of 
  Dis are hot enough to burn mortal flesh in an instant.
  Minauros
  Below Dis squats the vast, stinking swamp of Minauros. 
  This layer is a fetid nightmarish realm of disease and 
  oozing decay over which rules Mammon, a serpentine 
  archduke of exceeding vanity and pride. Great clouds of 
  bloated flies buzz about the swamp constantly and the 
  stinking morass and dismal weather makes travel difficult 
  for any non-native traveler. Flesh-rending hailstorms are 
  common and can beat down even unprepared devils if 
  they’re not cautious.
  It’s surprising that a fair amount of Minauros is actually 
  urbanized, but all of the cities and fortresses are gradually 
  sinking into the muck and their original construction 
  predate modern memory. Each location works to curb 
  the slow sink in its own way. The city of Minauros where 
  Mammon rules uses hundreds upon hundreds of zombies 
  as an unliving foundation, while Jangling Hiter – the City of 
  
  Nine Hells of Baator
  316
  Chains – is actually suspended on massive iron links to the 
  City of Dis on the layer above.
  Minauros is also the home of the Witch-Queens of 
  Hecate, who rule a fog-shrouded realm of forbidden magic 
  called Aeaea. These powerful hags have held a long truce 
  with Mammon and the two powers often work together 
  towards common goals.
  Phlegethos
  Phlegethos is the layer of the Nine Hells that most mortals 
  imagine when they think about the plane of damnation 
  and torture. Great volcanoes stab at the fire-filled crimson 
  skies, pouring rivers of molten magma down their slopes 
  and into bubbling lakes. Jets of flame erupt from the 
  ground at irregular intervals and the air is filled with the 
  screams of the tortured and damned.
  Phlegethos is ruled by Belial and his daughter Fierna, a 
  pairing that has given new life to the archduke’s schemes 
  and plots. Fierna’s Palace is a tower of crystalline 
  stone wreathed in blue flames filled with prisoners and 
  slaves that serve the archduchess’ every wild whim. 
  Belial watches and plots from the city of Abyrimoch 
  nestled within the caldera of an always-active volcano. 
  That obsidian city also houses the Diabolical Courts, 
  an independent institution designed to settle disputes 
  between devils.
  Stygia
  The frozen layer of Stygia is a realm of enormous ice floes, 
  titanic icebergs, and a howling wind that freezes blood. 
  The River Styx is said to originate here, though truthfully 
  none know for sure its source, but the oily black water is 
  easily distinguishable from the surrounding dark waters. 
  The river cuts through glaciers, many large enough to 
  support cities, and winds through the sea itself.
  The ruler of Stygia is Archduke Levistus who is 
  imprisoned in an enormous glacier. He was once 
  overthrown by Asmodeus and imprisoned in the icy tomb, 
  but Baatorian politics brought him back to the status 
  of a Lord of the Nine. It did not, however, free him, and 
  Levistus control the layer and his forces from inside the 
  frozen prison. The former rule of the layer, Geryon, still 
  skulks around Stygia, plotting his revenge and return to 
  power.
  Tantilin is an impressive city carved completely from 
  a massive glacier, but it was the seat of Geryon’s power 
  and since the archduke’s fall the city has collapsed 
  without a ruler. One of the more curious sites on Stygia is 
  Ankhwugaht, the realm of Set, a mysterious deity of snakes 
  and treachery. This realm sits on an enormous earth chunk 
  scoured lifeless by the frozen winds, which also created 
  fine black sand that gets blown around the tombs, obelisks, 
  and pyramids that fill the island. 
  
  Nine Hells of Baator
  317
  Malbolge
  No layer of the Nine Hells has seen more turnover among 
  the Lords of the Nine than Malbolge, the sixth layer. 
  The current ruler is Archduchess Glasya, daughter of 
  Asmodeus, who replaced the only non-devil to rule in the 
  Nine Hells, Malagarde the Hag Countess. Others have 
  ruled over Malbolge in the past, and with the way Glasya 
  openly defies her father, it’s not unreasonable to think that 
  her time is limited at the top as well.
  The rocky surface of Malbolge sits at an angle, like the 
  slope of a plane-sized mountain, creating numerous rock 
  avalanches that can catch the unwary and bury them 
  beneath tons of broken stone. Great lakes of poisonous 
  bile dot the sloped landscape, and Glasya has been known 
  to harvest potent poisons from these to use across the 
  multiverse.
  When Malagarde the Hag Countess was deposed, 
  Asmodeus turned her into a literal feature of Malbolge. 
  The night hag ballooned out to incredible proportions 
  before being consumed by the land itself, only to have 
  parts of her regurgitated across the broken landscape. Ten 
  enormous ivory towers representing her fingers emerged 
  in one location, and her skull now serves as Glasya’s 
  personal fortress.
  Maladomini
  Whatever Maladomini once was, it is now an apocalyptic 
  wasteland. Ruined buildings and destroyed cities squat in 
  squalor and decay amongst sludge-choked rivers. Many of 
  the ruins suggest inhabitants as large as giants but none 
  now in living memory remember any of their names. A 
  stench pervades Maladomini reminiscent of rot, which 
  might explain the truly frighteningly large clouds of black 
  flies that swarm over the skies.
  Maladomini is ruled by Baalzebul, the Lord of Lies and 
  Flies, whose lower body was transformed by Asmodeus 
  into an enormous slug. No other Lord of the Nine has tried 
  usurp Asmodeus as many times as Baalzebul but somehow 
  he has retained his rulership over the seventh layer. From 
  his Palace of Filth, this Lord of the Nine wallows in sloth, 
  hating his fellow lords but taking little action against 
  them anymore. Most of the other archdukes pity the once 
  powerful Baalzebul but few seem willing to claim his 
  broken and wretched layer.
  Maladomini does hold a surprising haven for 
  malcontents across the multiverse – the city of Grenpoli. 
  There, the Rules of Hell have dictated no violence be done, 
  with powerful wards forbidding weapons of any kind, and 
  any creature in pursuit can find respite there for as long 
  as they stay. Political power is king in Grenpoli as words 
  supplant weapons as the tools of getting ahead.
  Cania
  Those that think Stygia is cold are in for a deadly shock 
  when it comes to Cania, the eight layer of the Nine Hells. 
  Here, no water moves unless its frozen, and great glaciers 
  crash into each other, pushed by elemental forces of death 
  and enormous blizzards with ice-shards capable of rending 
  flesh from bone. Locked in many of the glaciers are frozen 
  cities, the discarded trophies of Cania’s lord, where foolish 
  travelers can find some sanctuary from the deadly cold.
  Mephistopheles rules Cania, and his ambitions and plots 
  are exceeded only by Asmodeus himself. The Archduke 
  of Cania has his eyes on the throne of Baator itself, and 
  has worked carefully and methodically across eternity to 
  position himself to take advantage of every opportunity. For 
  Mephistopheles, it’s not a matter of if Asmodeus makes a 
  grave miscalculation, it’s when.
  For being the lord of the coldest layer of the Nine 
  Hells, Mephistopheles is the creator of the diabolic 
  element known as hellfire. This fire burns not with fire 
  but with pure pain, and his dedicated disciples of the 
  art – the Circle of Hellfire – work to spread the power of 
  Mephistopheles across the multiverse. Deep within the 
  Citadel of Mephistar, Mephistopheles’ personal abode, new 
  and terrible means of using hellfire are being developed 
  constantly.
  Nessus
  The lowest layer of the Nine Hells is the least visited. From 
  what has been gathered, Nessus is a cramped, crowded 
  landscape of blackened earth pitted with miles-deep 
  canyons and gorges that lead to an eternal and endless 
  darkness. The pits of Nessus have birthed monsters out of 
  a devil’s nightmare, and from his layer rules Asmodeus, the 
  Lord of the Nine.
  Asmodeus’s throne rests in Fortress Nessus at the end 
  of a maze-like canyon called the Serpent’s Coil. It is said 
  no mortal has visited this unholy site without the express 
  permission of Asmodeus, and any who dare travel to 
  Nessus itself are often overwhelmed with a sense of utter 
  despair that eats away at even the stoutest of resolves.
  Overhead, Nessus is lit by a black orb that sheds 
  darkness across the entire layer. Known as the Nighted 
  Sun, it has been confirmed that Asmodeus keeps a prison 
  in the orb for special betrayers – and there is rumors of a 
  treasure vault there as well.
  Cycle of Time
  There is no cycle of time in the Nine Hells. Each layer is 
  locked in its day-night position, with most sitting at a dusky 
  twilight. Nessus is famous for its black orb that sheds 
  night, while Avernus and Phlegethos are both lit as bright 
  as day because of their fiery landscapes.
  Surviving
  The Nine Hells are the antithesis of hope and joy, and 
  every layer has a unique and deadly way to destroy 
  travelers. Refer to the Hazards & Phenomena section for 
  details on the perils each layer holds.
  
  Nine Hells of Baator
  318
  Getting There
  Access to the first layer of the Nine Hells, Avernus, is 
  relatively straightforward. Many portals exist across the 
  multiverse that lead to that first blasted broken land, with 
  some spontaneous gates and other permanent portals. 
  When a new portal is discovered by the devil forces of 
  Avernus, they move quickly to control it by building a 
  fortress around it as soon as possible.
  At least when they can. Random portals appear from 
  multiple layers of the Abyss, sending forth demonic forces 
  in waves of brutality meant to break down the devilish 
  holds through sheer numbers and bestial ferocity. Zariel, 
  the lord of Avernus, tries to keep these pushes in check 
  through the use of her lesser dukes and barons.
  There is no documented portal that leads to the lower 
  Nine Hells from outside Baator. Conduits, portals, and 
  gates exist from Avernus to all the lower layers, some more 
  secret than others, and this natural chokepoint makes 
  accessing the rest of the Nine Hells a difficult prospect. 
  The Lords of the Nine have ways of creating one-way 
  portals that lead out of their respective layers, and some 
  of the more powerful (Mephistopheles and Asmodeus 
  specifically) can maintain these for periods of time through 
  arcane might, but they all inevitable collapse or are closed 
  deliberately.
  Traveling Around
  Non-devils traveling on any layer of the Nine Hells attract 
  the wrong kind of attention from the beings in charge. 
  Beyond the threat of sky fireballs, hailstorms, flame 
  eruptions, and more natural hazards unique to each layer 
  (and found in more detail under Hazards & Phenomena), 
  getting noticed by the wrong devil in Baator can create real 
  trouble for those not looking for it.
  Politics are a major component of devil existence in 
  the Nine Hells, and new travelers – especially powerful 
  adventurers – can tip the scales of balance in any one’s 
  favor. Whether it’s being followed by agents of the layer’s 
  archduke or another scheming devil noble, there are few 
  places to go across the Nine Hells that isn’t watched or 
  scrutinized. And the ones that aren’t are not particularly 
  friendly to travel, such as the swamps of Minauros, 
  the frozen glaciers of Stygia, or the fly-covered ruins of 
  Maladomini.
  The River Styx winds through the first five layers of the 
  Nine Hells, providing one of the more stable routes into 
  the lower realms. Like everything else on Avernus, it’s part 
  of a battlefield – past, present, or future – so control of the 
  River Styx changes based on the day and the region. In 
  Dis, the Styx’s flow runs through iron channels in the great 
  dismal city, whereas in Minauros it mixes with the polluted 
  swamps. It goes no lower than Stygia, flowing into frozen 
  glaciers and below the icy sea before disappearing, though 
  it reappears mysteriously in Nessus when Asmodeus 
  wants it to.
  Powerful & Mighty
  The Nine Hells have layers upon layers of power 
  structures, from the very top with the Lords of the Nine all 
  the way to outside interferences. This environment breeds 
  powerful groups looking to gain an upper hand in whatever 
  field they can.
  Circle of Hellfire
  In the frozen heart of Cania, the either layer of the Nine 
  Hells, Mephistopheles has worked tirelessly to unlock a 
  new and dangerous element called hellfire. This blue and 
  white flame burns on a deeper level than fire, creating 
  sensations of pure pain that can wrack the minds and 
  bodies of dragons, demons, and devils alike. While 
  Mephistopheles is credited with the creation of hellfire, it 
  is actually the responsibility of a cabal of powerful devil 
  sorcerers now referred to as the Circle of Hellfire.
  The Circle of Hellfire is an elite band of devils under the 
  command of the Lord of Cania, though for the most part 
  they are autonomous to the archduke’s daily rule. They are 
  charged with using and perfecting hellfire in any way they 
  can, and towards this end they have devoted much time 
  and resources to unlocking arcane secrets of Baator. Long 
  ago, Baator was the home of a race of proto-devils called 
  baatorians. It is their ruins that fill Maladomini’s wasteland 
  and their secrets that lay buried in Cania’s ice.
  The leader of the Circle of Hellfire is Zorazok, a barbed 
  devil of extreme arcane skill who has mastered hellfire 
  like no other in the multiverse. He is cruel and merciless 
  but can be so focused on new and improved ways to use 
  hellfire that he can ignore problems. It’s only a matter of 
  time before a fellow hellfire devil takes Zorazok out and 
  claims the top leadership position, but for now the barbed 
  devil enjoys the support of Mephistopheles. Zorazok 
  rarely leaves the Citadel of Mephistar on Cania, preferring 
  instead to communicate with the field teams via magic.
  Cult of the Midnight Desert
  Stygia is a frigid layer but it holds a surprising realm few 
  associate with the icebergs and ice floes – Ankhwugaht. 
  This is the home of Set, an ancient god of serpents, upon 
  a blackened plateau filled with pyramids and obelisks, 
  giving the region its nickname as the Midnight Desert. Set 
  is not a major player in the politics of the Nine Hells, but 
  an insidious cult has grown up nonetheless. The Cult of 
  the Midnight Desert counts many devils across Baator as 
  its members, including many fang devils, and all worship 
  in the shadows, advancing the causes of Set slowly and 
  methodically.
  The cult extends beyond the Nine Hells as well. A 
  band of knights rooted out a corrupt priest in a temple 
  in Arborea only to discover she was a secret member of 
  the Midnight Desert. The Material Plane is rife with Set’s 
  influence, some subtle and others not so much, but the 
  tendrils of the ancient god extend far and wide. What 
  exactly are the cult’s aims? Beyond extending the worship 
  of Set, few understand their schemes. Even individual 
  members are often isolated from the larger plans in order 
  to keep the number of creatures that know the truth to a 
  minimum.
  
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  It is widely believed that the Cult of the Midnight Desert 
  has infiltrated the courts of Baalzebul and Fierna. For his 
  part, Baalzebul doesn’t seem to care or perhaps sees the 
  presence of Set’s worshippers as a potential gain to be 
  exploited later – the canny archduke usually plays a long 
  game with such opponents.
  Dark Eight
  The Blood War is the largest and longest conflict in the 
  multiverse. If it were to end with either the demons or 
  devils on top, it would be bad for everyone – either the 
  demons overran Baator entirely, or the devils found a 
  way stop the spread of demonic chaos and can turn their 
  efforts to other matters. The latter is the goal of the Nine 
  Hells being worked upon by a group of brilliant military 
  strategists called the Dark Eight.
  Each is a pit fiend of extreme power and cunning, and 
  though their leader fell to an assassination attempt many 
  years ago (stories differ whether it was to a rival Dark 
  Eight member or an imp that got lucky) the Dark Eight 
  have remained steadfast in their goal of winning the 
  Blood War. They were appointed by Asmodeus to focus 
  solely on the conflict, and they can conscript any devil 
  below an archduke into the war effort. They are in regular 
  contact and meet together every year to discuss plans 
  and strategies, though they have convened in emergency 
  settings when tumultuous events required more careful 
  planning.
  The presence of a member of the Dark Eight in the court 
  of an archduke is a bleak omen, for it means an offensive 
  or defensive maneuver is eminent and the forces of the 
  local ruler are going to be key. The pit fiends have their 
  own political squabbles and ambitions, and many of them 
  see their tenure in the Dark Eight as a precursor to full 
  archdukedom, but they are largely above the politics of the 
  Lords of the Nine. Their charge is winning the Blood War 
  and no devil is above this goal. Except Asmodeus.
  Diabolical Courts
  The Rules of Hell govern the actions and inactions of 
  devils, but that doesn’t mean there are no disputes. Every 
  devil pushes against the rules as far as they can, putting 
  them in direct conflict with others and their superiors. 
  When a dispute happens of critical severity, usually 
  involving a contract between devils outside the regular 
  chain of command, the affected parties can petition their 
  case be heard by the Diabolic Courts.
  Based in the molten city of Abriymoch on Phlegethos, 
  the Diabolic Courts hear all manner of cases before 
  teams of judges. The most ruthless and efficient is Judge 
  Shamane, a paeliryon devil that simply devours advocates 
  with frivolous arguments. All of the judges adhere strictly 
  to the Rules of Hell and their decisions in disputed cases 
  are final, recognized by the Rules of Hell themselves.
  It is also possible for mortals who have entered into 
  pacts with devils to petition the Diabolical Courts if they 
  believe the pact has been broken. This is an incredibly 
  rare case, and in these events the normal waiting period of 
  years is cut down to just hours – and the results are rarely 
  in the mortal’s favor, though the Rules of Hell truly dictate 
  the decisions of the Diabolical Courts.
  Hellbreakers
  The stories are unbelievable, from a thief who broke into 
  the command barracks of the Dark Eight on Avernus 
  to steal plans for a new assault on a tactical target to 
  someone finding and stealing the blood-encrusted Goblet 
  of Dark Pleasure from the treasure house of Dispater. 
  They are just too unbelievable, but they also happen to be 
  true and the work of the Hellbreakers – elite thieves who 
  plunder from devils wherever and whenever they can.
  There is little organization to the Hellbreakers. In order 
  to join, a new recruit has to be trained by an experienced 
  member, and this is the only way their secrets pass on. The 
  treasure and booty of Baator is as ill-gotten as the souls 
  bartered for under devilish contracts, so the Hellbreakers 
  see it as their job to balance the scales. They are wild, 
  crazy, arrogant, and unpredictable, working in small teams 
  in precision jobs across the Nine Hells and wherever devils 
  store their treasures.
  The Hellbreakers try to hit the devils of the Nine Hells 
  wherever it would hurt the most, but it would seem 
  Mammon, the ruler of MInauros, is a favorite target. The 
  serpentine archduke has standing orders for his troops 
  to capture Hellbreakers alive so they can be brought to 
  his palace – to date only a handful of the daring thieves 
  have been caught. But from them, Mammon has learned a 
  great deal, but this knowledge has served only to spur the 
  Hellbreakers to greater and more daring feats of larceny.
  Lords of the Nine
  The absolute powers in the Nine Hells are the archdukes 
  and archduchesses that sit at the top of the power pyramid 
  – the Lords of the Nine. Individually, these are powerful 
  entities that have an almost divine connection to their 
  home layer, allowing them to control and direct geographic 
  and environmental forces nearly at will. The greatest 
  among them is Asmodeus with true divine powers, though 
  a few others are coming close (Mephistopheles being the 
  closest).
  Infernal politics in Baator demand the attention of each 
  of the Lords of the Nine. Someone is always scheming 
  against them, usually lesser devils looking to promote 
  themselves to the top by impressing Asmodeus or killing 
  an archdevil. And that’s one of the secrets of the Lords of 
  the Nine – they all serve at the whim of Asmodeus. The 
  most powerful archdevil has deposed multiple lords over 
  the countless centuries for displeasing him or simply 
  because he grew bored of them.
  Usually, though, Asmodeus does not flex this particular 
  power unless absolutely necessary. The plotting and 
  planning inherent in all devils, as decreed by the Rules 
  of Hell, usually keep the Lords of the Nine occupied and 
  distracted. And that’s another secret – Asmodeus knows 
  that if the other lords were to all band against him, they 
  would have the strength to depose him from Nessus. 
  But the devilish nature, inherently selfish, prevents such 
  cooperation from coming together on such a massive 
  scale.
  
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  Zariel. Originally an angel from the Upper Planes sent 
  to watch over the Blood War, Zariel fell to the ultimate 
  corruption of the Nine Hells. She spent a long time as the 
  ruler of Avernus before being replaced by a powerful pit 
  fiend named Bel, but the tides recently turned and Zariel 
  rules Avernus once again from a massive floating basalt 
  citadel. Bel still serves as a general, advising Zariel and 
  directing the devilish forces in great campaigns in the 
  Blood War.
  Dispater. Dispater rules Dis from an imposing gothic 
  iron citadel in the center of his city. He is paranoid and 
  cautious but the best weapons dealer in all of Baator. 
  Dis’ forges pump out the sharpest blades and the most 
  protective armor, but Dispater takes no chances. His 
  network of spies runs deep in his iron city so that little 
  occurs in those heavy streets without his knowledge, and 
  his trade connections with the rest of the Nine Hells puts 
  him in a very comfortable position. Or so he believes.
  Mammon. It is said no devil is as greedy as Mammon, 
  the ruler of Minauros. He oversees the bulk of the soul 
  trade in the Nine Hells and he has amassed a treasure 
  hoard greater than any other in the plane, or so it is said 
  at least. Mammon’s greed and obsession with wealth has 
  gotten him into trouble over the centuries but thus far he 
  has retained his position as archdevil.
  Belial & Fierna. The rules of Phlegethos are a strange 
  study in duality. Belial and Fierna are father and daughter 
  but their relationship is more intertwined than that, and 
  the two play off each other’s strengths and weaknesses 
  perfectly. Fierna is charming, second only to Asmodeus it 
  is said, while Belial is brutal and straightforward. Lately, 
  Fierna has been spending a lot of time on Malbolge in 
  the palace of Glasya, and the two have been working on 
  delicate schemes that are making Belial more than a little 
  nervous.
  Levistus. Archduke Levistus ruled over Stygia long 
  ago but angered Asmodeus, so was deposed suddenly 
  and entombed in an enormous glacier. Another archdevil, 
  Geryon, stepped up to claim lordship over Stygia, but 
  recently Asmodeus reinstated Levistus – but didn’t free 
  him from his icy tomb. Now, Levistus uses his magical 
  prowess to command the legions of Stygia while Geryon 
  stalks around, undermining the new archdevil at every 
  turn.
  Glasya. Malbolge has seen a large number of rulers 
  over the centuries. The previous ruler was Malagarde the 
  Hag Countess, but in a fit Asmodeus threw down the night 
  hag and replaced her with his own daughter, Glasya. Most 
  see nepotism at its finest with this choice but Glasya has 
  proven to be an effective and surprisingly unpredictable 
  ruler, and Malbolge has shifted dramatically under her 
  rule. She works to undermine her father, more openly 
  than any of the other Lords of the Nine, and has thus far 
  managed to not be deposed.
  Baalzebul. Baalzebul is a tragic figure in the annals 
  of the Nine Hells. He is an archduke of lies and deceit, 
  perhaps the most intelligent devil in all of Baator, but 
  his ambition long ago to depose Asmodeus failed. Now, 
  more slug than devil, Baalzebul wastes away as ruler of 
  Maladomini, a wasteland layer filled with clouds of flies 
  that matches the mood of its once proud ruler.
  Mephistopheles. Cunning, charming, and devious, 
  Mephistopheles is the pinnacle of pride itself and would 
  like to see nothing less than himself on the throne of 
  Nessus. The frozen layer of Cania is his current home but 
  this has not deterred his ambitions. Mephistopheles has so 
  many plots spinning at one time across the multiverse that 
  he can sometimes lose track of them himself.
  Asmodeus. At the top of the Nine Hells pyramid (which, 
  as represented by the layers themselves, is actually the 
  bottom) sits Asmodeus, the ruler of Nessus and the 
  greatest devil of them all. His background is a mystery, 
  filled with legends and tall tales about a fall from grace 
  and a grand betrayal, and the truth seems to be that he is 
  as much a prisoner in Baator as its ruler. But his temples 
  and cults have spread across the multiverse, especially in 
  the Material Plane where wealthy nobles find worshipping 
  Asmodeus a profitable venture – as long as they’re willing 
  to pay the price.
  Outcast Dukes
  The dukes that serve the archdevils all scramble for power 
  and prestige in the eyes of their lords, but sometimes they 
  can fall out of favor. When this happens, the archdevil has 
  several options. The least common is simple destruction, 
  as every devil is considered valuable in their own way, so 
  the best option is to demote them to a lesser form. Few 
  drop as far as imps or lemures, but getting knocked down 
  a few stations tends to take the fight out of their spirit for 
  a time.
  The other option is to exile the duke. This untethers the 
  duke from the infernal hierarchy, preventing them from 
  becoming anything more or less, and banishes them to 
  Avernus. This way they can still serve in the efforts against 
  the demonic hordes in the Blood War while curtailing 
  their ambitions. These Outcast Dukes usually gather 
  disenfranchised lesser devils to serve in their cause, 
  carving out a small fiefdom in the blasted hellscape of 
  Avernus, while they wait for their opportunity to rise again.
  The Outcast Dukes are dangerous and unpredictable. 
  The Rules of Hell still apply to them, as to all devils, but 
  they are not part of a formal hierarchy anymore, so they 
  are bound to no true lord. Zariel has been known to recruit 
  these outcasts for daring missions and has promoted more 
  than a few into her own service, but that is the best hope 
  most of them have for changing their stations.
  Witch-Queens of Hecate
  Aeaea is a fog-enshrouded realm in the vast swamps of 
  Minauros, and within that misty veil is the magic-filled 
  region ruled by a group of seven powerful wizards known 
  as the Witch-Queens of Hecate. Each was a mortal woman 
  that traded their souls for immortality and great power 
  from Hecate, a semi-mythical divine figure that powers all 
  of Aeaea.
  
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  The Witch-Queens have legions of undead and devils at 
  their beck and call, but their resources pale in comparison 
  to the Lords of the Nine. Nonetheless, they have managed 
  to make a name for themselves in the courts of Mammon, 
  ruler of Minauros, and have provided specialized arcane 
  services to many of the other archdukes. Fang devils 
  come to learn the craft of Hecate, though few are actually 
  accepted as pupils.
  Ultimately, the Witch-Queens seek to expand the 
  influence of Hecate in the multiverse, and they are not 
  above using pawns and puppets in other planes to get what 
  they want. Many powerful relics are said to be housed in 
  the foggy realm of Aeaea which has always attracted the 
  greedy attention of Mammon, but the followers of Hecate 
  have their eyes on higher prizes.
  Creatures & Denizens
  Devils are the most commonly encountered inhabitant of 
  the Nine Hells, but each of the layers have more monsters 
  to offer unwary travelers than most expect. Some are 
  animalistic, born of the fetid evil that pervades Baator, 
  while others are servants or tools of the devils themselves.
  Fiends
  Monstrous fiends of all sorts hunt, fly, prowl, dig, and 
  scrape across all layers of the Nine Hells. They have 
  adapted to the unforgiving environments in the most 
  diabolical and terrible ways possible, and they can be 
  found nearly everywhere. Stygian ice serpents swim 
  up and down through the River Styx, though they lair 
  largely on Stygia, and the stench of bog shamblers fills 
  the swamps of Minauros with death and decay. Hellwasp 
  swarms build nests out of carcasses and skeletons and 
  jealously guard them from all intruders.
  Wriggling blood tongues crawl along the banks of 
  the River Styx as it cuts through the scarred wastes 
  of Avernus, though they can also be found as pets and 
  familiars of the devilish lords that rule the plane. Dispater 
  commands legions of iron shadows, created by merging 
  fiendish flesh with suits of iron armor in the Shadowcast 
  Forge. Cinderwinds fly through the ash-choked skies of 
  Phlegethos and bile spewers vomit forth acid and death on 
  Malbolge.
  Devils. Devils are the undisputed masters of the Nine 
  Hells. They are wicked, cruel, despicable monsters capable 
  of indescribable acts of depravity and malice, and they 
  have a multitude of tools at their disposal with which 
  to perform. Devils work across the multiverse in a vast 
  unending quest to gather souls from mortal creatures and 
  transform them in the pits of Baator into new devils, thus 
  sustaining their kind, and they do this through infernal 
  contracts and truly bewildering laws meant to obfuscate 
  the real cost of any transaction. Advancement through the 
  devilish ranks and transformation into greater and more 
  powerful forms requires betrayal and the harvesting of new 
  souls to join the fiendish host.
  Each of the Nine Hells is ruled by one or more devil 
  princes who hold vast amounts of power over their realms, 
  but they all pay fealty (some in name only) to Asmodeus, 
  the Lord of the Ninth and ruler of Nessus. Asmodeus is 
  one of the oldest beings in the multiverse and his greed 
  and malice are legendary.
  Humanoids
  Few humanoids live in the Nine Hells by choice. Most are 
  slaves to the devils or other fiendish forces, forced to work 
  under the terms of complex contracts or born into bondage 
  through generations of mistakes and miscalculations. 
  Avernus holds a handful of minor refuges that can support 
  humanoid families of a wide variety of types, but even 
  these eventually collapse or succumb to the overwhelming 
  evil that washes over Baator like a dark red wave.
  Tieflings. Tieflings are a rare exception to the general 
  lack of humanoids on the Nine Hells. Those tieflings that 
  can trace their origins to devils often find themselves 
  recruited as spies and agents for the greater devil legions, 
  and can infiltrate many places to advance their master’s 
  secret plots far easier than a true fiend. Many of the Lords 
  of the Nine keep specialized units of tieflings at the ready 
  for tasks such as assassination and infiltration, but more 
  than one tiefling has proven themselves useful and risen 
  through the ranks to achieve a higher position of authority. 
  Just as many reject their lineage and strike out from the 
  Nine Hells on their own, intent on putting as much space 
  between themselves and their devilish heritage as possible 
  – but often times, their pasts wind up coming back to 
  haunt them in the worst ways possible.
  
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  Oozes
  Many of the layers of the Nine Hells are perfectly suited 
  to oozes of all kind, and black puddings and gray oozes 
  are common pests across all of Baator. Some of the 
  greater devils have begun experimenting with oblexes, 
  with possess interesting properties related to the River 
  Styx, and Dispater himself seems keen on the direction 
  of these efforts within the foul dungeons of his iron city. 
  Conflagration oozes grow naturally in the fetid pools of 
  Maladomini where they threaten lesser devils with their 
  terrible ferocity and appetites.
  Hazards & Phenomena
  The Nine Hells are a dangerous place, and each of the its 
  layers offer a different and horrifying way to maim, hurt, or 
  simply destroy the unwary or unprepared. The devils and 
  other creatures that inhabit each layer usually have their 
  own ways of avoiding these hazards, at least all except one 
  – the Rules of Hell, which binds all devils to their hierarchy 
  and defines the structure of the Nine Hells itself.
  Avernus Fireball Strikes
  The first layer of the Nine Hells sees some of the most 
  blatantly destructive hazards in all the multiverse. 
  Enormous flaming spheres rain down from the sky, 
  striking the scorched earth and leaving blackened craters 
  in their wake. The devils and demons that turn Avernus 
  into an eternal battlefield in the never-ending Blood War 
  are generally all immune to fire, so the fireballs are little 
  more than distraction. Other creatures are not as lucky.
  An Avernus fireball streaks down from the sky and 
  strikes a point, blossoming out to a 20-foot-radius sphere. 
  Creatures in the area must make a DC 15 Dexterity saving 
  throw. On a failure, they suffer 28 (8d6) fire damage and 
  are knocked prone, and if they succeed they only suffer 
  half damage and are not knocked prone. The fireballs are 
  irregular but seem to almost possess a will – they strike 
  travelers, intruders, and strangers to Avernus more than 
  the devilish legions.
  Dis Weight of the Walls
  The City of Dis, which encompasses most of the layer 
  of Dis, is filled with gothic, foreboding buildings, walls, 
  and structures that loom over everyone with a sense of 
  momentous importance. Every shadow seems to hold 
  eyes and the dark corners of the streets hide unknown 
  terrors waiting for a chance to leap out and strike. This 
  environment creates a very real sense of dread that beats 
  down on any traveler.
  Non-devils that spend a short or long rest in Dis must 
  succeed on a DC 15 Wisdom saving throw or lose the 
  benefit of the rest, regaining no hit points, spell slots, or 
  other abilities that reset on that type of rest. The paranoia 
  of Dispater, the archduke of Dis, imbues the gothic 
  structures of his city with the same sense of fear that 
  creeps slowly into the hearts and minds of any who travel 
  through the twisted narrow streets.
  Minauros Hailstorms
  Many travelers are surprised to find the weather to be one 
  of the more dangerous aspects in the swampy landscape 
  of Minauros, the third layer of the Nine Hells. The thick, 
  oppressive humidity and clouds of gloomy rain are cut 
  occasionally by bursts of skin-flaying hail. It is widely 
  believed the hail, composed of polluted ice chunks, to be 
  the direct result of Dis above Minauros.
  A Minauros hailstorm strikes without warning and 
  inflicts 3 (1d6) slashing damage per round to any exposed 
  creature. A hailstorm typically lasts 2d12 minutes but 
  occasionally longer bouts can pound the swampy terrain 
  for up to six hours.
  Phlegethos Flame Eruption
  Phlegethos holds many threats to life and limb for the 
  unwary. Volcanoes erupt regularly, raining lava down 
  in wide areas and spilling rivers of molten rock down 
  blackened slopes. It is the layer most recognized for its 
  fiery landscape, which also manifests as a random and 
  dangerous wall called a flame eruption.
  Flame eruptions occur when the ground of Phlegethos 
  cracks and releases the built-up energy beneath in a 
  crackling wall of fire and brimstone. The eruption takes 
  the form of a 20 foot long, 20 foot high, and 1 foot thick 
  fiery barrier. Creatures directly in the area of the wall must 
  make a DC 15 Dexterity saving throw, suffering 22 (5d8) 
  fire damage on a failure, or half as much on a success. 
  Moving through or touching the eruption inflicts 22 (5d8) 
  fire damage without a saving throw. Each flame eruption 
  lasts for 1 minute before subsiding as the ground seals 
  back up over the fissure.
  Stygia Frozen Wind
  The fifth layer of the Nine Hells, Stygia, is cold, filled 
  with icy waters and glaciers, but that’s not the greatest 
  threat posed by the landscape itself. That honor belongs 
  to the frozen wind, a force with an almost malevolent 
  intelligence that chases down creatures through iceberg 
  canyons and across blasted stretches of barren tundra. 
  It is widely believed the frozen winds of Stygia are a 
  direct manifestation of Levistus, a trick he learned since 
  becoming entombed in ice.
  When a frozen wind strikes, two effects take place. 
  The first is the area is under the effects of strong wind, 
  as detailed in Chapter 5 of the Dungeon Master’s Guide 
  under Wilderness Survival. The second is biting cold, and 
  creatures within the area must make a DC 15 Constitution 
  saving throw, suffering 18 (4d8) cold damage on a failure, 
  or half as much on a success. The saving throw must be 
  repeated every minute a creature remains in the frozen 
  wind. Bouts of frozen wind typically last 2d12 minutes.
  
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  Malbolge Stone Avalanche
  The slopes of Malbolge are rocky, precipitous, and prone 
  to dangerous avalanches with little or no warning. It is 
  true that the number of stone avalanches has decreased 
  since the downfall of Malagarde the Hag Countess, but the 
  landscape of the sixth layer remains unsteady and perilous 
  for those traveling by land.
  A stone avalanche covers a very large, sometimes as 
  much as a mile or more wide, and every creature on the 
  ground in such an event must make a DC 15 Strength 
  saving throw. On a failure, the creature is buried beneath 
  the jagged stones and rubble while suffering 26 (4d12) 
  bludgeoning damage. In addition, they are incapacitated 
  beneath a new layer of rocks 2d10 feet deep and begin to 
  suffocate. Creatures that succeed on the save suffer half 
  damage and are only restrained by the rocks until they free 
  themselves as below.
  Digging a 1-foot cube of rocks to free someone on 
  Malbolge requires an action and a DC 15 Strength 
  (Athletics) check. Multiple creatures can dig in a single 
  location to help free a trapped person.
  Maladomini Clouds of Flies
  The seventh layer of the Nine Hells is a wasteland of 
  ruined buildings and gutted streets. The wind is dry, the 
  air is dusty, and everything holds a feeling of ancient decay 
  and collapse. But the most striking feature of all are the 
  clouds of black flies, swarming above and through it all in a 
  never-ending macabre dance.
  A cloud of flies on Maladomini can be distracting and 
  downright dangerous under the wrong circumstances. 
  Each cloud spreads out to cover an area many hundreds 
  of feet wide, and until they descend down the constant 
  buzzing disrupts concentration. Creatures concentrating 
  on an effect must succeed on a DC 15 Constitution saving 
  throw or lose the effect they are concentrating on every 
  minute they remain beneath the cloud. Creating an effect 
  that requires concentration requires a DC 15 Constitution 
  to succeed in the area.
  If the cloud of flies descends fully, the entire area 
  becomes heavily obscured by the buzzing fiendish insects 
  in addition to the effects above. The buzzing takes on an 
  otherworldly quality that eats away at the mind, inflicting 
  5 (1d10) psychic damage at the start of each creature’s 
  turn they remain in the cloud. A cloud of flies typically 
  stays descended for 2d6 rounds before returning to the 
  Maladomini skies.
  Dispersing a cloud of flies requires creating a strong 
  wind, such as a gust of wind or similar spell. Using such an 
  effect pushes the cloud of flies back to the sky.
  Cania Deathly Cold
  The cold of Cania, the eighth layer of the Nine Hells, is 
  deeper and more insidious than any other outside of the 
  Frostfell between the Planes of Water and Air. The air is 
  constantly dry and pulls the moisture out of travelers while 
  freezing the very blood to make them sluggish and tired.
  After each hour spent on Cania, creatures without cold 
  immunity must make a DC 15 Constitution saving throw. 
  On a failure, the creature gains a level of exhaustion. After 
  every four hours in Cania’s deathly cold, creatures without 
  cold immunity gain a level of exhaustion. Long rests on 
  Cania do not provide any benefit for creatures without cold 
  immunity and usually end in frozen death.
  Nessus Utter Despair
  The deepest, darkest, most malevolent pit in all the 
  multiverse, Nessus is the beating black heart of the Nine 
  Hells and the home of Asmodeus himself. It is a realm of 
  unimaginable despair that seeps insidiously into the hearts 
  and minds of any who travel there. The effects are similar 
  to Cania’s deathly cold but work on a mental rather than 
  physical level.
  After each hour spent on Nessus, non-fiend creatures 
  must make a DC 15 Wisdom saving throw or gain a level 
  of exhaustion. After every four hours on the layer, non-
  fiends gain a level of exhaustion, and long rests do not 
  provide any benefit to non-fiends. Any non-fiend that dies 
  on Nessus as a result of exhaustion has their souls trapped 
  within the Ruby Rod of Asmodeus and cannot be raised or 
  resurrected without the expressed permission of the Lord 
  of the Nine, even with divine aid.
  Rules of Hell
  The Nine Hells are governed by more than just the Lords 
  of the Nine and the internal nature of the denizen devils. 
  Those creatures are bound to their nature by a force 
  known simply as the Rules of Hell. Put simply, the Rules 
  of Hell dictate the hierarchical structure of the devils, from 
  the lowly lemures to the mighty pit fiends and into the 
  thrones of the archdevils. The rules govern what they can, 
  what they can get away with, how to advance, the rewards 
  and duties, and the punishments.
  The Rules of Hell are legislated largely by the Diabolical 
  Court on Abyrimoch, an obsidian city on Phlegethos. 
  These judges and administrators interpret the rules 
  within the confines of the wordings, which are innately 
  known to all devils regardless of rank, though disputes 
  and misinterpretations occur with alarming frequency. 
  The Rules of Hell also instruct devils on how to deal with 
  outsiders, mortals specifically, and the contracts signed by 
  other beings with a devil are tied intrinsically back to the 
  Rules of Hell.
  Who wrote the Rules of Hell? Most point to Asmodeus, 
  who is not above them though as existed longer than any 
  other devil, but the more canny planar sages look to the 
  badge of office Asmodeus holds – his Ruby Rod. This 
  powerful and ancient relic bears the archdevil’s name but 
  predates him by all accounts, and it is tied to the Nine 
  Hells of Baator in such a way as to make its separation 
  near impossible. Asmodeus uses the Ruby Rod when 
  making official decrees and imposing his will across 
  Baator, such as when he deposed Malagarde the Hag 
  Countess and instituted his daughter Glasya as ruler of 
  Malbolge.
  
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  The Rules of Hell are also the binding force that affects 
  travelers to Baator in subtle ways. Food tastes rancid, 
  water spoils, and there’s a general level of discomfort that 
  pervades every aspect of existence in the Nine Hells. It 
  only takes a planar traveler a few minutes on any of the 
  layers to become affected, and some descend quickly 
  into the clutches of absolute evil (another article of the 
  Rules of Hell is the corruption of any foreigner to Baator’s 
  landscape). These affects are more flavor than hard game 
  rules but can give guidance on how to make the Nine Hells 
  uncomfortable for characters traveling across any of the 
  layers.
  Sites & Treasures
  Sages and librarians know stories and rumors of more 
  sites within the Nine Hells of Baator than almost any 
  other plane. This is perhaps due to the devilish nature 
  to interfere with outside powers in order to supplement 
  the forces of their own infernal legions, but regardless 
  even a fledgling planar sage can recite the names of the 
  nine layers and their current rulers, at least as far as 
  their knowledge goes. The sites described below may 
  have tantalizing entries in crumbling libraries across the 
  multiverse, especially the deeper one travels into Baator 
  itself, lending an air of mystery and unknown terror about 
  each one to tantalize the foolish.
  Aeaea, Realm of the Witch-
  Queens
  The swampy landscape of Minauros holds many secret 
  places within its polluted wastes, but any travelers to 
  stumble upon Aeaea know they’ve entered a strange and 
  magical place. This is realm of Hecate, a powerful force 
  of curses and black magic, governed by a force of wicked 
  Witch-Queens. Thick tendrils of fog fill Aeaea’s region, 
  obscuring vision and providing glimpses into a world 
  beyond sight and sound, where magic flows through the 
  swirling mists.
  The Witch-Queens – powerful hags all of them – rule 
  Aeaea without question, and can manipulate the mists 
  to create powerful illusions capable of fooling nearly any 
  that enter. The few invaders that have managed to escape 
  with their lives tell stories of looming monstrous towers 
  built from bone and spittle that serve as the personal 
  sanctuaries of the Witch-Queens themselves. The hags 
  boast a number of devils, nightmares, and other fiends 
  under their complete control, much to the annoyance of 
  Mammon, Minauros’ archdevil ruler.
  Mammon and the Witch-Queens have an uneasy 
  alliance. The powerful hags send emissaries to the court of 
  the greedy archdevil to deliver gifts of magical secrets, but 
  these are too infrequent for Mammon’s liking. He would 
  prefer tributes delivered every day, but when he has pushed 
  his forces into Aeaea to force the minions of Hecate to 
  submit he was left with a legion of devils gibbering and 
  insane from their time. Mammon knows a great magical 
  treasure sits somewhere in the mists of Aeaea and he 
  would like nothing more than to possess it.
  Bronzed Bazaar
  The second layer of Baator is the realm of Dispater and is 
  dominated by the sprawling, gothic City of Dis. It is a place 
  of paranoia and shadows, where every grim alleyway can 
  hold an assassin, spy, or worse, and the very walls have 
  eyes. Yet, Dis is also the center of arms manufacturing in 
  the Nine Hells. The forges below the city streets constantly 
  churn out weapons and armor to equip the infernal 
  legions. The generals, dukes, and other representatives 
  across Baator and beyond go to one place to barter for 
  those goods – the Bronzed Bazaar
  The Bronzed Bazaar is one of the few open air 
  locations in Dis, where the tallest buildings loom grim 
  and monolithic at the edges rather than crowded along 
  narrow streets. Devilish representatives of Dispater 
  work countless deals with the merchants that come to 
  gain access to the wonderfully crafted items, including 
  rare Baatorian green steel weapons and armor that are 
  only forged in Dis. The ground in the area is paved with 
  intricate symbols in tarnished bronze, giving the area its 
  name, and these magical runes allow Dispater’s forces a 
  glimpse into the true intentions of any buyer.
  Devils are the most common customers in the Bronzed 
  Bazaar, representing legions from across the Nine Hells, 
  but yugoloth mercenary companies, night hag covens, fire 
  giant kings, and other such beings are known to come 
  seeking Dis forged goods. Dispater prefers to deal in 
  souls, soul coins specifically, but magical items, relics, and 
  treasures hold their weight for the right buyer as well.
  
  Nine Hells of Baator
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  Heart of the Hag Countess
  The downfall of Malagarde the Hag Countess as the lord 
  of Malbolge was a surprising turn of events in infernal 
  politics, and the particular method of her removal was 
  dramatic as well. Asmodeus bloated out the powerful 
  hag to enormous proportions, a process that that drove 
  her to insanity with pain, and then her body exploded 
  spectacularly. Parts of the Hag Countess flew across the 
  rocky landscape of Malbolge, her blood pooled in toxic pits, 
  and Glasya was appointed new ruler of the layer.
  Malagarde’s heart, bloated and overblown, was thrown 
  particularly far. Glasya has made a point of finding and 
  claiming as much of her predecessor’s former corpse 
  as possible, but so far she has not found the blackened 
  heart. Glasya’s scouts and patrols have reported seeing the 
  monstrous thing crawling along Malbolge’s mountainside 
  with countless smaller fiends dancing and moving around 
  it in jubilation. But whenever the devils got close, the heart 
  vanished into the cracks, seeping into the rocks like black 
  oil.
  Glasya wants desperately to claim the Heart of the 
  Hag Countess, if nothing else than to make sure her 
  predecessor is truly put down. What force moves it across 
  Malbolge now? Is it a fragment of Malagarde’s spirit left to 
  writhe in torment, tied to her enormous black heart? Or 
  has it become the home of a new fiend looking to claim the 
  hag’s power for their own? Glasya doesn’t want to find out 
  the answers to these questions the hard way.
  Hungry Vaults
  Maladomini was once the home to a great race of 
  monsters, huge and imposing, that many planar sages link 
  to a predecessor to the known devils of today. This was in a 
  time before Baalzebul who, long ago, ruled both Malbolge 
  and Maladomini, and considered Maladomini the far lesser 
  of the two. Several failed coup attempts against Asmodeus 
  later and Baalzebul is a slothful shadow of his former self, 
  though the Archduke of Lies remains a potent player on 
  the Lords of the Nine stage. He has done little to explore 
  the contents of Maladomini, being more preoccupied with 
  his current slug state, but one region that has caught his 
  attention for centuries are the Hungry Vaults.
  In a particularly worn set of cyclopean ruins in the dust-
  choked depths of the Maladomini wastes sits a series of 
  great obsidian hatches in the hard-packed ground. There 
  are supposedly seven of these, each marked with different 
  words in an unknown language, but to date Baalzebul has 
  only managed to open two of them. And within he found 
  a powerful secret held by the ancient race of beings of 
  Baator – along with a pulsating, malevolent darkness that 
  devours all without thought or care. Baalzebul has lost 
  many legions exploring the Hungry Vaults and to date has 
  only managed to procure minor items, but it is rumored 
  that something he found there pushed his plans for a coup 
  of the Nessian throne into action (though it ultimately 
  failed).
  Whatever the Hungry Vaults hold gnaws at Baalzebul 
  and he still errantly sends units to the far-flung site to keep 
  abreast of any changes.
  Ivory Fingers of Malagarde
  After the dramatic fall of the Hag Countess from her 
  position as lord of Malbolge, several strange things starting 
  showing up across the mountainside layer. Aspects of the 
  powerful night hag, physical and spiritual, began springing 
  up, and the new ruler Glasya is determined to claim all of 
  these and make sure the wicked Malagarde never gains 
  a foothold. The daughter of Asmodeus has found and 
  claimed one site already, a series of ten curved towers 
  known as the Ivory Fingers of Malagarde.
  These ten towers look like skeletal fingers clawing out 
  of the side of Malbolge’s rocky landscape, with the palms 
  hidden just below the surface. Glasya has made it her 
  “retreat” palace and keeps teams of devils working to 
  hollow each one out for the new archduchess to use. Only 
  two have been completed thus far, referred to as the Tower 
  of Pain and the Tower of Agony, but Glasya knows it’s only 
  a matter of time before she has all five under her complete 
  control.
  The devils working to hollow out the Ivory Fingers 
  and turn them into towers have been reporting some 
  strange phenomena, however. Several of them have been 
  possessed by an overwhelming urge to dig in the areas 
  between the two groups of five towers, where the palm 
  and remaining hand would be. Diligent overlords have 
  kept all the devils in line so far, but the feelings have been 
  getting stronger in some. Glasya has dismissed all reports 
  of these incidents as nothing more than superstition and 
  has ordered the demotion of several ranking devils as 
  punishment.
  Jangling Hiter
  Above the stinking swamps of Minauros hangs the city 
  of Jangling Hiter, also known as the City of Chains. It 
  is mysteriously suspended above the muck and mire 
  by enormous lengths of chain that stretch up into the 
  shrouded atmosphere of the layer, to connect eventually 
  to the bottom of the City of Dis. None in Jangling Hiter 
  question or marvel at this feat of engineering skill, for 
  the residents of the city – chain devils primarily – are 
  concerned with only one thing: torture.
  The chain devils of Jangling Hiter are renown through 
  the Nine Hells for their ability to torture both flesh and 
  soul. Every archduke has their own contingent of torturers 
  under their control but these are generally for the flaying 
  and whipping of flesh. For soul torture, most look to the 
  pain experts in Jangling Hiter. The screams of the tortured 
  souls merge together within the City of Chains to form 
  a wild cacophony that drives most mortals to madness 
  within a few hours.
  Jangling Hiter sees quite a few merchant travelers 
  from across the multiverse. Most come to deal with the 
  chain devils that have become so renown for their torture 
  abilities, but also the chains manufactured in Jangling 
  Hiter are some of the strongest around. The merchant 
  district of the city is the only one that sees much outside 
  traffic and travelers are warned to keep clear of the rest of 
  the regions.
  
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  Kintyre
  The frozen landscape of Cania is dotted with cavernous 
  ruins of cities and civilizations that fell into the clutches 
  of Mephistopheles. So many have fallen into the icy crags 
  and crevasses that the archdevil has lost track of them, 
  and even the ones he remembers he doesn’t know all of 
  the details. Kintyre is one such city, claimed long ago and 
  frozen solid in a massive mountain of ice, but something in 
  it has piqued the interest of the Circle of Hellfire.
  The Circle of Hellfire believes KIntyre holds some 
  promising secret of hellfire itself, and they’ve managed to 
  carve out a tunnel leading into the frozen city’s outskirts. 
  They work to melt away the ice without damaging the 
  structures, and they’ve uncovered a city literally frozen 
  in time. Kintyre was a center of learning in a far-off 
  Material Plane world whose leaders fell to worshipping 
  Mephistopheles. Then, their greed became too great and 
  they gave up the city to the archdevil, who claimed it in one 
  massive sweep.
  The Kintyre library has been the focus for the Circle 
  of Hellfire but melting the ice without burning the books 
  and scrolls has proven time consuming. Mephistopheles 
  is barely aware of the operation, and the devil in charge 
  – an erinyes hellfire sorcerer named Lady Dorzonella – 
  seeks to claim the secrets of Kintyre for herself and usurp 
  leadership of the Circle of Hellfire.
  Maggot Pit
  Avernus is a battle-scarred wasteland of broken stones 
  beneath a bloated crimson sky under which march armies 
  without end. It is the staging point for the Blood War but 
  the layer serves many other purposes. One of its primary 
  functions in the grand scheme of devilkind is the mass 
  transformation of souls into lemures, the lowest of devils, 
  and this is done in a massive crater called the Maggot Pit. 
  Over 1,000 feet wide, the Maggot Pit is filled with crawling 
  white worms that latch onto souls, devouring them and 
  becoming lemures in the process. The pit is considered 
  neutral territory in the Nine Hells, controlled by no single 
  archdevil, but curiously it also blocks the entrance into the 
  realm of a Baatorian prisoner known across the multiverse 
  – Tiamat, Queen of Dragons.
  Tiamat’s citadel beyond the Maggot Pit is a secret place 
  wherein the dragon queen is bound forever by ancient 
  and divine pacts. She constantly struggles to break free, 
  to set claw and wing on a plane outside of the Nine Hells, 
  but many planar scholars believe the Maggot Pit is part of 
  the lock that keeps Tiamat bound. Why else would such a 
  critically important place be so close to enemy territory? 
  For her own part, Tiamat and her forces keep to her secret 
  citadel and leave the Maggot Pit alone for her attempts at 
  disrupting the flow of souls has always met with disaster.
  Each archdevil has means of transforming souls into 
  lemures in their own realms but not on such a scale as the 
  Maggot Pit, so soul caravans from all over the Nine Hells 
  come to Avernus to perpetuate the line of devils. Because 
  of this, the region also holds the most portals to the lower 
  levels of Baator, but each is carefully guarded and kept as 
  secret as possible.
  Maw of Hellfire
  Mephistopheles’ use of hellfire in recent years has been the 
  subject of much debate among planar scholars. Where did 
  the archdevil find and cultivate such a powerful resource 
  in Cania, the coldest layer of the Nine Hells? Hellfire is 
  white and burns not with fire but with pure pain, and as 
  such the psychic damage it inflicts is felt by devils, demons, 
  and almost every other creature across the multiverse. 
  The Circle of Hellfire continually searches for new ways to 
  use the potent element, but the truth of its source has long 
  been a mystery.
  One theory points to the Maw of Hellfire on Cania, a 
  great yawning pit in the heart of an ice volcano in the frigid 
  wastes. Hellfire burns continually within the icy caldera, 
  spouting out in great bursts at irregular intervals, and a 
  maze of tunnels have been carved into the volcano’s side 
  as servants of Mephistopheles study the site. Is this the 
  source of hellfire? Or an experiment of Mephistopheles’ to 
  see just how much hellfire he can summon and harness? 
  The devils assigned to the Maw of Hellfire are among the 
  archdevil’s most loyal servants, and even the Circle of 
  Hellfire itself is kept out.
  Mentiri, Prison of Dis
  Deep inside a labyrinth of tunnels below the iron streets of 
  Dis sits Mentiri, a hidden prison that has long served as a 
  dumping ground for those that displease or cross Dispater. 
  Mentiri is divided into two large segments serving different 
  purposes. The Bastille of Flesh houses mortal beings that 
  have not yet died, and if Dispater has his way will continue 
  to live in lightless cells under truly torturous conditions. 
  Fallen paladins, defeated angels, devil insurgents, demon 
  rebels, and more languish in this prison guarded by 
  fearsome devils and powerful magic.
  The second section, the Bastille of Souls, is devoted to 
  souls that Dispater has not been able to transform into 
  devils yet. These fall into one of two types. Either they 
  have ended up in the Nine Hells accidentally by some 
  happenstance of fate or they were part of a larger bargain 
  but not corrupted yet. In both cases the souls cannot be 
  transformed into devils, not yet at least, and the Bastille 
  of Souls is dedicated to punishing those souls until they 
  finally break and Dispater can use them in future legions.
  The jailers that keep Mentiri running are cruel and 
  ruthless, even by infernal standards, and they take their 
  work seriously. Very few prisoners have escaped from the 
  iron prison of Mentiri over the centuries, a point of pride 
  for the devils in charge, and none have escaped without 
  significant outside help.
  
  Nine Hells of Baator
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  Midnight Desert
  A black sand wasteland sits in the cold waters of Stygia, 
  scoured by the frozen winds that blow through the layer. 
  Countless pyramids and monuments built of white 
  stone or permanent ice fill this land in dedication to Set, 
  a mysterious and ancient snake god who supposedly 
  slumbers beneath the ground. Known as the Midnight 
  Desert, this is a harsh and unforgiving region in a harsh 
  and unforgiving layer of the Nine Hells, where powerful 
  magic runs through obelisks, fueling the power of Set and 
  his deranged cultists.
  Fang devils are a common sight in the Midnight Desert 
  along with infernal yuan-ti that serve as the minions of Set. 
  Levistus, archduke of Stygia, has long left the Midnight 
  Desert to its own devices, though for Geryon’s brief reign 
  as ruler he attempted to annex much of the black sandy 
  region in order to claim Set’s magic for himself. The 
  powers of Set pushed back Geryon’s advances and now 
  that Levistus is restored as the Stygian ruler, the fallen 
  archdevil has greater things to pursue than a petty grudge 
  against the ancient serpent god.
  Priests of Set worship in dusty halls and enormous 
  catacombs beneath many of the pyramids. It is rumored 
  that an intricate series of tunnels extend beneath the 
  Midnight Desert, connecting all of the sites together in an 
  arcane pattern of untold power that allows Set to slumber 
  beneath the eyes of more powerful gods that would seek to 
  put his forces down.
  Nighted Sun
  Nessus is a layer of despair and hopelessness. Few things 
  represent this more than the great black orb that hangs 
  in the sky over the shadow-filled canyons. Those that 
  have seen it call it the Nighted Sun for it sheds darkness 
  instead of light, and seems to absorb the energy of any who 
  gaze upon its horrible glory. Asmodeus is said to have a 
  magnificent gallery in his hidden palace that allows him to 
  bathe in the Nighted Sun’s negative radiance.
  While Nessus remains one of the least visited layers 
  of the Nine Hells, there have been reports of a band of 
  hellbreakers that discovered the Nighted Sun actually 
  contains numerous treasure vaults of Asmodeus himself. 
  Of the group that discovered and broke into one of these 
  vaults, only two survived – one is a gibbering lunatic bound 
  to the eternal care of holy priests and the other wanders 
  the Material Plane, half lucid and speaking in riddles. 
  What they stole remains a mystery as well or for what 
  benefactor.
  Nightshade Crater
  The first layer of Avernus is a blasted landscape of broken 
  rubble and jagged peaks pocked by countless pits caused 
  by both the movement of fiendish armies and the never-
  ending fireballs that drop from the bloated crimson 
  sky. Most of these pits are nothing more than impact 
  craters, but some are so large as to defy this explanation. 
  Nightshade Crater is one such place, and it is nearly a mile 
  across and half that deep.
  
  Nine Hells of Baator
  328
  The slopes of the crater are smoothed like glass 
  as if burnt under extreme heat, and the conventional 
  explanation for it origin says an enormous flaming ball 
  fell to the Avernus ground from elsewhere. That doesn’t 
  explain the huge number of black nightshade flowers 
  that grow in the normally infertile rubble or the cloyingly 
  sweet smell of death that hangs over the entire region. 
  Something beneath the ground in Nightshade Crater feeds 
  the strange flora. One theory put out by a band of planar 
  scholars say the crater hides the fallen corpse of a defeated 
  Abyssal demon lord, but attempts at digging into the 
  blasted earth has yielded no such proof.
  Nightshade Crater also contains a large concentration of 
  nightshade monsters, undead horrors normally found on 
  the Plane of Shadow. The presence of these creatures and 
  the abundance of black flowers gives the crater its name. 
  Are the nightshades guarding something? Are they result 
  of some foul connection to the Plane of Shadow itself? Or 
  are they simply scavengers picking the bones from some 
  horrendous battle fought long ago?
  Pits of Hell
  Phlegethos is the burning hellscape most mortals think 
  of when they imagine the Nine Hells, but even in that 
  fiery layer of active volcanoes and rivers of magma some 
  regions stand out more than others. The Pits of Hell are 
  one of those. These seven enormous pits in the blackened 
  ground are filled with molten lava and an incredible 
  heat. Iron cages hang along the walls of many of the pits 
  wherein sit devils that have been found guilty of breaking 
  the Rules of Hell by the Diabolical Courts. A special 
  enchantment is placed over the devils that removes their 
  fire immunity, and in the Pits of Hell the heat is so intense 
  that some devils are reduced to naught but ash and bones 
  by the time their sentence is served.
  The other purpose the Pits of Hell serve is to baptize 
  new pit fiends into the greater service of Baator. The name 
  pit fiend actually refers to these Pits of Hell where they 
  are born in the deepest bowels of liquid magma. Ice devils 
  that have advanced far enough in the infernal hierarchy are 
  sponsored by an existing duke or archdevil and lowered 
  into the Pits of Hell for 666 days. Assuming they survive, 
  they emerge as pit fiends, the highest ranking of the 
  greater devils, ready to wreak havoc upon the multiverse in 
  the name of Baator.
  Ruby Rod of Asmodeus
  Without argue, the most potent relic in all the Nine Hells 
  is the Ruby Rod of Asmodeus, the badge of office for the 
  Lord of the Ninth and the symbol of power recognized 
  and honored by all the infernal residents of Baator. 
  Asmodeus never leaves the Ruby Rod unattended and uses 
  it judicially to hand out punishments and rewards in his 
  duties as lord of Nessus. Its powers are many and varied 
  and there are some that believe it predates Asmodeus 
  himself and serves instead as an extension of the Nine 
  Hells.
  From time to time, Asmodeus has gifted prized followers 
  across the multiverse with replicas of his Ruby Rod. These 
  facsimiles remain incredibly powerful relics capable of 
  blasting opponents with spells, weaving potent illusions, 
  and directing the souls of the departed down to the night-
  haunted pits of Nessus itself. Rarely does the Lord of the 
  Ninth allow such copies of his prized weapon to remain 
  out in the multiverse for long and, regardless of what the 
  devotee was told, the copy of the Ruby Rod always seems 
  to possess a malevolence and plan all its own.
  The Ruby Rod of Asmodeus is inextricably linked to 
  the Rules of Hell that invisibly govern how devils operate 
  across the multiverse, which leads many planar sages 
  to believe its power stems from a source greater than 
  Asmodeus himself. Is it an ancient entity of primordial evil, 
  bound to the potent relic by forbidden magic? Is it the will 
  of Asmodeus given ruby form? Or something more?
  Sanguine Delves
  Countless devil legions march across the rocky wasteland 
  of Avernus, but most avoid the deadly region known as the 
  Sanguine Delves for fear of getting trapped in the maze-
  like canyon. A river of boiling blood rushes through the 
  floor of the delves, a depth of over 500 feet in the deepest 
  reaches from the surface, but the true danger lies in the 
  insane number of portals that spontaneously appear along 
  the walls. Portals to the Abyss, spewing demonic armies, 
  and portals to the lower reaches of the Nine Hells, all 
  appear with no rhyme or reason.
  Whatever force creates the portals in the Sanguine 
  Delves has never been controlled or catalogued, and 
  because of this it has never been more than an anomaly in 
  the war-strewn wasteland of Avernus. At least one outcast 
  duke has built a castle above the boiling blood river, held 
  by powerful magic and a deep sense of paranoia, but most 
  natives of the Nine Hells avoid the region for its obvious 
  dangers and lack of strategic value.
  Serpent’s Coil
  There are several myths around how Asmodeus came to 
  stand atop the hierarchy of the Nine Hells, but most focus 
  on the idea that he was cast out of somewhere in the 
  Upper Planes – Mount Celestia, Elysium, or even some 
  primordial archetype for these angelic realms. And, the 
  proof of this myth is found right in Nessus - Asmodeus’ fall 
  literally created the deep canyons and gorges of the lowest 
  layer of the Nine Hells. And those that take these myths as 
  truth point to the Serpent’s Coil as the epicenter of the fall.
  The deepest canyon in all of Nessus, Serpent’s Coil is a 
  spiraling labyrinth of black rock cliffs that grows deeper 
  the further along one travels. Some say the corkscrew path 
  was underground long ago but time has eroded the surface 
  to create the ever-deepening canyon. And at the end sits 
  the palace of Asmodeus himself, in an unfathomably deep 
  crevasse where light is forbidden to shine, guarded by 
  the most fanatically loyal devils in all of Baator. These 
  devils are the literal manifestation of Asmodeus, born of 
  his spilled blood, and they patrol Serpent’s Coil with a 
  righteous zeal.
  
  Nine Hells of Baator
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  A dwarf miner from the wilds of Bytopia managed to 
  take a team into Nessus long ago and return with samples 
  of the black rock that form Serpent’s Coil. She found that 
  the stone reacted strongly to light but could be worked 
  with a hot enough force to form items of unquestionable 
  beauty. The dwarf crafted a few trinkets and weapons of 
  the black stone before succumbing to a madness that sent 
  her fleeing into the multiverse, but not before she built an 
  idol dedicated to Asmodeus himself.
  Shadowcast Forges
  Dispater employs the most talented weapon and armor 
  smiths in all the Nine Hells to work in the endlessly 
  belching forges in the city of Dis. The best of the best, 
  however, the archduke saves for a special project deep in 
  the underbowels of the city. There, the infernal masters 
  work tirelessly in the darkness of the Shadowcast Forges, 
  fashioning items from pure shadow steel for use by 
  Dispater’s elite soldiers.
  The Shadowcast Forges are lit by a burning black fire 
  originating from the Negative Energy Plane. The energy 
  is pumped and harnessed by powerful bellows and then 
  worked by devilish crafters to form items of liquid shadow, 
  as strong as steel and as transparent as smoky glass. The 
  iron shadows that serve as Dispater’s eyes and ears across 
  the city are birthed in the Shadowcast Forges, unholy 
  monstrosities given life and sentience by dangerous and 
  unpredictable arcane forces.
  The devils that work the Shadowcast Forges are not 
  allowed access to the outside, and none but Dispater 
  himself are allowed into the labyrinthine bowels of Dis 
  where the forges operate. Knowing the potency of the 
  weapons and armor created there, several of Dispater’s 
  archdevil rivals have sent scouts in search of the location 
  but so far none have prevailed in finding let alone crippling 
  the powerful site.
  Stones of the Nightmare Eye
  The wasteland of Maladomini is dotted with cyclopean 
  ruins of unknown but ancient origin, but out there in the 
  blowing dust and clouds of flies are a series of standing 
  stones that do not date back to the time before devils. 
  This arrangement of six great stone blocks, pulsating 
  red and black, are much more recent, having been built 
  by Baalzebul as a way to contain a powerful rival from 
  his own layer. Known as the Nightmare Eye, it was a 
  conflagration ooze of tremendous proportion and endless 
  hunger that sought to usurp the archdevil.
  Baalzebul put down the uprising and, in order to keep 
  the Nightmare Eye from reforming, broke it up into six 
  massive blocks, hardened it with powerful magic, and 
  threw the stones into the wasteland of Maladomini to 
  stand forever in silence. But the Nightmare Eye has been 
  anything but. It has learned to communicate telepathically 
  with other conflagration oozes across the plane, along 
  with other fiendish oozes and slimes, and its plot for 
  revenge against the Prince of Lies works slowly behind the 
  scenes. It has worked to place its subtle minions all around 
  Baalzebul’s personal Palace of Filth, with some acting as 
  sentries to the archdevil’s abode.
  Is Baalzebul truly ignorant of the threat posed by the 
  Nightmare Eye? The slug-like archdevil seems to pay 
  the oozes and slimes that surround his palace and infest 
  Maladomini little heed, but on the other hand Baalzebul 
  is known to play the long game with foes. When the 
  Nightmare Eye moves against the Lord of the Seventh, 
  who will come out on top?
  Tomb of Levistus
  Levistus is the Lord of the Fourth, ruler over Stygia, but he 
  is an archdevil with a problem. Long ago, he moved against 
  Asmodeus in a grand coup attempt that failed miserably, 
  and as a result the Lord of the Ninth entombed Levistus 
  within a glacier in Stygia’s frozen landscape. Geryon took 
  over as Lord of the Fourth while Levistus, frozen and 
  unmoving but not dead, could do little but seethe and 
  dream of the day of his revenge.
  That day came suddenly when Geryon was deposed 
  and Levistus reinstated as Stygia’s ruler. But, his tomb 
  remained firm and steadfast. His mind sharpened by years 
  of nothing but thinking, Levistus has learned to control the 
  elements of Stygia mentally and has gained a respectable 
  command of psychic power. The Tomb of Levistus where 
  his body rests now in magically hardened ice remains his 
  forever prison, but the wily archdevil has managed to turn 
  the tables and gain an advantage over many of his foes. 
  Geryon, now deposed, works to return to Stygia’s throne 
  but he has little idea as to the extent of Levistus’ new 
  power.
  The Tomb of Levistus is attended to by a tribe of fiendish 
  yetis who pledged their undying loyalty to the archdevil 
  ages ago. They now serve as his caretakers and constantly 
  try to dig Levistus out, though thus far their efforts have 
  been in vain. That fact has not bothered Levistus much as 
  he continues to use his psychic powers to gain leverage 
  over the other Lords of the Nine and plot his ascent to the 
  throne of Nessus.
  
  Nine Hells of Baator
  330
  Adventure Hooks
  The Nine Hells of Baator are no place for the weak. Devils 
  and infernal creatures crawl over every layer, seeking out 
  fresh souls to serve as fodder in the never-ending Blood 
  War, while the very environment works to destroy any 
  intruders. Nonetheless, adventure opportunities abound, 
  especially since devilish politics have a tendency to spill 
  out across the multiverse and encompass more than just 
  the fools that deal with such beings.
  Hell Comes to Town. The magister in a small town 
  has signed a deal with a barbed devil promising fame and 
  fortune, but the magister didn’t read the fine print. Now, 
  the town has become a breeding ground for lemures and 
  other infernal monsters and the terms of the contract 
  prevent the magister from taking action. The characters 
  come into the scene and must find out who the real villain 
  is – the magister or the barbed devil? Or both? Can the 
  magister be saved?
  Funeral of the Paladin. A paladin died recently and his 
  holy order have given him a grand funeral to which the 
  characters are invited. Unfortunately, the paladin made 
  powerful enemies in the Nine Hells and all divine powers 
  of the knights are suspended as devilish forces led by a 
  powerful warlock intrude upon the funeral. The characters 
  slip unnoticed out of the scene and have an opportunity to 
  put an end to the infernal interruption by closing a portal 
  to the Nine Hells in the abandoned graveyard adjacent to 
  the temple.
  Season of Soul Harvests. The characters track down 
  a band of slavers and defeat their master, only to learn 
  that the slavers were harvesting souls for devils in the 
  Nine Hells. Some souls are in need of rescuing, and the 
  characters can travel to Avernus to the Maggot Pit to stop 
  the caravan from dumping the soul cargo and creating 
  wretched lemures. But who really pulls the strings in the 
  operation? Which duke did the characters just annoy by 
  breaking the supply chain?
  Blight of the Witch’s Curse. A mysterious fog rises 
  over the land and the cackling of witches can be heard. 
  A coven of hags have come as emissaries of the Witch-
  Queens of Hecate looking for magical tribute, and while 
  the fog remains dark and terrible things occur across 
  the countryside – cattle are born without eyes, babies 
  grow devilish deformities, and essential crops wither 
  and die. The characters are asked to find the magical 
  tribute demanded by the hags but this does not appease 
  the invaders. The characters must face the coven, but in 
  doing so they make powerful enemies in the swamps of 
  Minauros.
  Playing By the Rules. An imp approaches the 
  characters looking for help. He serves an outcast duke 
  on Avernus that has become crazed with bloodlust and 
  now seeks to send his infernal legions to the Material 
  Plane. The imp has no desire to end its life on such a 
  foolish crusade, and used a loophole in the Rules of Hell 
  to travel to the characters and appeal to their sense of 
  righteousness. The outcast duke must be stopped. But is 
  the imp telling the truth? Or is he an agent of a rival duke 
  looking to eliminate a rival?
  
  Nine Hells of Baator
  331
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters are 
  traveling through the Nine Hells. Though each layer has its 
  own unique flora and fauna, the two tables below – one for 
  wilderness and one for urban – can be used on almost any 
  of the layers to throw challenges at a band of characters. 
  Look at each one as a springboard for new adventure 
  ideas, or as a means of highlighting the nature of the plane 
  for the players.
  Nine Hells Wilderness
  1d100
  nine hells WildeRness encOunteR
  01-05
  A gang of feral barbed devils looking for an 
  easy meal
  06-10
  A bone devil torturing a lemure
  11-15
  A squad of bearded devils on patrol
  16-20
  An erinyes flying overhead on an important 
  errand
  21-25
  Two imps arguing over orders from a 
  superior
  26-30
  A swarm of nupperibos oozing over the 
  landscape
  31-35
  A legion of merregon waiting for a 
  commanding officer
  36-40
  A narzugon riding a nightmare hunting 
  down a fugitive
  41-45
  Two white abishai on secret assignment 
  from Tiamat
  46-50
  A pack of spined devils eating at the 
  carcass of a fallen foe
  51-55
  A chain devil looking for a lost soul
  56-60
  Two horned devils flying overhead
  61-65
  A pack of hell hounds chasing a lost traveler
  66-70
  A screamwraith with special orders from 
  Asmodeus
  71-75
  A swarm of hellwasps disturbed from their 
  nearby nest
  76-80
  A conflagration ooze bubbling up from a 
  nearby pool
  81-90
  Horde of demons! Roll on the Abyssal 
  random encounter table
  91-00
  Baatorian Hazard (based on layer)
   
  Nine Hells Urban
  1d100
  nine hells uRban encOunteR
  01-05
  An ice devil repairing a weapon at a forge
  06-10
  Three chain devils dragging a slave to a 
  darkened alley
  11-15
  A duergar warlock making a deal with a 
  fang devil
  16-20
  Two erinyes on the lookout for 
  troublemakers
  21-25
  An amnizu with bodyguards heading to an 
  appointment
  26-30
  A horned devil tormenting a mortal wizard
  31-35
  A hobgoblin warband looking for weapons 
  and armor
  36-40
  An imp selling trinkets out of a poorly 
  constructed stand
  41-45
  A narzugon making trouble for outsiders
  46-50
  A rakshasa inspecting slaves for sale
  51-55
  Skum agents of an aboleth
  56-60
  An iron shadow spying on everyone
  61-65
  An ultroloth general dealing with a horned 
  devil captain
  66-70
  A squad of off duty mezzoloths
  71-75
  A blue abishai on the prowl for arcane 
  knowledge
  76-80
  Two spined devils spying for a duke
  81-85
  A fire giant mercenary selling his sword for 
  coin
  86-90
  A human archmage dealing poorly with an 
  amnizu
  91-95
  A polymorphed drow mage spying for a 
  demon lord
  96-00
  A pit fiend on assignment from the Dark 
  Eight
  
  Windswept Depths of Pandemonium
  332
  Windswept Depths of Pandemonium
  “Limbo is the purest expression of chaos in the multiverse, but 
  the plane of Pandemonium shows what can happen when chaos 
  is mixed with an healthy dose of madness. The narrow tunnels 
  of the Windswept Depths create howling winds, turning every 
  conversation into a shouting match, and carrying strange sounds 
  from across its rocky passages. There is no less populated plane 
  than Pandemonium, with only scattered pockets of mostly insane 
  inhabitants, though the number of monstrous residents make up 
  for the lack of sentients. Still, there’s a form of beauty that can be 
  found nowhere else than Pandemonium, where the howling wind 
  whips around you and you hear the conversations of the lost and 
  dead, a chilling reminder that we all leave our mark in some way.”
  Emirikol the Chaotic
  Oppressive darkness, howling winds, and the threat of 
  madness lurkin the maze of tunnels that make up the 
  Windswept Depths of Pandemonium. Pandemonium, at 
  the intersection of chaos and evil on the Great While, is 
  similar in many ways to the Plane of Earth in the Inner 
  Planes. Both are comprised largely of solid stone, with 
  cavernous pockets and twisting tunnels cutting through the 
  rock.
  However, while the Plane of Earth has little natural light 
  and still air, Pandemonium is filled with cacophonous 
  winds and pitch blackness. No natural light exists in the 
  Windswept Depths, and the driving wind snuffs out torches 
  with ease – even magical light is dimmed and unreliable as 
  some latent property of the plane inhibits all illumination.
  The winds of Pandemonium are more than gentle 
  breezes. They howl like a living thing, careening down 
  and around through tunnels made smooth by the constant 
  force of driving windstorm-strength gales. Talking and 
  hearing are difficult anywhere on the plane, and the 
  oppressive darkness makes vision unreliable as well. Every 
  natural element of Pandemonium seems custom designed 
  to isolate creatures and leave them feeling powerless and 
  alone.
  Madness is a constant threat on the plane, a madness 
  driven by the constant howling of the wind, the chill air, 
  and the sense of isolation brought on by the makeup of 
  Pandemonium. Native creatures to the plane are usually 
  deaf and blind, relying on supernatural or heightened 
  senses to find prey, and demons are often found lurking in 
  the darkness.
  It is no wonder that Pandemonium is least populated 
  of all the Outer Planes. There are only a few scattered 
  points of civilization, and most of these are filled with 
  desperate, huddled beings gone to madness from the 
  nature of the plane. The largest population of people 
  refer to themselves as the Banished, and they are the only 
  native sentient beings. Humanoids of all types are found 
  among their numbers and they share a simple trait – they 
  have embraced the madness of Pandemonium. They are 
  dangerous, disorganized, and unhinged, but they do know 
  the tunnels better than any other.
  Monsters of all types prowl in the darkness. These 
  include the gloomgaunt, loathsome bat creatures at 
  one with the shadows, and the giant olms, toxic albino 
  salamanders always on the lookout for fresh meat. Cave 
  goats, giant blind star slugs, and fearsome monstrous 
  insects all crawl in the darkness as well. The River Styx 
  winds through the upper layer of Pandemonium on its 
  tour of the Lower Planes, and many monsters hide in the 
  waters, knowing that the river provides regular traffic into 
  the otherwise desloate tunnels.
  Pandemonium also hides dark and terrible secrets in 
  its depths. The planar walls between the Outer Planes 
  and the dangerous Far Realm are thinnest here, and many 
  planar scholars point to the Far Realm as the source of 
  Pandemonium’s wind and madness. Enormous creatures 
  born of titanic nightmares ooze through the lower tunnels 
  of Pandemonium’s depths, ancient entities from lost 
  epochs beyond time and space. Some caves are filled 
  with ruins of lost cities reminiscent of those found in the 
  Plane of Ice belonging to the alien elder things, but in the 
  Windswept Depths their ancient creations still roam the 
  darkness.
  Safety and comfort are nowhere to be found in 
  Pandemonium, and travelers that let down their guard 
  in the Windswept Depths invite madness and death. 
  Nonetheless, there are treasures and wonders to be 
  found across the cavernous layers. Exiled from the 
  Plane of Faerie, the Queen of Air and Darkness rules 
  from the Unseelie Court in a realm that offers far more 
  insidious threats than the howling wind. Idols and obelisks 
  dedicated to loathsome Far Realm entities can be found in 
  far-removed places, offering hints to greater blasphemies 
  just outside the planar borders that threaten more than 
  just the miserable lives on Pandemonium. Cursed black 
  diamonds, though rare and powerful, can be found under 
  the right conditions in the darkest tunnels.
  Highlights & Impressions
  The below listings include notes on highlighting the nature 
  of Pandemonium as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Pandemonium.
  Maddening Wind. The constant, howling, driving wind 
  that whistles through all of Pandemonium is inescapable. 
  It drowns out sounds, making conversations difficult 
  at best, and throws echoes around like a toy ball in the 
  endless tunnels. In most places, this kind of constant 
  distraction would eventually settle into the background, 
  but the winds of Pandemonium are insidiously maddening 
  and constantly change in subtle ways, throwing a traveler 
  off balance with its nuanced howling.
  
  Windswept Depths of Pandemonium
  333
  Darkness, Paranoia, and Isolation. The darker is 
  darker on Pandemonium and actively eats light, and even 
  those with darkvision find their vision hampered by the 
  cloying sticky feeling of the darkness. By strange contrast, 
  tunnels and caves always seem closer than they appear, 
  as if the entire plane were swallowing the person, and 
  combined with the darkness and howling winds travelers 
  find themselves isolated quickly. This isolation breeds 
  rampant paranoia as sounds echo around strangely – 
  voices carry from far away, whispering familiar names, and 
  everyone has to squint to keep the wind from drying their 
  eyeballs.
  Nowhere to Hide. Pandemonium’s windswept tunnels 
  and caves feel strangely devoid of natural cover, and 
  everywhere a traveler goes they get a feeling of naked 
  vulnerability. The wind finds them no matter where they 
  go on the plane. What else finds them? A feeling of unease 
  pervades every moment along with the dreaded sense 
  of being watched constantly from somewhere in the 
  impenetrable darkness.
  Lay of the Land
  The entire plane of Pandemonium is contained within an 
  infinite solid mass of stone. This physical nature leads 
  many planar scholars to theorize a link between the Plane 
  of Earth and the Windswept Depths, but the idea is based 
  on little actual evidence, and it certainly doesn’t account for 
  the constant, howling wind that blows through every single 
  tunnel and cavern. No passage is devoid of the shrieking 
  wind, and no natural light exists anywhere on the plane.
  Pandemonium is divided into four layers, though the 
  barriers between them are ill-defined at best. They are 
  marked largely by the size and nature of the honeycombed 
  tunnels, from the first layer Pandesmos (with many large 
  tunnels) to the lowest layer Agathion (absolutely no 
  tunnels).
  Pandesmos
  The top layer of Pandemonium contains the largest 
  number of caves, some hundreds of miles wide, with 
  the wind blowing constantly through it all. Some latent 
  property in the stone on Pandesmos makes gravity behave 
  strangely – creatures and travelers can move along the 
  floors, walls, and ceilings with equal ease. This spider 
  climbing effect is detailed under Hazards & Phenomena. 
  The River Styx winds through portions of Pandesmos as 
  well, creating an easy and navigable route into and out of 
  the plane (though it too obeys its own gravity laws, and in 
  the same cavern can flow up the wall, over the ceiling, and 
  down the other side without spilling a drop).
  One of the few permanent settlements on 
  Pandemonium, Madhouse, sits in an enormous cave on 
  this layer. Flickers of magical light dance in the crowded 
  streets, winking in and out of existence, adding to the 
  mysterious allure of the city.
  Cocytus
  The tunnels of Pandemonium narrow considerably in 
  Cocytus, creating more dangerous windstorms that bring 
  death and madness. Much of this layer has the appearance 
  of ancient worked stone, and some planar scholars believe 
  the barriers between the multiverse and the alien Far 
  Realm are weakest on Cocytus. The worked stone of the 
  tunnels and caves may be remnants of Far Realm cities, 
  and the titanic ruins of Shothra, a city of elder things, are 
  tucked away somewhere. Unfortunately, the tunnels also 
  carry the greatest number of loathsome slimy monsters, 
  such as shoggoths, oozes, and other foul monsters.
  Phlegethon
  The caves and tunnels of Phlegethon are just as dark 
  as the rest of Pandemonium, but they are accompanied 
  by a persistent slimy wetness over all surfaces. Many 
  caverns on Phlegethon hold stalactites and stalagmites 
  of monstrous proportions, though no rivers or obvious 
  explanation for the condensation have been found. 
  The only other community of note on Pandemonium, 
  Windglum, is found on Phlegethon, built around an 
  enormous stalagmite.
  Agathion
  The lowest layer of Pandemonium is referred to as 
  Agathion, and here no tunnels are found. It is a locked 
  layer of isolated cavernous pockets filled with stale air or 
  dangerous void material, and perhaps entities and powers 
  exiled from the rest of the multiverse. These pocket realms 
  are accessible only through portals or by tunneling through 
  the endless stone, though attempts at blinding digging into 
  Agathion have resulted in numerous cave ins and sudden 
  disappearances.
  Cycle of Time
  There is nothing to mark the passage of time on any of 
  Pandemonium’s layers. The winds howl according to their 
  own random schedule, and the darkness is omnipresent 
  and perpetual. Inhabitants of Madhouse and Windglum 
  develop their own methods of tracking time’s march, 
  ranging from wildly incoherent to grisly macabre.
  Surviving
  There are many threats to life, limb, and sanity throughout 
  Pandemonium. The darkness is the most evident, followed 
  quickly by the howling windstorms and constant isolation 
  that drives travelers to madness. These effects are detailed 
  more fully under Hazards and Phenomena.
  
  Windswept Depths of Pandemonium
  334
  Getting There
  The powerful winds that blow through Pandemonium have 
  been known to gust strong enough to rip temporary gates 
  through the planar barriers. Usually these lead to one of 
  three places – the Plane of Air, the Plane of Earth, or the 
  dangerously alien Far Realm. Thankfully, these gates are 
  temporary and the breaches are often sealed before things 
  crawl through, but not always.
  Permanent portals to Pandemonium usually exist deep 
  underground, and activating them often requires making 
  some sort of loud noise. This can often draw unwanted 
  attention so travelers looking to get to the Windswept 
  Depths had better be prepared to face whatever wanders 
  nearby when trying to find the right portal key.
  The most reliable means of transportation into 
  Pandemonium is via the River Styx. The blood-red 
  waters wind through caverns, tunnels, and passages in 
  a twisting, nonsensical pattern throughout Pandesmos, 
  the top layer. Many of the monstrous predators lurking in 
  Pandemonium’s perpetual darkness have learned to watch 
  the River Styx and its various tributaries for fresh food, 
  though many merrenoloths have ply the river know a trick 
  or two to keep the hungry beasts at bay.
  Portals and gates that lead to Agathion can be found 
  anywhere in the multiverse, but usually in out of the way 
  or deliberately difficult places. Carceri may be famous as 
  the dumping grounds of the multiverse for all manner of 
  powerful entities, but Agathion’s well-earned reputation for 
  complete and desolate isolation makes it a perfect place to 
  keep dangerous items and beings deemed to powerful to 
  destroy.
  Traveling Around
  A traveler must be able to navigate through the tunnels of 
  Pandemonium in darkness. Carrying a light of any kind 
  is ill-advised, especially out in the meandering passages 
  between the larger tunnels. The monsters that lurk across 
  the plane are drawn instinctively towards light, and the 
  howling winds make anything but magical light all but 
  impossible to keep lit anyway.
  Once the problem with sight is dealt with, a traveler 
  needs to deal with the deafening noise of the wind. The 
  effect is full detailed under Hazards & Phenomena under 
  Cacophonous Wind, but the practical impact is that 
  speaking and hearing are difficult at best and downright 
  impossible at anything longer than close range. Shouting 
  is the only way to be heard, though the driving wind means 
  the native monsters have dulled senses of hearing so the 
  increased noise shouldn’t attract unwanted attention.
  Beyond the darkness and the shrieking wind, madness 
  and isolation must also be dealt with. Sanity is a fleeting 
  thing in the Windswept Depths, and those that embrace 
  the madness often find themselves lost and utterly 
  hopeless in the eternal tunnels. There is no predictable 
  factor in all of Pandemonium except for the absence of 
  predictable factors, a conundrum lost on most travelers 
  just trying to find their way in the darkness.
  Most of the tunnels and passages are free of 
  impediments, making actual travel the least problematic 
  part of the plane. The top layer of Pandesmos has very 
  wide tunnels big enough for flying ships and great winged 
  beasts, and the trend continues through much of Cocytus 
  with its strangely worked stone chambers and tunnels. 
  Most of Phlegethon is not so wide, however, and many of 
  its stone arteries are barely wide enough for humanoids to 
  walk single file.
  
  Windswept Depths of Pandemonium
  335
  Powerful & Mighty
  The darkness and isolation of the Windswept Depths of 
  Pandemonium means there are very few natural resources 
  to covet or fight over. The creatures and groups that have 
  rose to prominence in such a desolate plane are the exiled, 
  the imprisoned, and above all else, the insane. Travelers 
  are advised to deal cautiously with any of them.
  The Banished
  Despite the overall lack of habitation, Pandemonium does 
  have native sentient inhabitants. They are descended 
  from the first groups exiled to the Windswept Depths, and 
  planar scholars refer to them as the Banished. They are 
  not a large group, existing mostly in the communities of 
  Madhouse on Pandesmos and Windglum on Phlegethon, 
  and their mannerisms, customs, appearance, and beliefs 
  vary wildly. Humans, elves, dwarves, tieflings, goblins, 
  genasi, kenku, and many others are counted among the 
  Banished, living together in very small groups within their 
  cramped cities in the caves of Pandemonium.
  The unifying factor among the Banished is a deeply 
  etched madness imprinted on their very souls. They are 
  wildly unpredictable and dangerous, with many displaying 
  psychotic and paranoid tendencies that alienate family and 
  outsiders alike. They are deeply distrustful of leadership 
  figures, so the populations of Madhouse and Windglum 
  recognize no authority and there is no central government 
  or force to speak of. The Banished work independently, live 
  independently, and deal with their own problems, ignoring 
  the plight of anyone outside their immediate family.
  Despite these shortcomings, most of the Banished can 
  trace their ancestry back generations, and they are good 
  at hoarding information. Many of them have gone out into 
  the tunnels of Pandemonium on errands, quests, or simple 
  walkabouts, and while some never return the ones that 
  do keep records of what they’ve found and how to get to 
  it. Perhaps due to their underlying madness, the howling 
  winds that drive travelers insane seem not to affect the 
  Banished, so they make useful guides. If they can be 
  convinced to help, that is.
  Ibholtheg the Squamous Toad
  The barrier between the Far Realm and Pandemonium is 
  dangerously thin, especially in the strange worked stone 
  ruins of Cocytus. Nonetheless, it seems most of the greater 
  Far Realm powers are confined to that distant plane – 
  terribly alien beings such as Yog-Sothoth, Azathoth, and 
  Nyarlathotep, names only whispered by maddened sages, 
  degenerate philosophers, and deranged cultists. A few of 
  their servitors have managed to cross, and arguably the 
  most successful of these is Iboltheg, a horrendous monster 
  also known as the Squamous Toad.
  Ibholtheg pierced the planar veil separating the Far 
  Realm and entered Pandemonium generations ago. It 
  established a worshipper base among the Banished 
  and brought forth many monstrous allies, such as 
  the gloomgaunt and blind croakers that now roam 
  Pandemonium’s tunnels. Idols still stand in caves honoring 
  the god-like loathsome monster, but Ibholtheg itself 
  was cast to an airless vacuum in Agathion by a group of 
  powerful planar wizards who recognized the threat posed 
  by the Squamous Toad.
  Now, Iboltheg sits in the vacuum, largely cut off from its 
  creations and worshippers, and the cult of the Squamous 
  Toad has nearly collapsed. For those that seek it out, 
  however, there are certain places holding idols of Iboltheg 
  where the Squamous Toad’s croaking whisper can still be 
  heard. Its alien mind seems bent on opening the barrier 
  fully to the Far Realm to release its loathsome kin, and 
  thankfully to date its machinations have been thwarted. 
  But for how long?
  Master of the Dire Dirges
  To some, the howling winds of Pandemonium are more 
  than just shrieks and gusts in empty tunnels. Among the 
  Banished in the settlements of Madhouse and Windglum, 
  there are some who hear music within the piping winds. 
  They are referred to as dire dirgists, and most respectable 
  bardic colleges view them as unhinged lunatics, but they 
  follow the teachings of an ancient bard known only as the 
  Master of the Dire Dirges.
  The Master of the Dire Dirges was the first to discover 
  music within the winds of Pandemonium hundreds of 
  years ago. He followed the music, sounds only he could 
  hear, and traveled the caves and tunnels outside the small 
  settlements on a pilgrimage in search of the music’s 
  source. He returned years later changed, and claimed he 
  had found the symphony of Pandemonium. The Master of 
  Dirges had returned as an undead lich with bardic skills, 
  and he stayed in Madhouse for years, teaching disciples 
  how to listen for and harness the winds of the plane. His 
  music was referred to as the dire dirge and he wrote much 
  of it down in a nearly incomprehensible tome called the 
  Funeral’s Lament.
  Then, one day, the Master of the Dire Dirges 
  disappeared. He’s left a legacy of maniac bards in 
  Madhouse who work to spread the music of the dire 
  dirge across the multiverse, and copies of the lich-bard’s 
  Funeral’s Lament have circulated among respected bardic 
  colleges. Most view the theories as total nonsense, but to 
  some, it has been a key to unlocking great potential. As an 
  immortal undead, the Master of the Dire Dirges is likely 
  still out there somewhere. But where? And what forced 
  him to leave Madhouse?
  Queen of Air and Darkness
  The Plane of Faerie is largely ruled by powerful archfey 
  beings of incredible age and importance. They are as 
  different from one another as the seasons, and the courts 
  they hold in their magnificent cities are both wondrous 
  and dangerous to behold. Queen Titania sits at the head of 
  the Court of Summer, and it was by her decision the other 
  faerie courts came together to banish one among them 
  from the Plane of Faerie forever. In this way, the Queen of 
  Air and Darkness, a twisted and cunning faerie ruler, was 
  cast out and sent to Pandemonium.
  
  Windswept Depths of Pandemonium
  336
  She rules the Gloaming Court in a massive cave on 
  Pandesmos, and by her will the winds blow or do not 
  inside her realm’s borders. The Queen is attended by 
  thousands of groveling subjects, including a great number 
  of fomorians who have defected from the Plane of Faerie 
  in service to the Gloaming Court. Wicked sprites of all 
  kind keep tabs on the events in the Feywild, spying and 
  reporting on the actions of the other archfey courts. For 
  her own part, the Queen of Air and Darkness still longs 
  to return to her original home, and many of her diabolical 
  schemes are designed to get enough of the archfey courts 
  on her side to make a comeback.
  Few people have seen the Queen of Air and Darkness in 
  person. Her most loyal servants and confidants are twisted 
  shadows of herself, powerful in their own right, which she 
  can communicate through at will. The sycophants and 
  petty nobles that occupy the Gloaming Court fight amongst 
  themselves for scraps of respect and words of notice from 
  their aloof Queen, but she finds their infighting keeps them 
  sharp and only takes note of a noble or family when they 
  become too important for their own good. It is a dangerous 
  world where the madness of Pandemonium is the least 
  threatening of all the problems.
  Shorgrallis the Devourer
  Not all the inhabitants of Pandemonium are exiled. 
  Shorgrallis the Devourer is an ancient black dragon 
  with an unhealthy obsession with the lich Acererak, a 
  powerfully evil being devoted to the consummation of souls 
  from across the multiverse. Shorgrallis seeks to harness 
  the same power, and while she respects the ancient lich’s 
  prowess, she believes it is her destiny to surpass his legacy 
  and become one with the negative necrotic energy that 
  fuels all undead beings.
  Shorgrallis remains a living black dragon, however. She 
  has spent her life gathering knowledge about the Negative 
  Energy Plane and stealing from Acererak’s secret hiding 
  places. In a black chasm known as the Fetid Fissure, 
  Shorgrallis devotes her time and energy to experimenting 
  with death and the idea of a creature’s living soul. She 
  took the title Devourer out of both respect and defiance 
  to Acererak, a split reason that reflects the black dragon’s 
  fracture psyche and unstable mental condition.
  Shorgrallis has toyed with the idea of becoming a 
  dracolich, but her natural incredibly long lifespan means 
  she can enjoy the fruits of life longer without having to 
  resort to bodily transformation into undeath. Within the 
  Fetid Fissure, she tinkers with magical formula, working 
  on a device to capture the souls of those that have died to 
  fuel her manic desire for total control over life and death. 
  She was inspired by Acererak’s work in the Material Plane 
  with the Soulmonger and seeks to create a similar device. 
  Thankfully, her efforts thus far have proven to be failures, 
  but Shorgrallis is nothing if not stubborn and tenacious.
  Creatures & Denizens
  The things that lurk in the darkness of Pandemonium’s 
  endless tunnels and wind-filled caverns are dangerous 
  predators well-adapted to their unique environment. Many 
  of these are beasts, exaggerated from their Material Plane 
  counterparts but largely recognizable, but more than a few 
  defy easy categorization. Things have pushed through from 
  the Far Realm into Pandemonium to slither, croak, crawl, 
  and ooze, and they seem to hunger for life itself.
  Aberrations
  The depths of Pandemonium are filled with horrible 
  monsters that defy easy categorization. Many originate 
  from holes in the plane that lead to the Far Realm, a place 
  of utter madness and malevolent chaos, and these form 
  the worst of the things that crawl and slither in the dark 
  tunnels. Blind croakers hop on their grotesque parody of 
  toad legs, serving cults of Ibholtheg and working to free 
  their imprisoned master, while shoggoths are one of the 
  most dangerous abominations in the multiverse.
  Gloomgaunts are cowardly eldritch beings that travel 
  in great packs amongst the elder ruins found on Cocytus, 
  the second layer of Pandemonium, and mad slashers 
  are strange whirling creatures capable of inflicting great 
  damage with their claws while they hunt for fresh blood 
  in the tunnels. The insect-like phargion roll around within 
  their hard carapaces like great wheels, stopping only to 
  cut victims before rolling away again. Star slugs attach 
  themselves to vessels on the River Styx and use sticky 
  goop to ensnare prey so that they can dissolve victims in 
  their vast stomachs.
  Beasts
  A handful of unusual beasts have adapted to the howling 
  winds of Pandemonium. Most notably, cave goats who 
  can spray freezing black ice at opponents and coat their 
  territories with the slick stuff to protect themselves and 
  their young. Olms are lizards found all over the caves and 
  tunnels, and the giant olms serve as mounts for those mad 
  or foolish enough to live in Pandemonium. Other creatures 
  in the tunnels include a staggering variety of spiders and 
  insects, most of which prey on lost travelers and each 
  other for their meals.
  Fiends
  Almost any fiend can be found in the depths of 
  Pandemonium, especially in areas that draw travelers, 
  such as Howler’s Crag. Devils, demons, and yugoloths all 
  traffic in the dark markets of Windglum and Madhouse as 
  well, and some even find the maddening winds of the plane 
  soothing. The most common fiend is one of the native 
  species of Pandemonium, howlers, whose mind-breaking 
  howl inspires fear amongst even the bravest of travelers. 
  Great packs of them scour the tunnels looking for fresh 
  meat, and they serve as effective hunting dogs for fiend 
  lords across the Lower Planes.
  
  Windswept Depths of Pandemonium
  337
  Humanoids
  Anyone who chooses to live on Pandemonium is probably 
  mad to begin with, and the driving wind and deep-seated 
  madness is enough to push the rest over the edge into 
  insanity. Each inhabitant experiences the madness of 
  Pandemonium differently, but it persists for as long as they 
  stay there. The towns of Madhouse and Windglum are 
  populated by many types of humanoids from all across the 
  multiverse – some are seeking something, while others are 
  running away. Innocent is a word rarely used to describe 
  anyone in these forlorn isolated towns, clinging to caves in 
  the everlasting darkness.
  Kenku. Long ago, kenku were servants of a greater 
  power on another plane. Certain texts suggest they were 
  scouts for the Wind Dukes of Aaqa on the Plane of Air, 
  but regardless of their true identity, the kenku eventually 
  betrayed their masters and punished. Their punishment 
  removed their wings and stripped them of their creativity 
  and voices, and they scattered across the planes. Many 
  found Pandemonium and settled there in isolated flocks, 
  where they learned to mimic the sound of the howling 
  winds in order to communicate effectively with each other. 
  Many kenku flocks now live in the caves of Pandemonium, 
  serving as secret spymasters and assassins, rarely 
  seen or heard, but keeping a constant eye on the events 
  around them in order to take advantage of any perceived 
  weakness.
  Hazards & Phenomena
  The most striking feature of Pandemonium is its 
  namesake – the wild, howling wind that creates a complete 
  uproar of sound. The wind is dangerous and omnipresent, 
  but there are other dangers to assail travelers as well. 
  Unprepared visitors often end up gibbering in the tunnels, 
  awaiting a swift death from the monstrous denizens that 
  prowl the tunnels.
  Cacophonous Wind
  The wind in Pandemonium is incredibly loud. The sound 
  is more than just the howling zephyrs whipping through 
  narrow tunnels, however. Tricks of the rock take voices, 
  growls, and other sounds from all over the plane and 
  toss them together in a wild, cacophonous vortex that is 
  dispersed on the wind as easily as leaf.
  The most immediate effect is that creatures must 
  shout to be heard if they are within 30 feet, and all 
  Wisdom (Perception) checks that rely on hearing suffer 
  disadvantage within that range. Beyond 30 feet creatures 
  are considered deafened. Spells or effects that inflict 
  thunder damage only inflict half normal damage. In 
  addition, finishing a long rest doesn’t reduce a creature’s 
  exhaustion level unless the creature can somehow escape 
  the winds. Ranged attacks suffer disadvantage.
  Madness
  Beyond the winds, Pandemonium inflicts madness upon 
  visitors that quickly becomes debilitating. At the end of 
  every short or long rest on the plane, non-native creatures 
  must make a DC 14 Intelligence saving throw. On a failure, 
  the creature gains a level of exhaustion, but they can only 
  gain one level of exhaustion from this effect.
  Creatures that suffer from at least one level of 
  exhaustion while taking a long rest on Pandemonium 
  must roll 4d6. If the total of the roll is equal to or greater 
  than their Intelligence score, they gain a random indefinite 
  madness from the following table.
  pandemOnium madness
  1d10
  pandemOnium madness
  1
  Compulsive Liar. “I must withhold the truth in 
  even the most minor of situations.”
  2
  Dancing Mania. “I must dance, that’s the only 
  way to keep the voices quiet!”
  3
  Fear of Magic. “Anything that might be magical, 
  or those that practice it, are dangerous.”
  4
  Forgetful. “I constantly forget details about plans 
  or people.”
  5
  Greedy. “I have a mighty need for that thing.”
  6
  Melancholy. “Why bother even trying, it’s all 
  pointless.”
  7
  Mute. “I refuse to talk, because that’s how they 
  find you.”
  8
  Selfish. “I am only looking out for myself from 
  now on.”
  9
  Suspicious. “Everyone is trying to steal my 
  precious equipment.”
  10
  Talker. “I need to keep talking, it’s the only thing 
  that keeps me grounded.”
  This madness lasts until cured (as described in Chapter 
  8 of the Dungeon Master’s Guide), but it cannot be cured 
  while the victim is on Pandemonium.
  Oppressive Darkness
  Darkness in Pandemonium is a black, consuming presence 
  that creates a claustrophobic atmosphere in the already 
  cramped tunnels and caves. Coupled with the wind, 
  unprotected torches get blown out in one round after being 
  lit, and even protected lanterns only last 1 minute before 
  eventually being snuffed out. All light sources, regardless 
  of source, are only half as effective on Pandemonium, and 
  the darkness eventually consumes magical light as well. 
  Usually these light sources extinguish at the worst possible 
  moment for a group of travelers.
  
  Windswept Depths of Pandemonium
  338
  Pandemonium Windstorm
  Windstorms are a constant threat on all layers of 
  Pandemonium, except for Agathion with its sealed caves. 
  A windstorm can appear suddenly without warning, 
  causing untold damage in an area, before dying down 
  just as quickly. A typical Pandemonium windstorm lasts 
  for 1d10 rounds with variable effects; roll on the below 
  table to determine the exact threat posed by a particular 
  windstorm. Rarely, a storm changes effects each round, 
  known as a wild windstorm by the natives.
  pandemOnium WindstORm
  1d10
  WindstORm effect
  1
  Flying pebbles and rocks inflict 9 (2d8) 
  bludgeoning damage each round.
  2
  The temperature drops and ice chunks fly, 
  inflicting 9 (2d8) cold damage each round.
  3
  Thunderous roaring accompanies the wind, 
  inflicting 9 (2d8) thunder damage each round.
  4
  Swarms of tiny insects accompany the 
  windstorm, inflicting 9 (2d8) piercing damage 
  each round.
  5
  Dissonant screams mix with the howling wind, 
  inflicting 9 (2d8) psychic damage each round.
  6
  Supernatural darkness envelops the area. 
  Creatures are blinded while in the windstorm.
  7-8
  Each round creatures must make a DC 14 
  Wisdom saving throw or suffer from the 
  confusion spell for 1 minute. Creatures suffer 
  disadvantage on saving throws to end the effect.
  9-10
  The howling wind drives creatures to madness. 
  Each round creatures must check for Madness 
  as outlined above as if a long rest had passed.
  The area affected by the windstorm is normally confined to 
  a cave, but it can spread as far out as the DM needs.
  Pandesmos Spider Climbing
  The top layer of Pandemonium, Pandesmos, has an 
  unusual effect on gravity. Any creature with a walking 
  speed is able to walk along the walls and ceiling of the 
  caves and tunnels without having to make an ability 
  check. It has been observed that in some larger caves, it’s 
  possible to hang suspended in the absolute center, but 
  this situations are rare. Normally objects and creatures 
  fall towards the closest surface, meaning it’s possible to 
  jump up and land on the ceiling in some areas. The effect 
  extends to buildings and natural features as well. The 
  River Styx meanders through wide tunnels, moving up 
  along walls and over ceilings, and some neighborhoods of 
  Madhouse are on the ceiling of its cavern.
  Sites & Treasures
  Pandemonium is the home of the desperate and exiled, 
  and while it remains one of the least inhabited planes in 
  the multiverse, it still holds fascinating sites and treasures 
  to entice travelers. Most of these exist in isolated pockets, 
  requiring careful navigation to find – or blind luck.
  Black Diamonds
  Some of the rugged tunnels of Pandemonium’s third layer, 
  Phlegethon, hold unusual veins of black crystals. Exposed 
  to the howling winds, they are worn down over time, and 
  rarely they produce a powerful item known simply as a 
  black diamond. A black diamond ranges in size, but it is 
  always absolute black and cold to the touch. It absorbs 
  light in a similar manner to the consuming darkness of 
  Pandemonium, and it corrupts those that hold it, inflicting 
  them with a permanent madness that quickly descends 
  into chaos and depravity.
  The larges black diamond is known to be in the 
  possession of the Queen of Air and Darkness in the 
  Gloaming Court. It is widely believed that the object 
  formed the crux of her fall from the Plane of Faerie and 
  the courts of the archfey, or at least it was the catalyst 
  the propelled her rapid descent. It also explains why she 
  moved her Gloaming Court to Pandemonium in the first 
  place. She has teams of dark faeries hunting for black 
  diamonds at all times, and they have strict orders to return 
  them to her personal palace if found.
  The Queen of Air and Darkness then uses the black 
  diamonds in her never-ending efforts to tear down Queen 
  Titania’s Court of Summer in a blaze of fiery ruin and 
  destruction. She uses spies to place the dangerous items 
  in the Plane of Faerie and across the multiverse, delighting 
  in the corruption they spread.
  Blizzard Halls
  The wind blows cold and frozen in the Blizzard Halls, 
  a series of connected caves in a remote region of 
  Pandesmos. Snow, ice, and wind billow around in the 
  darkness of the caves, several of which measure more than 
  a mile across, and the resulting drifts tower hundreds of 
  feet tall. Several clans of deranged frost giants roam the 
  Blizzard Halls along with their winter wolf pets, and they 
  pay homage to a dark master known only as the Trickster.
  The Trickster is said to have an invisible castle 
  somewhere in the Blizzard Halls, and it is by its will the 
  cold winds blow and the snowstorms rage. The frost giants 
  hunt beasts that stumble into their territory, eating the 
  meat raw and frozen, while mumbling to themselves about 
  the whims and wiles of the Trickster. They believe anyone 
  could be the Trickster in disguise, so they are careful upon 
  meeting new visitors, but they are a suspicious and violent 
  lot prone to bouts of savage violence.
  
  Windswept Depths of Pandemonium
  339
  One of the caves in the Blizzard Halls holds the icicle 
  tombs of the frost giants’ honored dead. Unfortunately, the 
  dead don’t stay dead for long, and this region has become 
  plagued by frost giant zombies hungering for fresh life of 
  any kind. Is this the work of the Trickster, testing the frost 
  giants? The frost giants certainly think so, and they are 
  careful to not disturb the snowdrifts when interring their 
  recently fallen in the blackened tombs.
  Fetid Fissure
  A rank, foul odor spreads out from a yawning black chasm 
  in Phlegethon’s depths. This is the Fetid Fissure, a narrow 
  gas-filled rent in the stone that extends for nearly a mile 
  into the ground, and serves as the lair of the ancient black 
  dragon Shorgrallis the Devourer. The great dragon’s 
  influence over the area creates thick carpets of swamp 
  moss clinging to the sides of the fissure, an otherwise 
  unknown feature in Pandemonium. Cave entrances riddle 
  the sides as well, allowing Shorgrallis easy access to 
  nearly any location in her lair.
  Inside the larger caves, Shorgrallis keeps her most 
  prized possessions, many related to the demilich Acererak 
  and his obsession with control over souls from across the 
  multiverse. Bones from winterwights, rubies and diamonds 
  supposedly pulled from Acererak’s physical form, and 
  numerous other artifacts litter the rather modest hoard 
  in the Fetid Fissure’s deepest core. This is also where 
  Shorgrallis is building her own Soulmonger from a large 
  black diamond she wrestled away from the Queen of Air 
  and Darkness, an incident that has created bitter enemies 
  between the two powerful figures in Phlegethon.
  Shorgrallis has a legion of undead servants at her 
  command as well, including flocks of skeletal griffons she 
  acquired after a foray into the Material Plane. Few are 
  more than rudimentary undead monsters, but her skill at 
  necromancy grows as her obsession with harvesting souls 
  increases.
  Funeral’s Lament
  Most people view copies of Funeral’s Lament as the 
  mad ramblings of an unhinged bard gone too long in 
  the Pandemonium winds. On a general theoretical level, 
  it is a treatise on bardic magic designed to enchant, 
  confuse, befuddle, and harness necrotic energy in a 
  bard’s repertoire, but the esoteric prose, complex musical 
  calculations, and general attitude regarding the futility 
  of existence itself makes utilizing the knowledge difficult 
  and disturbing for most. Copies have circulated around 
  bardic colleges across the multiverse, with most appearing 
  without proper cataloguing or inventorying – they simply 
  appeared.
  The original is supposedly contained somewhere in 
  Madhouse, in the former residence of the Master of 
  the Dire Dirges who penned the rambling tome. Many 
  devotees of the dire dirge have sought out the original 
  copy as it is rumored to contain darker secrets the master 
  kept out of the other copies, including secret formulae 
  regarding utilizing the intersection of bardic magic and 
  necromancy to transform oneself into an undead lich.
  Gibbering Tunnels
  There are many strange sites in Pandemonium, but 
  one of the most disturbing is located in a stretch of 
  Cocytus known as the Gibbering Tunnels. The wind that 
  whistles through this network of narrow tubes carries an 
  incoherent babbling that grates on the nerves, but the most 
  unsettling part are the walls, floors, and ceilings. Instead 
  of hard rock, the surrounding stone is dough-like, and 
  undulates with the sound of the wild gibbering.
  The region spawns a great number of gibbering 
  mouthers, though exactly how or why is perhaps best left 
  unknown. The creatures seem capable of moving through 
  the surrounding stone like it was thick mud, appearing and 
  reappearing in the walls and floor at will, quivering with 
  their incoherent gibbering all the while. There are sections 
  of the tunnels where eyes and mouths spontaneously 
  appear, shouting in the same babbling tongue as the 
  gibbering mouthers, but capable of swallowing up people 
  whole. Where do such victims go? None have returned 
  from the journey to say, and the Banished know to stay 
  away from the Gibbering Tunnels at all costs.
  Gloaming Court
  Crystalline lights twinkle in the cavern ceiling in the 
  Gloaming Court, home of the Queen of Air and Darkness 
  and her twisted fey servants. While initially reminiscent of 
  stars, these crystals have a cold distant quality about them, 
  and do nothing but heighten the darkness and isolation 
  of Pandemonium. These crystals drain hope away as they 
  serve as a physical reminder of the unattainable dream of 
  all fey creatures in the queen’s exiled home.
  Or at least that’s the desired effect. Beneath those 
  crystalline lights, the Gloaming Court stretches out in the 
  gloom. Sprites, nymphs, grigs, and many other types of fey, 
  all twisted into cruel mockeries of their former selves, live 
  in hatred and solitude under the gloating eye of the Queen 
  of Air and Darkness. Fear, cruelty, and naked ambition run 
  rampant through the faerie citizens in the Gloaming Court, 
  heightened by their queen’s obsession with the destruction 
  of the archfey courts in the Plane of Faerie.
  The Gloaming Court itself is comprised of hundreds 
  of stalactites and stalagmites that serve as the homes for 
  the various fey residents. The Queen’s home is a palace 
  of black marble nearly invisible in the darkness, but those 
  that go to visit rarely return unchanged. Petrified forests 
  dot stretches of the massive cavern as well along with 
  rivers of liquid sludge (minor tributaries from the River 
  Styx on the first layer). The Pandemonium wind howls just 
  as strong through the Gloaming Court, but most of the fey 
  residents have become inured to its effects. Or were simply 
  insane to begin with.
  
  Windswept Depths of Pandemonium
  340
  Grotto of the Grinning Goblin
  One particularly broad cave in Pandesmos holds a curious 
  piece of statuary. On a raised dais in the center of this cave 
  stands a 20-foot stone statue of a goblin, grinning from 
  ear to ear, with a mischievous look on its rugged face. It is 
  crudely carved with many out of proportion details, such 
  as a wider head than normal and thick stumpy legs, but it’s 
  likeness cannot be mistaken. No one knows who carved 
  the statue or if it represents a petrified version of an 
  oversized goblin enhanced with magic.
  The Grinning Goblin serves as a landmark in the 
  otherwise unremarkable wind-filled tunnels. It has also 
  become the meeting point for a tribe of goblins who have 
  stylized themselves as planar merchants. Known as 
  the Grinning Goblin Company, these conniving, greedy 
  merchants have worked out a strange system for buying 
  and selling their wares, which range from the conventional 
  to downright dangerous. Anyone that wishes to get in 
  touch with them must get in touch with the Grinning 
  Goblin statue – literally. Touching it and saying the name 
  out loud summons a goblin merchant within one hour, 
  usually laden down with a cart filled with rattling odds and 
  ends.
  The Grinning Goblin Company buys and sells all kinds of 
  esoteric junk, and they come across many magical items in 
  their travels. They’re always looking for bargains, however, 
  so travelers looking to deal with them must be prepared to 
  haggle against expert negotiators. But some of the things 
  in their collection are rare treasures, and even if they don’t 
  have a particular item, they’ll probably have information on 
  how to get it. For the right price, of course.
  Howler’s Crag
  A jagged pile of stone sits at the center of Cocytus, though 
  how an infinite plane could have a center is beyond the 
  understanding of most travelers. The piled debris stands 
  over 500 feet tall and consists of a mixture of natural 
  rubble and worked stone blocks with no explanation for 
  any of it. The rest of the cave that holds the pile shows 
  no sign of destruction or having collapsed, giving rise 
  to the belief that this was a fortress at some point. The 
  lower reaches are riddled with tunnels and burrows, 
  many connecting up to form a complex maze. Creatures 
  of all types hide in those tunnels, from fiends to natural 
  predators of Pandemonium, for this is Howler’s Crag and it 
  attracts a large amount of traffic for an otherwise desolate 
  realm.
  
  Windswept Depths of Pandemonium
  341
  It is said that anything shouted from the top of Howler’s 
  Crag travels the length and breadth of the multiverse to 
  find the ears of its intended recipient, no matter where 
  they are or what barriers stand in the way. Even divine 
  decrees can be violated by the shrieking winds of Howler’s 
  Crag, or so the rumors go, and these rumors have fueled 
  a steady trickle of travelers coming to test the theory. 
  Monsters of all kinds have learned this and wait in ambush 
  around the base of the crag, lurking in the darkness, 
  waiting to ambush unsuspecting archeologists, sages, 
  diviners, and others that come seeking to send a message 
  on the frigid wind.
  Idol of the Squamous Toad
  The largest physical remnant of the imprisoned elder 
  deity Ibholtheg squats in a distant tunnel on Cocytus, far 
  removed from the most commonly traveled passages. 
  This is the home of the Idol of the Squamous Toad, a 
  great black stone representation of Ibholtheg itself. The 
  positively blasphemous form is enormous, over 100 feet 
  tall, and the exact form shifts subtlety under the gaze. Its 
  general form is toad-like, with a broad flat head, oversized 
  limbs, armored body, and five large eye sockets each set 
  with a twinkling black sapphire of inestimable value. Blind 
  croakers and gloomgaunts live in the shadow of the idol, 
  trying desperately to release their master imprisoned in a 
  vault in Agathion far below.
  This idol is one of Ibholtheg’s only links to the world 
  outside its stony prison. Through great effort it can reach 
  out its mind to speak to its followers through the massive 
  stone effigy. Its will is focused on escape, though the 
  servants squawking and croaking in the cave have offered 
  little to actual advance this goal. Cultists of Ibholtheg 
  seek out the Idol of the Squamous Toad to offer sacrifices 
  and hear the words of their master, but these degenerate 
  priests offer little more than supplication. Ibholtheg yearns 
  for freedom but the bonds of its prison remain firmly in 
  place.
  Smaller versions of the idol have circulated around the 
  multiverse as the cult of the Squamous Toad spreads. They 
  keep their allegiance secret for as long as possible for 
  most civilized places view the insane goals of the cult as 
  abhorrent and wholly unwanted. Is the cult destined to free 
  Ibholtheg? Or is the Squamous Toad forever bound to its 
  Agathion prison?
  Madhouse
  Madhouse serves as one of the few points of civilization 
  on Pandemonium, but it is by no means a safe place for 
  travelers to visit. The cramped streets and buildings of 
  Madhouse crowd over one another along the walls, floor, 
  and ceiling of the cavern that holds it, with no real reprieve 
  from the howling winds that eventually drive everyone 
  mad.
  There is no singular organization to Madhouse, so 
  each building exhibits unique architectural and design 
  qualities designed only to satiate the builder’s appetite 
  for applying order to chaos. Leaning towers, crumbling 
  citadels, abandoned warehouses, and more line the 
  crooked unpaved streets. Garbage and litter lay strewn 
  about everywhere, constantly blowing about in the frigid 
  winds, and everyone keeps a close eye on themselves, their 
  neighbors, and especially any strangers come to visit.
  A few taverns and inns cater to outsiders, but many 
  residents are deaf, insane, or both, so trust should be 
  earned in Madhouse before freely given out. Poison 
  masters, trapsmiths, retired thieves, skilled assassins, 
  burglars, and other larcenous types round out the 
  population who otherwise mostly keep to themselves. No 
  single authority rules Madhouse, though there have been 
  attempts in the past to bring order to the town – these 
  efforts seem doomed to fail at the outset, owing to the 
  chaotic nature of Pandemonium and erratic behavior of the 
  citizens.
  Mindfire Sanitorium
  Madness is a cruel affliction that wastes the mind and robs 
  people of their faculty, a fact few dispute, and the priests 
  known as the Order of the Holy Mind have made it their 
  crusade to cure the multiverse of madness. They work 
  across the planes in small hospitals and sanitoriums, but 
  their largest efforts are focused on a special facility in 
  Pandemonium called the Mindfire Sanitorium. The clerics 
  believe they have created a haven safe from the madness-
  inducing winds of the plane.
  Unfortunately, they were only partially successful. The 
  Mindfire Sanitorium does keep most of the howling winds 
  out, but unfortunately the madness of Pandemonium 
  rages on victims inside just the same. The clerics have 
  become infected with the madness as well, many resorting 
  to terrible acts in their crusade to cure everyone, and the 
  upper echelons of the Order of the Holy Mind remain 
  oblivious to the insanity spreading among their very own 
  ranks.
  The Mindfire Sanitorium sits in a cave on Pandesmos 
  not far from Madhouse. The stone walls are treated with a 
  special luminescent power that makes the entire sprawling 
  structure glow in the darkness, but for most that witness it 
  the effect is more ominous than inspiring. The sanitorium 
  is divided into wings with hundreds of rooms for the 
  patients, and the clerics try to keep an ordered schedule of 
  checkups, medicine, and divine magic. That’s the idea at 
  least, and the reality is that most of the clerics in resident 
  at the Mindfire Sanitorium have lost their divine abilities 
  completely. The divine “magic” they perform is nothing 
  more than prayers and chants dedicated to a host of gods 
  ranging from the benevolent to downright cruel. This is 
  a place of heartache, despair, and terror, and few people 
  admitted every get released.
  Ruins of Shothra
  Pandemonium’s second layer, Cocytus, remains a 
  befuddling mystery. Much of the layer contains passages, 
  halls, and chambers of worked stone on an almost 
  unbelievable scale, and there is evidence to suggest the 
  titanic masonry was the result of Far Realm inhabitants 
  pushing into the known multiverse. Very little remains of 
  any definite proof outside of one remarkable site – a ruined 
  city that has come to be known as Shothra.
  
  Windswept Depths of Pandemonium
  342
  The vast majority of Shothra’s remnants stand in an 
  enormous conical cavern, like an upside down pyramid, 
  all converging to a single point in the center that leads to 
  an unknown infinite pool of blackness. Terraced steps, 
  strange geometric buildings, and crumbled archways fill 
  the surrounding bowl-like depression, with evidence of 
  water-filled canals running through much of the ruins. 
  The streets were once paved but time has eroded much 
  to broken masonry, and many of the interior buildings are 
  crushed shadows of their former selves.
  Shoggoths are a constant threat in Shothra, and the 
  uncovered murals in the city tell a confusing story about 
  its origin. It was built by the shoggoths at the direction 
  of alien creatures known as elder things, and Shothra 
  served as one of their main points of habitation in the 
  known multiverse after they came from the Far Realm. 
  Another site in the Plane of Ice is referenced though the 
  relationship between the two is unknown, and whatever 
  befell the elder things remains a mystery as well. Perhaps 
  the shoggoths rose up in rebellion to tear down the 
  buildings they built with their protoplasmic hands, or 
  perhaps the elder things had to flee suddenly, leaving their 
  grotesque servants behind.
  The piping winds of Pandemonium tear loudly through 
  all of Shothra, and the madness that descends upon mortal 
  travelers to the area is deeper and more insidious than 
  elsewhere on the plane. Within the borders of the ruined 
  elder thing city, the Madness effect of Pandemonium has 
  no limit to the number of exhaustion levels it can inflict, 
  and the DC to resist it rises to 20. What treasures remain 
  in the ruined city, waiting to be uncovered?
  Weeping Vault
  The howling winds of Phlegethon are accompanied by 
  a number of other sounds, such as dripping water and 
  mournful wails, and near the Weeping Vault those sounds 
  are reminiscent of hysterical sobbing. The Weeping Vault 
  is a rare feature of Pandemonium – it was originally a 
  sealed cave in Agathion before it was thrust suddenly and 
  violently into Phlegethon, cracking it open and releasing 
  its contents. The original vault was an enclosed in a steel 
  box, and the shattered remnants of those walls mark the 
  boundaries of the site now.
  Inside was imprisoned a ghost of terrible power and 
  reputation who threatened life on a grand scale. Centuries 
  inside the vault on Agathion tempered its power but not 
  its rage, and through some powerful ritual it was able to 
  pull its prison out of the stony void and into Phlegethon. 
  The walls split open and the torrent of rage from the 
  imprisoned was released. However, by some cosmic 
  power, that powerful creature’s former victims kept it from 
  regaining its former glory by forming a wall of wailing, 
  crying spirits.
  Few have ventured past the crying ghosts that keep the 
  perimeter of the Weeping Vault to find out what lay inside. 
  Cultists of Ibholtheg, interested in freeing their master, 
  have been the most interested in learning about how the 
  Agathion prison was pushed to Phlegethon, but the ghostly 
  guardians have proved troublesome to deal with. What 
  dwells inside the Weeping Vault now? How long can the 
  crying spirits keep dark forces inside and out?
  Windglum
  Suspicion and greed mark the inhabitants of Windglum, a 
  city of Banished in a great pillared cavern in Phlegethon’s 
  deep depths. Squat buildings surround the stony columns 
  that support the ceiling, and the people live in isolation 
  and fear. Fear from what? From one another, from the 
  monsters that lurk in the tunnels, from the threat of the Far 
  Realm, from cultists, but mainly fear from an authoritarian 
  power called the Order of Lords that rules over Windglum. 
  And in this case, the Order of Lords literally rules over the 
  city – the Citadel of Lords is built from a connected series 
  of fortifications built into the cavern’s ceiling.
  The Order of Lords is a mysterious, masked group that 
  largely take a hands-off approach to Windglum. They 
  occasionally send their armored knights in black plate 
  armor to patrol the city or crackdown on a particularly 
  loud rabble-rouser, but for the most part these legions are 
  devoted to protecting the interests of the Order of Lords. 
  Their exact interests are vague, however, and few in the 
  city have actually dealt directly with them. All manner of 
  fiends and other creatures have been seen coming and 
  going into and out of the Citadel of Lords though.
  Goods and services can be found in Windglum at about 
  twice going rate, or three times going rate for outsiders. 
  They manufacture little and very few merchant companies 
  make the journey through Pandemonium to reach the 
  remote settlement. The ones that do deal directly with 
  the Order of Lords who “confiscate” certain items before 
  letting merchant caravans in to sell their stuff to the 
  general stores and markets of Windglum.
  Windglum does have one popular spot for planar 
  travelers – the Scaly Dog Inn. It’s always been the spot 
  the locals direct outsiders to, forcibly at times, and for a 
  long time the Scaly Dog had a deserved reputation as a 
  haven for rogues, thieves, murderers, and cutthroats. It 
  is currently owned and operated by an exiled githyanki 
  warrior named Gimcrack who has tried to turn the Scaly 
  Dog’s reputation around and cater to the adventurers and 
  travelers that come to Windglum ahead of expeditions 
  deeper into Pandemonium. Gimcrack has worked to 
  upgrade many of the inn’s amenities and it’s staffed with 
  transients since the local population won’t have anything to 
  do with it. Rumors persist that there’s a connection to the 
  famous World Serpent Inn somewhere in the Scaly Dog 
  and Gimcrack is determined to find it and exploit it. But it’s 
  just a rumor so far.
  
  Windswept Depths of Pandemonium
  343
  Adventure Hooks
  Pandemonium has a well-earned reputation as being a 
  nasty, dangerous place. The winds, the darkness, and the 
  madness creates a trifecta of threats that can send even a 
  prepared band of adventurers into an early grave. However, 
  through these troubles, adventure abounds throughout the 
  tunnels and caves of the Windswept Depths. Sometimes it 
  even comes out looking.
  Tribe of the Gibbering Wind. A tribe of goblins near a 
  remote settlement dig int the earth and inadvertently open 
  a portal to Pandemonium. The wild winds drive the goblins 
  insane, who fall to their baser nature and start opening 
  attacking the settlement. The characters are asked to 
  investigate the goblins, who were always a nuisance but 
  never attacked so brazenly, and then must find a way to 
  close the Pandemonium portal while dealing with its 
  effects themselves.
  Mine of Madness. In the Underdark tunnels, mad 
  slashers pour out of a spontaneous gate to Pandemonium, 
  creating havoc for a band of dwarven miners. The miners 
  need help, and the characters are nearby so the dwarves 
  ask for assistance. The swarm of mad slashers dance 
  and twirl around before suddenly the gate opens wider, 
  spilling out wild cacophonous winds and the madness of 
  Pandemonium. The gate can only be closed from the other 
  side, however, leaving the characters with a difficult choice.
  Glow of the Black Diamond. One of the characters, 
  ideally an elf or half-elf, becomes the target of a darkling 
  from the Gloaming Court carrying a black diamond. The 
  darkling slips the item into the character’s bag before 
  disappearing, and the evil item becomes to pulsate with 
  an evil dark glow. The characters can track the darkling 
  down to its hideout where it is revealed to be an agent of 
  the Queen of Air and Darkness, and it flees to the remote 
  plane for safety. Do the characters follow? How many other 
  black diamonds have been delivered?
  Rambling of the Mad Sage. The characters learn that a 
  respected sage traveled to Madhouse in Pandemonium in 
  search of ancient esoteric knowledge. The sage hasn’t been 
  heard from, and the characters are tasked with finding 
  him. They find him in a flophouse in Madhouse, insane 
  almost beyond recognition, and the characters are the only 
  hope for finding the cure to the man’s insanity. A trip to the 
  Mindfire Sanitorium reveals mad priests and inmates but 
  also the formulae for restoring the sage’s malady.
  Slime of the Shoggoth. While visiting Windglum, the 
  characters are asked to help deal with a dangerous foe 
  in the tunnels – a shoggoth has been sighted nearby. The 
  Order of Lords locks the city down in an effort to deter 
  the grotesque abomination but it comes anyway, and 
  the characters are the only ones with the capability of 
  defeating the Far Realm horror. What is it after? What 
  drove the shoggoth to Windglum?
  
  Windswept Depths of Pandemonium
  344
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  are traveling through Pandemonium. Two tables are 
  provided – one for general wilderness encounters, and 
  one for adding random flavor to the few settled regions 
  (Madhouse and Windglum specifically). Look at each one 
  as a springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Pandemonium
  1d100
  pandemOnium encOunteR
  01-05
  A swarm of regular-sized olm near a dry 
  riverbed
  06-10
  Four mad slashers on the trail of a 
  wounded creature
  11-15
  A star slug on the ceiling that drops down, 
  sensing food
  16-20
  A pack of permanently deafened quaggoth 
  gone mad with hunger
  21-25
  Several phargion rolling in their curled up 
  form through the tunnels
  26-30
  A malevolent flock of gloomgaunts
  31-35
  Two cave goats near their icy lair
  36-40
  Mad cultists (acolytes) trying to dig up an 
  eldritch artifact
  41-45
  Darkling spies of the Queen of Air and 
  Darkness
  46-50
  An enraged cyclops blinded by some horror
  51-55
  Unstable ground suggesting a gibbering 
  mouther nearby
  56-60
  The perch of a blind croaker
  61-65
  A group of giant olms on the prowl
  66-70
  A pair of blindheim eating carrion
  71-75
  Several vrocks looking for an easy meal
  76-80
  A blue slaad enjoying a windstorm
  81-85
  A shoggoth sensing nearby intelligent 
  creatures
  86-90
  A pack of howlers running through the 
  tunnels
  91-98
  Pandemonium Windstorm
  99-00
  Pandemonium Wild Windstorm
  Madhouse/Windglum
  1d100
  madhOuse/Windglum encOunteR
  01-10
  A dwarven assassin openly lying about 
  everything
  11-20
  A knight in full plate armor dancing 
  constantly in the street to ward off evil 
  spirits
  21-30
  A band of bandits accusing everyone of 
  being “full of bad magic!”
  31-40
  An elven mage that has forgotten where 
  they were and what they were doing
  41-50
  A priest clutching their gold bag to their 
  chest
  51-60
  A bard slumped in an alley, lamenting the 
  pointlessness of existence
  61-70
  A dragonborn gladiator that believes talking 
  is how the gremlins get inside your head
  71-80
  Acolytes of a Far Realm god proselytizing 
  on a street corner
  81-90
  A druid who whispers feverishly to a potted 
  plant
  91-99
  A pair of gnome nobles who talk endlessly 
  (annoyingly) with anyone and everyone
  00
  A dragon polymorphed to look like a 
  humanoid enjoying the sights and sounds
  
  Heroic Domains of Ysgard
  345
  Heroic Domains of Ysgard
  “Shouts, songs, and the ringing of steel resound across the 
  rugged realms of Ysgard, a plane of thrilling victory, agonizing 
  defeat, and little in between. This is the home of warriors and 
  heroes who continually test their personal mettle against a vast 
  array of elements, including nature itself, all watched over by very 
  petty powers known as the Aesir. Everything on Ysgard in grand 
  in scope, including the egos of the inhabitants, but there is a 
  wild electric thrill in the air that gets the heart pumping. Nothing 
  stands still here, even the dead, and only in the throes of frenetic 
  action does anyone find serenity.”
  Emirikol the Chaotic
  Valor and bravery are the ideological pillars that support 
  everything in the Heroic Domains of Ysgard. And how 
  does one prove valor and bravery? Through combat, of 
  course, or so believes the dominant powers of Ysgard, and 
  the battlefields of the plane are thick with armies trying to 
  prove their worth in the eyes of their godly peers.
  Ysgard could be easily mistaken for a Material Plane, 
  especially the top layer, but everything is on an epic scale. 
  Mountains soar into the veil of clouds, hiding dangerous 
  secrets in their roots, and bitter winds blow across mighty 
  fjords, ice plains, titanic rivers, and ancient forests. The 
  seasons are as sharp as any blade, changing seemingly 
  at random between scorching summers, crisp autumns, 
  bleak winters, and flourishing springs.
  The top layer shares the name as the plane, and it is 
  comprised of countless continents floating in an infinite 
  sky. These break up the realms into grand islands, and 
  smaller pieces known as earthbergs float and crash into 
  one another constantly. It’s not as inherently violent as 
  the clanging cubes of Acheron, but the movement still 
  underscores an air of conflict that permeates the very 
  fabric of Ysgard.
  The underside of each floating island and earthberg 
  rages with crimson fire, providing a flaming ceiling for the 
  layer of Muspelheim. Here, refugees from the Plane of 
  Fire mingle with the glory-obsessed natives among rivers 
  of earth between an infinite inferno sea. Sharp volcanic 
  rocks jut from the land at irregular intervals, occasionally 
  moving among the lava floes, and everywhere is baked 
  by an excessive heat not unlike the Plane of Fire. Below 
  Muspelheim, the layer of Nidavellir sits in an infinite 
  underground expanse with broad caves and tunnels 
  crisscrossing the length.
  Ysgard is the home of heroes and villains on a grand 
  scale, and the native celestial creatures meet that scale on 
  every level. The celestials are known as jotuns, and they 
  resemble giants – slightly smaller in stature, though with 
  the capability of growing larger, they embody the virtues 
  and vices of Ysgard. Many are good-natured warriors, 
  but some are black-hearted creatures who delight in 
  destruction, mischief, and mayhem.
  The floating earthbergs of the first layer are home to 
  a wide variety of warriors, many of whom died glorious 
  or valorous deaths across the planes and have come to 
  Ysgard as their final reward. The most numerous residents 
  are the vanir, who have built a strong warrior culture in 
  grand feasthalls, honoring a legion of powers known as the 
  Aesir. The Aesir are immensely powerful but supremely 
  petty gods that include Odin, Frigg, Thor, and Balder. They 
  mettle constantly in the affairs of the vanir and wage wars 
  with one another to prove their strength over all others.
  Elves can also be found in Ysgard, living in a wild 
  enchanted forest known as Alfheim, and dwarves and 
  gnomes dwell in the depths of Nidavellir. The cavernous 
  lowest layer of the plane also holds duergar and drow, 
  beings normally associated with evil purposes, but in 
  Nidavellir they mostly want to be left alone. Rarely they 
  organize raids on neighboring kingdoms but for the most 
  part the peace of solitude and isolation reigns in the lowest 
  layer.
  Most residents of Ysgard skew towards good alignments, 
  but they have a ritualistic fascination with battle, war, and 
  conflict. They must prove themselves, whether to the Aesir 
  or other powers, and to be found worthy on the field of 
  battle is the greatest honor. Wars rage between large clans 
  regularly, and they also have the formidable monsters 
  that dwell in the wilderness to deal with. A rampaging 
  hildisvini, or battle swine, can decimate a clan hall if left 
  unchecked, but to kill one is not an evil act – it is a triumph 
  of personal glory over the dangers of the wilderness.
  Ysgard is a dangerous place for the unprepared, but for 
  those willing to stand up in combat, whether it be against a 
  foe in a practice ring or against a horde of gibbering trolls, 
  glory can be found along with the rich rewards of personal 
  honor and bravery before incalculable odds. Death is 
  rarely the end of a person’s journey in Ysgard, thus creating 
  a never-ending cycle of birth, valor, death, and rebirth that 
  fuels the plane and keeps the residents moving.
  Highlights & Impressions
  The below listings include notes on highlighting the 
  nature of Ysgard as characters explore and travel through 
  it. These are suggestions of elements that can be used 
  in descriptions of the landscape and denizens with the 
  goal of actualizing the “outside” nature of the multiverse 
  beyond the Material Plane. Use them to incorporate into 
  encounters and adventures on Ysgard.
  Heroic Proportions. The sweeping majestic earthbergs 
  that soar through the azure skies, the windswept fields 
  of lush grass, the ancient forests resting on the slopes of 
  snow-capped mountains – all of these visions and more 
  fill Ysgard with a powerful sense that everything here 
  is designed for heroic proportions. Each moment could 
  be pulled from a bard’s song about brave heroes facing 
  impossible odds for glory or love, and the feeling of a 
  sudden swelling of triumphant music fills the air.
  
  Heroic Domains of Ysgard
  346
  Extreme! Nothing is small or unnoticed on Ysgard, 
  from the vegetation to the actions of the inhabitants. 
  Everything takes on an extreme state, as if the plane itself 
  were naturally encouraging the kind of heroic struggles 
  that skalds and bards sing about in the mead halls across 
  the earthbergs. A well-placed flash of lightning or a rumble 
  from the heart of a mountain all help to heighten these 
  extreme sensations.
  Competitive Life. Ysgard is a plane filled with a vibrant 
  vitality that sings in the blood and encourages competition 
  with other creatures. Often times, this competition turns 
  violent, but combat feels like a natural extension of the 
  hero’s journey, and the plane rewards those that fall in 
  combat by reviving them the next day as if nothing had 
  happened. The inhabitants challenge one another over 
  the smallest of things, constantly seeking to prove their 
  mettle in whatever way they can, and outsiders often find 
  themselves swept up in these events, turning them from 
  passive onlookers to engaged participants in the blink of 
  an eye.
  Lay of the Land
  Ysgard is a plane larger than life itself, and the landscape 
  reflects that. Everything is bigger and on a grander 
  scale across the layers, from the majestic mountains 
  and chilly glaciers atop floating continents to the raging 
  sea of fire topped with obsidian shards to the isolated 
  underground tunnels and caverns filled with mystery and 
  danger. Visitors are often caught off-guard by the sheer 
  scope of Ysgard, and it can be incredibly daunting for the 
  unprepared.
  Ysgard
  The top layer shares its name with the plane itself, and 
  contains the vast majority of the heroic domains Ysgard 
  is known for. The domains here are titanic earthbergs 
  floating amidst clouds and brilliant skies, each topped with 
  grand scenery that is both breathtakingly beautiful and 
  starkly dangerous. Forests, mountains, swamps, and more 
  can be found here, but there always seems to be something 
  of grand importance about each one. A range of mountains 
  may have been carved from the sword of an Aesir-born 
  hero, while a forest holds a tree that has stood untouched 
  for thousands of years.
  Navigating around the earthbergs of Ysgard can be tricky. 
  One clan of warriors are known as the Sky Vikings, and 
  they build great longships capable of soaring on the winds. 
  Other clans simply wait for an earthberg to collide and 
  then join in battle against whomever is on the other side. 
  The spirits of the honored dead, einherjar, are capable of 
  carrying a large number of warriors across the sky as well.
  Muspelheim
  The bottom side of each Ysgardian earthberg is a crimson 
  field of spouting flames. This provides the ceiling to 
  Muspelheim, the realm below the earthbergs, and it shares 
  many traits with the Plane of Fire. Rivers of earth run 
  through an infinite sea of moving, shifting lava, and titanic 
  shards of obsidian rise up regularly to pierce the reddened 
  sky. Fire giants, smolder jotun, and numerous creatures 
  of fire and brimstone occupy Muspelheim, and while it is 
  largely inhospitable it isn’t necessarily evil.
  Many jotuns maintain enormous forges in Muspelheim 
  using ore mined from the floating earthbergs or dug up 
  from Nidavellir below. The largest of these is the massive 
  complex called the Brimstone Forge, where jotuns of all 
  kind come to craft mighty weapons and armor.
  Nidavellir
  Nidavellir is a dark, cavernous realm below the burning 
  landscape of Muspelheim. It is a vast ocean of stone, 
  and like an ocean waves rise up and down, shifting the 
  landscape in ways both small and dramatic. Countless 
  tunnels cut through the earthen sea of Nidavellir, serving 
  as roads between the isolated homes of dwarves, gnomes, 
  drow, duergar, and other underground creatures. Exiled 
  forlorn jotun wander the tunnels as well, angry and alone.
  One of the great themes of Nidavellir is self-sufficiency. 
  The residents pride themselves on never asking for help 
  from outsiders, though that doesn’t mean they don’t need it 
  from time to time. Possessing stubborn pride is a point of 
  honor for the natives, and even if they do accept help they 
  offer little in terms of rewards or congratulations.
  Cycle of Time
  Ysgard is a plane of wild, chaotic cycles. Without 
  intervention, on the first layer, day and night shift in 
  roughly 12 hour intervals, with a sun rising up from 
  Muspelheim before descending and being replaced by a 
  massive moon rising up from Nidavellir. However, the Aesir 
  and other powerful beings are capable of altering this 
  cycle, which happens on a regular basis.
  Seasons come and go with the same alarming frequency, 
  though usually lasting a few days at least before shifting 
  per the whim of a powerful deity somewhere on Ysgard. It 
  becomes a game of push-and-pull for the gods of Ysgard, 
  with each deity expressing their personal seasonal 
  preference in a jockeying battle for dominance.
  Muspelheim and Nidavellir are much more stable. A 
  reddish glow fills the skies of Muspelheim at all times, 
  becoming more intense with the rising and falling of the 
  sun, and the shifting stone sea of Nidavellir sees neither 
  day nor night in its underground state.
  Surviving
  Though bigger and more violent than most Material 
  Planes, the top layer of Ysgard is not especially hostile to 
  life. Falling off an earthberg can be a problem, however 
  – the descent plunges the victim into the lava sea of 
  Muspelheim after falling for several miles, a journey 
  resulting in instant death except through powerful 
  intervention.
  
  Heroic Domains of Ysgard
  347
  Muspelheim’s fiery landscape is sweltering but doesn’t 
  inflict damage by itself. The exception is the rising and 
  falling of the sun from the lava lake, a process that takes 
  roughly an hour and inflicts 35 (10d6) fire damage per 
  minute to exposed creatures across the layer. The local 
  giants and jotun consider this the peak of the day and do 
  everything they can to be outside during the fiery window.
  Getting There
  Spontaneous gates frequently appear across the 
  multiverse leading to Ysgard in places of great military 
  conflicts. The crescendo clashing of mighty armies on a 
  sunbaked field can suddenly throw warriors from all sides 
  tumbling to a similar field on Ysgard, and these temporary 
  gates usually only last a brief moment. Particularly 
  impactful battlefields, the ones that saw the death of a 
  great hero or the triumph of lesser forces over a mighty 
  foe, can sometimes create permanent portals as well, and 
  these are frequently accessed by personal items of soldiers 
  that participated in those momentous battles.
  Ysgard is also the home of Yggdrasil the World Tree, an 
  enormous ash tree whose roots spread out from a hidden 
  earthberg across the multiverse itself. The roots form 
  tunnels that pass through the planar borders, finding exit 
  points in many Upper Planes and Material Planes. Usually 
  these appear in a cavernous opening below a particularly 
  ancient ash tree, accessible only be speaking the name 
  Yggdrasil in the Celestial language.
  Yggdrasil’s main root complexes spread between the 
  three layers of Ysgard and also connects to Pandemonium, 
  where many of jotuns spend a great deal of time (especially 
  the laughing jotuns who keep their secrets far from the 
  prying eyes of the Aesir).
  Traveling Around
  The difficulties in traveling around Ysgard are entirely 
  dependent upon which layer is being traversed and 
  how familiar the traveler is with the secret functions of 
  the plane. On the top layer, movement on an individual 
  earthberg is unimpeded, but to travel between them 
  requires flight of some kind (or passage on one of the sky 
  viking longships and other vessels that ply the skies).
  Far below the earthbergs of Ysgard sits the fiery 
  landscape of Muspelheim, a simple enough (if dangerous) 
  journey of simply going down for several miles. The lava 
  floes between the earth rivers that wind through the 
  molten realms can sometimes buck and heave, tossing 
  travelers into the burning sea and inflicting 35 (10d6) 
  fire damage per round of exposure. Otherwise most of 
  the earthen rivers are safe enough, winding between the 
  titanic shards of obsidian pushed up like great ice floes.
  The tunnels of Nidavellir seem the safest, but these have 
  a tendency to expand and contract like the veins of a great 
  living organism. The earth in this layer acts more like a 
  sea of stone, usually still but occasionally rocked by a wave 
  that pushes, pulls, collapses, and expands tunnels in its 
  wake. The dwarves, drow, and other residents magically 
  protect their individual realms from the worst of the shifts, 
  but creatures and travelers out in the wilds of Nidavellir 
  had best be cautious.
  
  Heroic Domains of Ysgard
  348
  Yggdrasil the World Tree is the worst kept secret for 
  navigating around Ysgard. The roots of the World Tree 
  spread out across the multiverse, but its branches reach to 
  all layers of Ysgard. They are normally invisible, ascending 
  into a strange light-filled void before descending back to 
  the plane, and they can be a confusing maze to navigate. 
  The jotuns have a sixth sense regarding the branches 
  and seem able to use it to quickly move around anywhere 
  on Ysgard, and the Aesir know the paths that lead to the 
  earthbergs important to them. The information is jealously 
  guarded, however, and they rarely share the paths between 
  themselves.
  Powerful & Mighty
  There are many powerful beings on Ysgard who stand 
  larger than life. They are usually arrogant and difficult 
  to deal with, but they wield tremendous influence over 
  their personal realms – and some, like the Aesir, can even 
  control the weather and day/night cycles of the plane.
  The Aesir
  The Aesir are a collection of squabbling gods and 
  goddesses that claim to rule over much of Ysgard. They 
  speak in grand terms, but in truth their powers outside 
  their personal realms are as limited as any other deity. 
  They are led by Odin, a one-eyed warrior-poet god, who 
  sired enough of the other Aesir that he is referred to as the 
  Allfather. Each Aesir holds sway over an aspect of life on 
  Ysgard, and they are worshipped as a pantheon by the local 
  people known as the vanir.
  The Aesir are far more involved in the lives and 
  machinations of the vanir than they probably ought 
  to be, and this personal involvement and their own 
  demonstration of relatable hubris puts them on a lower 
  level than most other gods across the multiverse. Their 
  realm of Asgard is an idyllic, majestic place that sees 
  frequent visitors from many people, and likewise the 
  powers of Asgard travel regularly to the other earthbergs 
  on quests, journeys, and pilgrimages. They clash, argue, 
  fight, bicker, love, and laugh in larger than life terms, 
  perfectly exemplifying the grand scale of Ysgard itself.
  The relationship between the Aesir and the Jotundrott 
  (rules of the jotun celestials) remains strained, however. 
  The jotuns, who believe themselves to be the original 
  inhabitants of Ysgard, resent the prideful way the Aesir 
  move about the land. For their part, the Aesir see the 
  jotun as nothing more than relics of a past age that should 
  be swept aside to make room for the new powers. One 
  member of the Jotundrott, Loki, was meant to be a bridge 
  between the two, but the trickster son of Odin and Queen 
  Fastvi of the laughing jotun has proven to be a headache 
  for all involved. The forces of the Aesir and the Jotundrott 
  frequently clash across all three layers of Ysgard.
  Jotundrott
  The jotuns are the native celestials of Ysgard, just as the 
  guardinals are natives of Elysium and the archons are 
  natives of Mount Celestial. In their natural form, the jotuns 
  are larger than humans but smaller than giants, but they 
  possess the magical ability to increase or decrease their 
  size at will. They are ruled over by the Jotundrott, powerful 
  kings and queens who embody the best and worst traits 
  of each type. The Jotundrott try to keep up good relations 
  with the gods of the giants across the multiverse, such as 
  Thrym of the frost giants and Surtur of the fire giants, but 
  most of their focus is on maintaining their positions of 
  power in Ysgard.
  The jotuns are less interested in the balance of good 
  and evil than they are in their personal stakes on Ysgard, 
  so their outlooks cover the alignment spectrum more 
  than archons and guardinals. The Jotundrott reflect this 
  as well. Descriptions of the most prominent Jotundrott 
  can be found below, but there are more than this, and they 
  each have their own personal agendas and motivations 
  that make them tricky to deal with from an outsider 
  perspective.
  Asulf. It is said that the melodic voice of Asulf, greatest 
  among the splendid jotuns, can bring even the Aesir to 
  tears with his heartfelt songs. He is a melancholic jotun, 
  wandering lonely through the earthbergs of Ysgard, forever 
  pining for a lost love that he has never been able to find.
  Dagfinn. Among the bitter jotuns who relish in the 
  ice and cold, Dagfinn is the largest and most boisterous. 
  Despite the cruel reputation of the bitter jotuns, Dagfinn is 
  jovial and outgoing, though his icy heart is often warmed 
  by his insatiable lust for battle. He encourages frost giants 
  to mingle with the bitter jotuns to create a more powerful 
  warrior race but his efforts have largely fallen on deaf 
  ears, and he is renown for a lust for treasure that nearly 
  overshadows his battle fever.
  Fastvi. The most powerful of the Jotundrott from the 
  ranks of the laughing jotun is Queen Fastvi, a particularly 
  nasty celestial with a mean streak and a hateful attitude. 
  She is the mother of Loki, a half-breed trickster godling 
  whose father is Odin the Allfather, but she has disavowed 
  everything done by her treacherous child.
  Hrefna. There is no louder or crazier smolder jotun in 
  all of Muspelheim than Hrefna. She is a vicious celestial 
  who wields an enormous axe forged from a single shard 
  of obsidian slag, and she delights in wading into battle 
  swinging it to and fro, felling all before her. Hrefna’s 
  unprovoked attacks on the Aesir, as well as fire giants and 
  other jotuns, has earned her no friends, but she does lead 
  a wild band of berserker smolder jotuns who share in her 
  zeal for battle.
  Sigvor. Charming, likeable, and beautiful, Sigvor is the 
  pinnacle of everything a jotun strives to be – just ask her. 
  She is a shining representative of the glorious jotuns and 
  she shares mead and food with them at every possible 
  opportunity. Her skill in battle is without equal, and her 
  charm is legendary, but Sigvor refuses to be tied down to 
  any one man, woman, jotun, or god. She lives a carefree 
  life of valor, glory, and legendary deeds, and she inspires 
  everyone around her to the same lofty ideals.
  
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  Uglubathr. Uglubathr is the oldest and wisest of the 
  forlorn jotuns, and many believe he is the first to have 
  fallen from the ranks of the other celestials to dwell in 
  isolation in the caves of Nidavellir. Others have followed in 
  his wake, but Uglubathr cares not for them or the troubles 
  of the “surface worlds” as he calls them. His cavernous lair 
  is sealed off from other passages and he has befriended 
  many earth elementals to serve as guardians.
  The Norns
  The Aesir may be arrogant and brutish and self-centered, 
  but they all bow to one rigid fact – fate is dictated by the 
  Norns. The Norns is a group of powerful beings, hags 
  mostly, who both interpret and control the whims of fate 
  itself. They are an enigmatic collection of supremely 
  resourceful and knowledgeable beings, handing out visions 
  of past and future to whomever comes to visit in the 
  mysterious Cave of Prophecy.
  The influence of the Norns stretches across Ysgard, and 
  their words are heeded by the gods of the Aesir, the jotuns, 
  and everyone in between. Warriors and skalds seek out the 
  Cave of Prophecy to learn what fate has in store for them, 
  while the mighty jotuns seek an edge in their never-ending 
  war with the Aesir. The Norns stand above all of the petty 
  squabbles of Ysgard, doling out words for any worthy 
  enough to find their secret lair. The secret is that the Norns 
  do not actually dwell in the Cave of Prophecy – the waters 
  in the still lake inside the cave provide a conduit to the 
  Norns’ true location, which remains a mystery.
  Sometimes, a member of the Norns goes rogue and 
  favors one side or another in a grand conflict. These 
  situations rarely stay secret for long, and numerous 
  members have been cast out of the Norns by their sisters 
  for meddling too much in the affairs of the multiverse. 
  Some say that the coven of hags that created the yugoloths 
  on Hades so long ago were cast off members of the Norns.
  Rainbow Valkyries of Bifrost
  Valkyries across Ysgard are held in high regard for their 
  supreme battle prowess, great wisdom, and courage 
  under the most extreme circumstances. They are skilled 
  warriors, with many individual races of both male and 
  female making up their numbers. The most renown group 
  of them are the Rainbow Valkyries of Bifrost, a legendary 
  band of female knights and paladins sworn to defend the 
  Rainbow Bridge of Bifrost with their lives.
  The Aesir of Asgard use the Rainbow Valkyries on 
  numerous missions across the multiverse, and the force is 
  often regarded as the Aesir ambassadors in distant lands. 
  They ride pegasus mounts born and bred in a special field 
  below the Bifrost, and train to uphold the tenets of justice, 
  truth, mercy, and honor. Currently, Sanma of the Golden 
  Horn leads the Rainbow Valkyries. She is a breathtakingly 
  beautiful human woman who has attained immortal status 
  in recognition of her valiant deeds in service to the Aesir 
  and the Bifrost. Sanma personally leads many missions, 
  especially ones into the Lower Planes to deal swift and 
  brutal judgment on fiends who have overstepped their 
  limits in the eyes of the Aesir.
  A Rainbow Valkyries that falls outside of Ysgard is 
  forbidden from being resurrected. Their body is returned 
  to Asgard and interred in the entrance chambers within 
  the mighty Hall of Valhalla, where it becomes a stone 
  statue, forever watching over the resting dead that have 
  been laid there.
  Skalds of the High Halls
  An individual’s skill in battle is held in highest regard on 
  Ysgard, but there are few witnesses around to see even 
  the most glorious sights in the middle of a combat. It’s the 
  warrior’s job to perform the deeds, but it falls to the skalds 
  to spread the word and raise up the deed to legendary 
  status. Skalds are fearsome barbarians with a talent for 
  spreading stories and singing songs, and they function as 
  gossipers and newsmongers for all of Ysgard. The most 
  famous band of skalds are those of the High Halls of the 
  Valiant, who have loosely organized themselves in order to 
  see the greatest events as they unfold.
  The skalds of the High Halls are not just relegated to 
  seeing and singing about great deeds, however. They are 
  capable warriors in their own right, and by ancient decree 
  of the Aesir they cannot tell a falsehood, so the people of 
  Ysgard know the words of the High Hall skalds are true 
  and to be believed. They sing of mighty feats of strength, 
  courage, honor, and bravery on and off the field of battle, 
  and often the subject of their stories are themselves. 
  Legendary acts follow these skalds like a hungry dog, 
  and they are happy to feed it scraps to keep it hungry and 
  begging for more.
  Perhaps the greatest skald in the history of the High 
  Halls is Thorkell Skallaggrim, a massive bearded man with 
  an enormous sword and a beautiful voice. Thorkell has 
  sung many ballads for kings, queens, gods, and mortals, 
  and he has lived well over 500 years, traveling across the 
  length and breadth of Ysgard. As long as he continues 
  to perform and sing of great deeds, age does not catch 
  up with him, and Thorkell is happy to teach the younger 
  generations of skalds the secret to his power.
  Sky Vikings of Noatun
  Vanir clans across Ysgard pillage and plunder their 
  neighbors on daring raids that result in fearsome battles 
  across the picturesque landscapes of clashing earthbergs. 
  Warriors that specialize in thee raids are known as vikings 
  among the vanir, but traveling the gaps between the 
  floating islands can prove tricky. Some vikings rely on the 
  transportation capabilities of their undead ancestors, but 
  most simply wait for the earthbergs to collide before they 
  can seize the opportunity and raid greater and greater 
  settlements.
  
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  The Sky Vikings of Noatun do not wait, however. In the 
  massive shipyard of Noatun, these industrious raiders 
  and master shipbuilders craft longships that are specially 
  enchanted to sail on the air between the earthbergs. The 
  exact nature of the enchantment isn’t known – certainly 
  non-enchanted ships and other vehicles simply plummet 
  the great length to Muspelheim far below if they go off the 
  edge of an earthberg. The Sky Vikings guard this secret 
  well and they are each piloted by a barbarian viking who 
  harnesses the power of storms and lightning, which most 
  believe to be the ultimate source of the flying longships.
  The Sky Vikings are renown across Ysgard are warriors 
  without fear or mercy, and they have raided jotun citadels, 
  vanir settlements, Aesir temples, and a host of other nearly 
  untouchable sites. They swoop in, anchor down, rush out 
  in a furious charge, and then steal as much stuff as they 
  can haul away back to their longships. They then return 
  to Noatun and deposit their stolen goods in a communal 
  treasure cache. The Sky Vikings are led by the violent and 
  temperamental Jarl Hallmund Byrnjolf, an steel-bearded 
  barbarian with a good eye for precious goods.
  Troll Clans of Ysgard
  Trolls are very common across all the layers of Ysgard. 
  They are only loosely organized, gathering in small 
  clans, and most skew towards neutral rather than evil 
  alignments. Their natural regeneration abilities coupled 
  with the enhanced healing of the plane makes them 
  practically immortal, and even their traditional weaknesses 
  of fire and acid are reduced across Ysgard.
  The troll clans are largely ignored by the Aesir and the 
  jotuns, and they are just as often on friendly terms with 
  neighboring vanir holds as they are bitter enemies. Some 
  of the more prominent groups include Clan Cliffblood, 
  Clan Dreamrage, Clan Dawnchewer, and Clan Foresthell, 
  all imposing names translated roughly from the guttural 
  troll language. Many clans include trollkin members as 
  well – offspring of a troll and a human, with greenish 
  skin, pronounced features, and a natural regeneration 
  ability. Most trollkin are considered abominations by their 
  human parents and find refuge only in the troll clans. Clan 
  Greenwatch is troll clan completely comprised of trollkin 
  members.
  Visitors to Ysgard should treat cautiously with trolls 
  in any encounter. They are more civilized than their 
  savage brethren in swamps and the like, but they are still 
  formidable fights capable of horrific violence if provoked. 
  Most want to be left alone, though a few are aggressive 
  and seek to claim vanir territory. But is this any different 
  than the vanir who raid one another for the same? The 
  trolls don’t think so, but to most vanir, ancient prejudices 
  mark the trolls as horrible monsters to be feared and killed 
  rather than empathized with.
  Creatures & Denizens
  Monsters of all kinds populate the scattered lands of 
  Ysgard. Many are advanced versions of mortal creatures, 
  though a few – such as the boar-like hildisvini – have taken 
  on such monstrous proportions that they have become 
  deadly monsters in their own right. The celestial natives of 
  Ysgard, the jotuns, mingle regularly with giants and fight 
  the Aesir for supremacy over the entire plane.
  Celestials
  As an Upper Plane, Ysgard holds a large number of 
  celestials, but the ones that come to the Heroic Domains 
  from elsewhere are beings that enjoy confrontation and 
  challenge. Guardinals frequently come to Ysgard from 
  Elysium to gather warriors on their quests to stamp out 
  evil, and they find plenty of willing volunteers among the 
  earthbergs. Archons from Mount Celestia generally find 
  the wild, unorganized competitive spirit of Ysgard jarring 
  and rarely remain for long if a mission requires them to 
  go in the first place, though many fell forces seep into 
  the plane to take hold over the giants and other powerful 
  denizens.
  Lillends are serpentine-like celestials that indulge 
  artistic fancies and love to inspire mortal creatures to 
  create breathtaking pieces of beauty using all manner 
  of tools. They are a rare inhabitant of Ysgard that avoids 
  confrontation so they generally back away from any fight, 
  though some find the dance of battle an inspiring art and 
  one worthy to encourage others to perfect.
  Jotuns. Jotuns are the original celestial inhabitants of 
  Ysgard. They are wild and unpredictable with a powerful 
  range of emotions that physically change their appearance 
  and abilities on a regular basis. They also possess the 
  ability to increase or decrease their size at will, from 
  man-sized to as large as a giant, and they use this talent to 
  intimidate, trick, or take advantage of situations. Since the 
  arrival of the Aesir, however, the jotuns have been pushed 
  off as the dominant force on Ysgard, but they have been 
  fighting to regain their dominance ever since. Jotuns are on 
  good terms with most giants though they hate trolls with a 
  reckless abandonment.
  Giants
  It isn’t exactly clear how long giants have been on Ysgard, 
  but it is widely believed by planar sages that the jotuns 
  were the ones that invited the lumbering behemoths to 
  the plane in the first place. Many jotuns look to the gods 
  of the giants, such as Surtur or Thrym, as kindred spirits, 
  and many frost and fire giants can be found amongst 
  Muspelheim and the earthbergs of Ysgard serving under 
  the leadership of powerful jotun warlords. On the Material 
  Plane, these types of giants are typically wicked and seek 
  to end lesser civilizations, but on Ysgard their attitudes 
  are more nuanced. They love combat and can really throw 
  their weight around, but just as many friendly frost and fire 
  giants exist in the Heroic Domains as cruel ones.
  
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  Trolls are common, but the individual clans are just as 
  capable of evil deeds as good ones, similar to the giants. 
  They often simply want to be left alone with their families 
  on their homes and generally reject the war cries of the 
  vanir and other raiders across the earthbergs of Ysgard.
  Humanoids
  Most humanoids on Ysgard are members of the vanir who 
  worship the Aesir as gods and rulers. The vanir are raiders 
  and barbarians with a zest for life in all its forms – fighting, 
  drinking, even dying they do with a song on their lips to 
  honor the fantastic powers of the Aesir. Most of the vanir 
  are humans by simple happenstance, but many clans of 
  elves and dwarves are counted among them, along with 
  more than a few dragonborn.
  Elves. Elves have lived on Ysgard for as long as the 
  Aesir, and most believe they accompanied Odin and the 
  other gods on their voyage to the plane originally. The elves 
  carved out their own realm, Alfheim, and most that dwell 
  there have the abilities of wild elves though they are taller 
  than normal with fair skin and blonde hair. Svartflheim has 
  a large population of drow elves, but these are not ones 
  tainted by Lolth the Spider queen. Instead, these drow 
  simply want to be left alone after they split from Alfheim 
  under mysterious circumstances long ago.
  Minotaurs. No one really knows when the minotaurs 
  came to Ysgard, but they are a powerful force now. They 
  are not part of the vanir and owe no allegiance to the 
  jotuns, but instead seem to serve as wildcard warriors 
  who cause mayhem and chaos wherever they go. They ride 
  griffons and hippogriffs into battle, charging with wild cries 
  to attack any moving foe, before leaving just as quickly as 
  they arrived. They have a number of small outposts hidden 
  on the underside of some earthbergs, in the bed of searing 
  coals and bursting flames, where they are protected by 
  powerful magic.
  Undead
  For a plane where death in battle is rewarding with 
  resurrection the next day, the presence of undead beings 
  on Ysgard may seem out of sync with the rest of the plane. 
  When a jotun dies under dishonorable circumstances, 
  their celestial soul shrivels and their body transforms 
  into an undead monster called a draugr, and these black-
  hearted creatures are a scourge to every living thing 
  wherever they go. On the flip side, those vanir that prove 
  themselves as true and worthy warriors in the eyes of the 
  Aesir may be granted new purpose when they by being 
  elevated into einherjar. The ranks of these honorable dead 
  are filled with great leaders, warriors, even poets and 
  skalds, who often help out the vanir as guides to greater 
  glories on Ysgard.
  Hazards & Phenomena
  There is a vibrancy infused into the very fabric of Ysgard 
  that helps to heighten the splendor and grandeur of the 
  plane’s natural wonders. Rugged mountains, ancient 
  forests, soaring earthbergs, and more are all filled with 
  latent underlying energy, like a thunderstorm about to 
  break. Some planar scholars have theorized Ysgard shares 
  a border with the Positive Energy Plane, and many of the 
  plane’s features would suggest this to be true.
  Berserker Fury
  The Aesir have been known to grant warriors a boon in the 
  midst of combat when they call out for aid under the right 
  circumstances. The exact details of these circumstances 
  are not well understood, and the fickle gods of the Aesir 
  are consistent only in their inconsistency. Those chosen, 
  however, receive a powerful boon known as the Berserker 
  Fury.
  
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  For the length of the combat, a warrior gifted with 
  Berserker Fury gains resistance to bludgeoning, piercing, 
  and slashing damage. They also gain a bonus to damage 
  rolls with melee weapon attacks equal to their level or Hit 
  Dice. Creatures under the effect of the Berserker Fury are 
  so possessed with a furious blood rage that they cannot 
  make ability checks, though they gain advantage on all 
  saving throws as well. When the combat is over and there 
  are no more foes to fight, the recipient of the Berserker 
  Fury gains 5 levels of exhaustion as it leaves their body. 
  Those under the effects of the Berserker Fury do not gain 
  the benefits of the Heroic Rebirth trait outlined below.
  It is thought that new einherjar are formed when a 
  warrior imbued with the Berserker Fury dies in combat, 
  since they are not rebirthed like regular warriors upon 
  death.
  Heroic Rebirth and Recovery
  Battle is a way of life in the Heroic Domains of Ysgard, 
  but death in battle is a mere inconvenience for most. Any 
  creature, other than a construct or undead, that is killed 
  by a weapon attack while engaging in combat on Ysgard 
  is restored to life at dawn the next day. The creature has 
  all hit points restored, and all conditions and afflictions it 
  suffered before its death are removed.
  In addition, any creature making death saving throws 
  gains advantage on the death saving throw. If the result 
  of the roll is 15 or higher, the creature awakens with 1 
  hit point exactly as if they had rolled a natural 20 on their 
  death saving throw.
  There are circumstances where the Heroic Rebirth 
  does not occur. Creatures slain by assassination are not 
  restored to life, and the residents of Ysgard consider 
  assassination the tool of the cowardly and dishonorable. 
  Dying by natural causes, or by hazards, also does not 
  qualify, and most spells cause permanent death as well.
  Sites & Treasures
  From the earthbergs of Ysgard to the molten landscape of 
  Muspelheim and the deep caverns of Nidavellir, the Heroic 
  Domains have much to offer adventurers and heroes 
  looking to prove their mettle in a realm of epic proportions. 
  Ancient tombs, enormous drinking halls, foreboding 
  forests, and more await the brave and adventurous on 
  Ysgard.
  Alfheim
  The earthberg of Alfheim is the home of a large population 
  of elves that dwell in ancient forests, serene meadows, 
  and even below the ground. Alfheim includes both mortal 
  elves, such as wood elves and high elves, along with the 
  near-immortal eladrin. It is a place of great beauty, joy, 
  and happiness, where the very air is suffused with the 
  simple pleasures of a life untamed. Great houses are built 
  into, through, and above the ancient trees, and it is said 
  there are no locked doors in Alfheim. Visitors are greeted 
  with open arms and there’s always a celebration going on 
  somewhere.
  Alfheim is ruled by King Aetharess and Queen Loraless, 
  both eladrin elves of breathtaking beauty and wisdom. 
  They have ruled the realm for countless centuries, and 
  truly their reign seems to have no sign of ending anytime 
  soon. They were the ones that led the charges against the 
  jotuns to clear Alfheim originally and they signed the peace 
  accords with the Aesir, recognizing Alfheim as a true and 
  independent place, free from the influence of Odin and his 
  troupe of gods. Unusually, the pair have no children, and 
  there is no set precedent in place for what would happen 
  if one or both of them were to step down from Alfheim’s 
  rulership.
  There are a few smaller settlements on the edges of 
  Alfheim’s earthberg that see raiding activity from sky 
  vikings and longships from neighboring vanir villages, 
  but these rarely result in bloodshed. King Aetharess and 
  Queen Loraless see these incidents as the natural form 
  of trade in Ysgard and treat them with a light touch and 
  a kind heart, at least for those raiders that come and do 
  not slaughter mercilessly. In such a rare occurrence of 
  needless bloodshed, the full power of Alfheim has been 
  unleashed, with elven skyriders born on war griffons 
  launching out from the interior forests with deadly aim and 
  powerful spells.
  Asgard
  Asgard stands as one of the most important individual 
  realms on Ysgard, as it serves as the home for the Aesir. 
  The earthberg that holds Asgard is surrounded by a 
  wall of brilliant light that blinds any who come close 
  without special invitation. Beyond the light wall sits the 
  godly realm of Odin the All-Father, a magnificent golden 
  palace overlooking a sweeping majestic vista of almost 
  incomprehensible beauty. Each of the gods of the Aesir 
  keeps their personal homes as a shining beacon of utter 
  perfection, at least from their own perspective, but beneath 
  it all beats a dark and violent heart.
  Led by Odin, the Aesir have constructed a gilded façade 
  over a brutal history of blood war and betrayal. They came 
  to Ysgard long ago and fought the jotuns for control over 
  the earthbergs, eventually pushing the celestial natives 
  out of many places and declaring themselves the rightful 
  rulers. The Aesir then worked to erase the culture of the 
  jotuns everywhere they could, from their temples to their 
  ancestral burial chambers, and establish themselves as 
  the original and true powers of Ysgard. Thousands and 
  thousands of mortals were brought in to populate Ysgard, 
  and these vanir saw the Aesir as benefactors and the 
  jotuns as savages.
  Asgard stands as the physical manifestation of these 
  cultural genocide. It was once the seat of the greatest 
  lords of the Jotundrott, the rulers of the jotuns, but it was 
  usurped by Odin and his kin in a brutal battle that nearly 
  wiped out the earthberg entirely. It is said that Odin’s 
  golden palace was constructed over the treasure chambers 
  of the jotun high king, but that the secrets of the celestial’s 
  greatest treasures remains locked away from Odin to this 
  very day.
  
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  The gods of the Aesir often travel across the layers of 
  Ysgard on various journeys and missions. They tend to be a 
  very petty group, interested in maintaining their own lofty 
  positions, and they uses mortals across the plane as pawns 
  in their great games. Sometimes, mortals are invited to the 
  home of one of the gods to talk, drink, eat, and mingle with 
  the powerful Aesir, but whatever niceties they offer hides a 
  deeper and more secret motive.
  Bifrost the Rainbow Bridge
  Some believe there is a higher layer of Ysgard, far above 
  the earthbergs and sky vikings, wherein dwells the truth 
  of existence itself. Or something along those lines, as the 
  stories of the ultimate reward vary as much as the tellers 
  that spread them. If there is any truth to the rumors of this 
  mythical higher layer, it may lie at the end of the Rainbow 
  Bridge, known as the Bifrost, which sits in the center of 
  Asgard, the realm of the Aesir.
  The Rainbow Bridge itself predates the arrival of the 
  Aesir and is believed by some planar scholars to have been 
  a bridge between many of the Upper Planes utilized by 
  the celestial jotuns. Or, it may hide the final resting place 
  of celestials themselves, a kind of resting place where 
  souls of powerful outsider beings can go to rest away from 
  the day-to-day struggles of everyday existence across the 
  multiverse. The Aesir took Asgard partly to understand 
  the power behind the Bifrost, and their control over 
  the Rainbow Bridge has been absolute since the jotuns 
  retreated. One of their own, Heimdall, was put in charge 
  of the Bifrost, and he commands an elite unit of powerful 
  warriors known as the Rainbow Valkyries to defend it and 
  champion its ultimate purpose.
  The Bifrost is a nearly translucent, prismatic span 
  of solid rainbow that extends into the lofty skies above 
  Asgard. An impenetrable barrier surrounds the Rainbow 
  Bridge completely except for its entrance, which is guarded 
  by Heimdall himself. What lies at the end of the Bifrost? 
  The truth isn’t exactly known, even by the Aesir, though it 
  is known that Heimdall has been there and returned. The 
  highest ranks of the Rainbow Valkyries have been there as 
  well, suggesting it’s a place that can be visited and returned 
  from. Is it an idyllic paradise in the Positive Energy Plane? 
  A secret layer of Ysgard? Or something else entirely?
  Cathedral of Brimstone
  The fiery layer of Muspelheim is filled with great heaving 
  seas of lava cut through with “rivers” of solid earth that 
  form the most common routes of transportation. Common 
  stops along these earthen rivers are the forges of the fire 
  giants and smolder jotuns, who harness the power of the 
  surrounding magma to power titanic factories designed 
  to heat metal in the course of weapon and armor creation. 
  The largest and most impressive of these sites is the 
  Cathedral of Brimstone, a titanic structure that towers a 
  mile high and holds the greatest number of smolder jotuns 
  in all of Ysgard.
  Most of the Cathedral of Brimstone is dedicated to 
  forging, and the lowest layers are where the greatest work 
  is done in this regard. Hundreds of fire-resistant creatures 
  from across the multiverse come to the site to study under 
  the great forge masters at the cathedral, most of which are 
  smolder jotuns of great age and experience. Fire giants, 
  azers, salamanders, genasi, and many other types come 
  to the Cathedral to study and perfect the craft of forging, 
  working with rare metals found in abundance in the 
  underground realm of Nidavellir. Gorgeous weapons and 
  armor are produced in the Cathedral of Brimstone, that 
  are eventually sold or given to the warriors in the realms 
  above or sold in the great planar marketplaces of the 
  multiverse.
  The undisputed lord of the Cathedral of Brimstone is 
  Audbjorg, a smolder jotun queen responsible for creating 
  many of Ysgard’s greatest tools of war. She rarely leaves 
  her personal chambers in the cathedral’s top-most level, 
  living an isolated life of quiet rage, attended only by 
  massive iron golems of her own making. Audbjorg had 
  been known to come down to the lowest levels of the forge 
  in surprise inspections, viewing the works of her lessers 
  and providing words of encouragement, but those visits 
  ceased over 1,000 years ago when some calamity befell 
  her family.
  Cave of Prophecy
  The heaving, twisting tunnels of Nidavellir are renown 
  for hiding secrets, but one of the worst kept secrets is a 
  mythical place called the Cave of Prophecy. This large 
  water-filled cavern constantly shifts in location, moving like 
  a bubble in the massive earthen sea that fills Nidavellir. 
  Many have sought it, however, as it is the only known place 
  to reach the enigmatic Norns – ancient beings who deal in 
  prophecy and fate like a charlatan deals in cards.
  The Norns have a troublesome habit of appearing in 
  the courts of kings, queens, lords, ladies, and commoners 
  alike, dispensing their prophecy and disappearing without 
  any explanation, but in the Cave of Prophecy a supplicant 
  can actually converse with them and learn more about 
  their mysterious proclamations. Finding the cave is only 
  the first trial, for any who wish to converse with the Norns 
  must submerge into the life-draining waters in the deathly 
  still lake and then survive long enough to reach the fate 
  witches. In the middle ground between life and death the 
  Norns appear, but a strong will and body is necessary to 
  surface after spending time in that void between existence.
  Den of the Laughing Rogue
  Ysgard is well-known for its warriors and great feats of 
  strength and bravery, but there is a sneaky underside to it 
  that some do not realize exists. Thieves and rogues with a 
  strong sense of courage, men and women who face death 
  itself with a smile on their face and a laugh on their lips, 
  who toast to the daring deeds of the bold and stupid with 
  cups of wine and sing songs of their own end. These are 
  the sounds that can be heard in the Den of the Laughing 
  Rogue, a grand and sprawling mansion of mishmash 
  architectural styles standing atop the largest subterranean 
  system in the earthbergs of Ysgard.
  
  Heroic Domains of Ysgard
  354
  The master of the Den of the Laughing Rogue is a 
  mystery, but most believe them to be an ancient god of 
  thieves and luck. Though the occupants of the den are 
  rakish and clever, acts of malice and outright assassination 
  are strictly forbidden. Here is a place to share stories, to 
  hear rumors, spend wealth on wine and entertainment, 
  and sleep it off till the next morning with a headache, 
  an empty coinpurse, and a headful of bleary memories. 
  Servants of the Laughing Rogue’s master wear twisted 
  masks of black and white, and are capable of reducing 
  difficult guests to paralyzing fits of laughter with just a 
  glance.
  Below the den is a vast system of caves and tunnels 
  where the best thieves store their greatest treasures. 
  Hidden vaults, devious traps, magical contraptions, 
  powerful guardians, and more all lurk in those fearsome 
  tunnels, whose only guard is the voice of reason telling 
  would-be thieves to stay back lest they fall victim to a fate 
  worse than death.
  Glacier of Dagfinn
  Dagfinn is one of the most renown of the bitter jotuns. 
  His deeds in combat are legendary, but stories of his 
  great lust for plunder and treasure eclipse them all. 
  Any treasure Dagfinn claims is transported to a secret 
  earthberg in Ysgard that holds a single, titanic glacier, 
  and in that depths the bitter jotun hides his most valuable 
  possessions.
  Dagfinn himself is a bitter jotun with a boisterous nature 
  and a good-hearted laugh. He thrills at the prospect of 
  combat, but it’s the glittering prize at the end that seems to 
  hold his attention more than anything else. Gold, jewelry, 
  magic, all are treasures to be claimed and then secreted 
  away at his hidden glacier. There, he spends days looking 
  fondly over his hard-won gains, which include rare and 
  powerful artifacts from across Ysgard. Dagfinn has been 
  known to raid outside of Ysgard as well, so there are 
  at least a few items from across the multiverse in his 
  personal treasure sanctum as well.
  
  Heroic Domains of Ysgard
  355
  When he isn’t there, the powerful bitter jotun leaves 
  a retinue of dangerous beasts to guard his treasures. 
  Fierce remorhazes, enslaved abominable yetis, and even 
  a few bound draugr are all rumored to protect the secrets 
  contained within the Glacier of Dagfinn. Prospective 
  treasure hunters are warned to be on their guard.
  Gol Kalduhr
  Nidavellir is a vast, subterranean realm of unusually 
  moving stone, creating shifting tunnels between the 
  various sites. There are only a few permanent stable 
  locations in all of the underground layer, and the dwarven 
  city of Gol Kalduhr is one of the best known and most 
  impressive. The entire city is built out of one enormous 
  stalagmite, nearly a mile high, with dozens and dozens of 
  levels filled with dwarves and a fair number of gnomes all 
  contained within an elongated narrow cavern. The most 
  prominent dwarven clans and the most numerous are 
  the duergar dwarves, but unlike many other gray dwarf 
  settlements, cruelty and malice have little place in Gol 
  Kalduhr. A large of svirfneblin gnomes are among the 
  population as well, and the entire structure has a feeling of 
  isolation that suits the inhabitants just fine.
  Gol Kalduhr is ruled currently by Queen Tishma 
  Hammerbreaker, the duergar matron of Clan 
  Hammerbreaker, the most influential family in the entire 
  city. She is an aged dwarf who has seen much hardship 
  and suffering in her days, and that experience has 
  hardened her heart against the wonders of the outside 
  world. Tough dwarven soldiers ride giant bats on patrol 
  outside of Gol Kalduhr, and the main gates on the cavern’s 
  floor level are well-guarded against intruders.
  Inside the stalagmite, Gol Kalduhr is a cold, depressing 
  place. By some trick of the cave, all fires are transformed 
  into blue flames, creating an eerie azure luminescence 
  throughout the halls and chambers of Gol Kalduhr. There 
  is little joy found inside, however, and the pale blue lights 
  reflect a kind of malaise that has settled into the souls of 
  all the inhabitants. They defend their home with vigorous 
  zeal but there is little for the dwarves and gnomes to live 
  for beyond simply existing for another day.
  Hall of Valhalla
  Asgard is the shining, splendid home of the Aesir on 
  Ysgard, and it stands as a symbol of their might and glory. 
  In the caves beneath the glittering palaces and beautiful 
  homes of the gods sits the realm of the honored dead, 
  a place held sacred by Aesir and vanir alike – the Hall 
  of Valhalla. Here is where the physical bodies of fallen 
  warriors, kings, and legends are interred in a series of 
  complex tombs and catacombs, all watched over by faithful 
  einherjar.
  There are only two known entrances into the Hall of 
  Valhalla. The first is directly from Asgard above it, but this 
  way, known as the Path of the Dead, is guarded by Hel, a 
  singularly powerful deity of death who actually dwells on 
  the plane of Hades. She keeps an avatar on the Path of the 
  Dead, and the only ones that are supposed to travel that 
  way are the members of the Aesir, and even they must be 
  accompanied by Hel herself.
  The other way is through an immense set of golden 
  doors known as the Gates of Valhalla. This entrance is 
  located on the underside of Asgard, in a field of burning 
  embers and spouting flames that fill the underside of all 
  of Ysgard’s earthbergs. Valkyries astride pegasus carry the 
  bodies of dead warriors and kings to the Gates of Valhalla 
  where they are given over to the einherjar charged with 
  watching over the interred bodies. Few living creatures 
  have seen inside the Hall of Valhalla, but there are stories 
  that say some great heroes have managed to pass through 
  the Gates of Valhalla to the interior on quests to ask 
  questions of their fallen ancestors.
  Himinborg
  The hub of travel in all of Ysgard is Himinborg, a sprawling 
  city of transients, travelers, and strangers. There are only 
  a few permanent residents in all of the city, and these are 
  members of a single vanir family that have taken an oath 
  to maintain Himinborg as a neutral space for all who come 
  seeking aid or information. The muddy streets see a lot of 
  traffic, and the inns and taverns take in a lot of strangers, 
  but no one stays here for long. It is a waypoint to every 
  other destination in Ysgard, or so it is said, and it also 
  holds a large number of well-documented gates to other 
  places across the multiverse.
  Himinborg is ruled by vassals of Heimdall, one of the 
  Aesir, and the one charged with protecting the Bifrost from 
  all intruders. Heimdall rarely travels to Himinborg but he 
  has a number of trusted appointees that run the place in 
  his stead. The soldiers of the city are all volunteers from 
  across the plane, many of whom who chose to serve in 
  Himinborg rather than face banishment, imprisonment, or 
  a dishonorable death. The earthberg Himinborg rests upon 
  is a fair distance from Asgard, but the agents of the Aesir 
  are always active in the city, and the Aesir themselves have 
  been known to come to Himinborg as a stopover point 
  along their way to greater destinations.
  Goods and services can be found in Himinborg at 
  regular rates, since a large number of merchant caravans 
  come and go from the city regularly, but the most renown 
  crafters are those that work with horns. Drinking or 
  hunting, horns crafted by the masters of Himinborg are 
  carved from oxen, bull, and other exotic creatures, and are 
  often decorated with runic symbols honoring members of 
  the Aesir. More than a few are magical in nature as well.
  Lake of Lead
  Muspelheim is a roiling realm of magma and fire, with 
  rivers of earth cutting through the molten landscape like a 
  vast unending snake. The only known liquid on the layer is 
  the Lake of Lead, a sea of melted metal many miles wide, 
  with a bad reputation. Cruel and vicious smolder jotuns 
  have made a habit of drowning victims in the Lake of Lead, 
  creating grotesque statues that adorn many of their homes 
  along the unusual lakeshore.
  
  Heroic Domains of Ysgard
  356
  The source of the Lake of Lead is believed to be a never-
  ending vein of iron ore constantly being pushed up from 
  Nidavellir by the powerful forces that shape and reshape 
  the underground layer. Most of the lake itself is sludge-like 
  in consistency, but a few places, especially nearer towards 
  the center, are more liquid, and a person could actually 
  swim through it if they didn’t need to breathe and could 
  withstand the punishing temperature. There are ancient 
  smolder jotun legends that say a great city of the jotuns 
  once stood in the center of the Lake of Lead, but that some 
  great calamity laid it low. Perhaps its ruins can still be 
  found by someone brave or foolish enough to risk the hot, 
  bubbling metal.
  Plain of Ida
  When a warrior wishes to prove their worth outside of 
  direct combat, they head towards the Plain of Ida. This 
  vast, open field is where countless vanir clans gather 
  regularly to drink, share stories, and most importantly, 
  hold contests to determine who is the best among them 
  in a wide variety of activities. Hunting, shooting, running, 
  jumping, swimming, climbing, and more are all tested on 
  the Plain of Ida, but there is no bloodshed allowed on the 
  plain by ancient decree.
  Wine and mead flow freely at all times, and most days 
  hold some smaller contests between feuding clans and 
  families that have gathered to settle their differences 
  outside of combat. There are a few massive events that can 
  attracts crowds of thousands from across Ysgard. These 
  are the Festival Days, and there are four that rotate with 
  the seasons. Each is hosted by the Aesir who try to put 
  aside their petty squabbles and come together to watch a 
  week’s worth of games and contests. All are welcome to 
  participate but anyone less than the best is quickly weeded 
  out by the grueling schedule.
  Rings of the Norns
  The Norns are powerful fate witches known for interfering 
  in the lives of mortals and gods on Ysgard. Their influence 
  is great, and even the Aesir fear their prophecies, but there 
  is something even the influential witches fear – the Rings 
  of the Norns. These seemingly innocuous magical trinkets 
  appear as normal copper rings, but they are intertwined 
  with the fate of the Norns themselves. Possessing one 
  allows the wear to manipulate fate and luck in powerful 
  ways, but doing so marks the wearer and ties them forever 
  to the machinations of the Norns.
  No one is really sure how many Rings of the Norns 
  exist. Some believe there are only nine, while others say 
  there could be an infinite number. They appear suddenly 
  in the strangest of places, and heroes and villains alike 
  have sought them out in order to control the fate-warping 
  powers they bestow. The curse that binds the wearer to 
  the Norns is more subtle, but the fate witches have vast 
  resources at their disposal to deal with those that abuse 
  the power of their items.
  Did the Norns craft the rings? No one knows for 
  sure, and the fate witches themselves don’t seem to be 
  possessed of any skill that would suggest they created the 
  powerful items. There are stories that say the dwarves of 
  Gol Kalduhr actually created the rings as a way to punish 
  the Norns, and it is said the only way to be rid of the curse 
  for wearing it is to die or defeat one of the Norns. Perhaps 
  the dwarves of Gol Kalduhr know of other methods of 
  ridding the bearer of the item.
  Shipyard of Noatun
  Noatun is an unusual earthberg in a plane of unusual 
  wonders. The trees that grow in the interior forest of this 
  earthberg are known as soarwood, which are rare but 
  found in other places in the multiverse. Vessels crafted 
  from soarwood actually float on the air by some latent 
  magical properties, and the forests of Noatun are filled 
  with the unusual trees. Some enterprising vanir discovered 
  this generations ago, and they built a vast shipyard and 
  surrounding city in order to support the largest and most 
  mobile force in Ysgard – the Sky Vikings of Noatun.
  The shipyard where the soarwood longships are built is 
  a large facility with hundreds of diligent crafters working 
  countless hours in joyful spirit to build a single longship. 
  The sky vikings that use them to raid across Ysgard treat 
  the crafters with respect, but they are prisoners – most 
  of them don’t care, however. Their “captors” allow them a 
  lot of flexibility and leeway in how they spend their time 
  outside the shipyard, and several generations have lived 
  and died without ever feeling threatened by their sky viking 
  masters.
  The leadership of Noatun keep the best longships 
  for themselves, but they actually sell their flying ships 
  through a trading company called the Sky Merchants of 
  Noatun. The Sky Merchants are strictly forbidden from 
  selling ships on Ysgard, but their wares are known in such 
  faraway markets as Calypso on the Plane of Air and many 
  Material Plane cities. The cost is high for their ships, 
  but they are all handcrafted by the finest shipbuilders of 
  Ysgard.
  Spire of Surtur
  Smolder jotuns see Surtur, the god of fire giants, as a 
  kindred spirit, and most see him as a distant cousin 
  of their own distant ancestry. Fire giants and smolder 
  jotuns work closely together on many projects, but the 
  most striking symbol of their eternal alliance is the Spire 
  of Surtur on Muspelheim. A thin needle of black stone 
  rising from a heaving lava flow, the Spire of Surtur is 
  hollow inside and occupied by a large number of fire giant 
  maidens who are devoted priests of the fire giant god.
  
  Heroic Domains of Ysgard
  357
  There is an ancient ritual honored by both smolder 
  jotuns and fire giants where a young male jotun or giant 
  can impress one of the maidens and earn their favor for 
  marriage in the spire by braving the dangers outside. It is 
  known as the Wedding Spire for just this reason by the 
  local fire giants, and many of them have sought outside 
  help in their endeavors. However, outsiders that aid in 
  these raids on the Spire of Surtur usually end of up, for the 
  fire giant god is cruel and merciless, and the maidens that 
  worship inside are just as vicious.
  Svartalfheim
  Drow are widely recognized across the multiverse for their 
  cruelty, though many planar scholars point to the direct 
  influence of Lolth the Spider Queen as the source for 
  this malevolence. The best example that has been offered 
  for this theory is Svartalfheim, a subterranean realm 
  in Nidavellir populated by drow elves that shun the evil 
  practices of their kin in favor of isolationism and solitude.
  No one would accuse the drow of Svartalfheim as 
  being kind, but they take no pleasure in inflicting pain or 
  suffering on others, and they have been known to take in 
  lost strangers that fall near their borders in Nidavellir. The 
  drow still organize by familial houses under the guidance 
  and rulership of matron mothers, but without the influence 
  of the demon queen Lolth, they enact policies meant to 
  hide their realm from the outside world and develop their 
  self-reliance practices. They rarely trade, though there is 
  an oblique channel of communication between the drow of 
  Svartalfheim and the dwarves of Gol Kalduhr (messenger 
  slugs travel through small narrow tunnels between the two 
  cities, a slow if dependable means of communication).
  The fortunes of the drow houses in Svartalfheim rise 
  and fall like the families in any city, but rarely do they prey 
  on each other or act out of sheer malevolence. They still 
  have to deal with aggressive monsters in Nidavellir, and 
  degenerate tribes of savage ogres are a constant threat, 
  along with small bands of vicious forlorn jotuns. Monsters 
  lurk in the darkness of Nidavellir, so the drow must be on 
  their guard, and they’ve found the best defense is to make 
  sure no one can find their homeland. So far, their strategy 
  has worked out well.
  Yggdrasil the World Tree
  On a remote earthberg floating in the sky of Ysgard sits a 
  singularly unique feature in all of the multiverse. Yggdrasil, 
  known as the World Tree, is a monstrously huge oak tree 
  whose branches reach up into a thickly clouded ceiling 
  beyond which the vast distances of Ysgard shrink and 
  rearrange to suit the twisting branches’ paths. Each branch 
  ends up on a different earthberg, usually in a forest with 
  a thick cloud constantly hanging overhead, allowing for 
  quick travel throughout Ysgard.
  The branches are only part of the strange wonder of 
  Yggdrasil. Below ground, the roots are wide and unusually 
  hollow, and through these natural tunnels a traveler can 
  travel to other earthbergs, Muspelheim, Nidavellir, and 
  even beyond the planar boundaries of Ysgard. Some of the 
  roots extend into Hades and Pandemonium, and some 
  go even further than that, creating a confusing maze of 
  interplanar pathways hidden from most eyes.
  Unfortunately, both the branches and roots of Yggdrasil 
  are confounding to navigate. Travelers wishing to traverse 
  them safely are suggested to look for the dryads of the 
  World Tree, who can offer aid and guidance in exchange 
  for small trinkets or favors. Dark things dwell in Yggdrasil 
  as well, such as evil blights twisted by a nearness to a 
  negative energy well, along with darker and more foul 
  beasts. But for those in a hurry and without other means 
  of planar transportation, Yggdrasil offers an option that is 
  better than none.
  Adventure Hooks
  The perils and adventures found across Ysgard are bigger, 
  bolder, and more epic than other planes, or at least that’s 
  how it feels. Facing dangerous foes on the field of battle 
  against insurmountable odds, dealing with the gods of the 
  Aesir face-to-face, and traveling through realms of majestic 
  mountains, flaming rivers, and floating earthbergs – these 
  are the moments of heroes.
  Strike of the Sky Vikings. The characters meet up with 
  a family of farmers fleeing devastation. Overnight, a wild 
  band of warriors came in from nowhere, attacking and 
  slaughtering everything, before carrying off the goods the 
  farm had produced into the night. They ask the party to 
  help, and in tracking the raiders down the party discovers 
  they were a rogue group of sky vikings from Ysgard. Are 
  the characters able to sneak aboard the soarwood longship 
  before it slips into a portal back to Ysgard?
  Roots of Revenge. A wounded, dying dryad stumbles to 
  the ground before the party and asks them to avenge her 
  death. Monstrous blights took over her lair and forced her 
  to flee, and now she is too far gone to save. She imparts 
  the location of her tree which turns out to be a root of 
  Yggdrasil. The party can help clear the blight, and in doing 
  so they unlock a passage that leads back to the World 
  Tree itself. Do they follow? Were the blights unleashed 
  deliberately?
  Disturbed Rest. High in the nearby mountains, thieves 
  broke into a lost jotun tomb and stole a relic. In doing so, 
  they unleashed a draugr, which now stalks the countryside. 
  Finding the relic is the first part, and then the party must 
  return it to the mountain tomb – which is revealed to hold 
  a portal to Ysgard. More draugr follow unless the party can 
  seal the portal from the other side.
  Help in Himinborg. A warrior from the distant realm of 
  Ysgard comes to the party seeking their aid. He must meet 
  up with a blacksmith in the town of Himinborg on Ysgard, 
  but he fears for his life from dangerous assassins. The 
  blacksmith was crafting a weapon for the warrior, and a 
  rival clan seeks to stop the weapon from being delivered. Is 
  the warrior telling the truth? In Himinborg, the assassins 
  strike, but who is their real intended target?
  
  Heroic Domains of Ysgard
  358
  Vault of the Last Thief. The characters learn that a 
  fabled treasure of a master thief is hidden away in a secret 
  vault below the Den of the Laughing Rogue. They learn a 
  secret phrase that allows them to access the vault, but they 
  must first enter the den and deal with its wide variety of 
  vagabonds, rogues, thieves, and wily warriors. The twisting 
  tunnels below the den are open to all, and the party 
  must face trap and guardians before finally finding their 
  intended target. Is the information reliable? What secrets 
  are held inside the vault?
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters 
  are traveling through Ysgard. Three tables are provided, 
  one for each layer of the plane. Look at each one as a 
  springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Ysgard
  1d100
  ysgaRd encOunteR
  01-05
  A warband of berserkers on their way to a 
  fight
  06-10
  A lone einherjar looking for a lost traveler
  11-15
  Three bitter jotuns discussing gossip on a 
  stone
  16-20
  A swarm of ravens flying overhead
  21-25
  A valkyrie (knight) astride a pegasus
  26-30
  A hildisvini rampaging through a village
  31-35
  The melodious sound of a lillend singing 
  nearby
  36-40
  Priests of Odin performing a weather ritual
  41-45
  A glorious jotun regaling a band of youths 
  with adventure stories
  46-50
  Tracks of a vicious three-legged cave bear
  51-55
  A dryad tending to a root of Yggdrasil
  56-60
  Several wary trolls hunting for food
  61-65
  A blind seer claiming to speak for the Norns
  66-70
  A dwarf artificer selling wares out of a 
  wagon
  71-75
  A longship of berserkers flying overhead
  76-80
  Two smolder jotuns angrily bullying a hill 
  giant
  81-85
  A draugr stumbling out of a cave looking for 
  fresh meat
  86-90
  A splendid jotun with a troupe of skalds
  91-95
  Three treants watching over a blood-soaked 
  battlefield
  96-00
  A wicked laughing jotun planning a trick on 
  the party
  Muspelheim
  1d100
  muspelheim encOunteR
  01-10
  A band of fire giant youths heading to the 
  Spire of Surtur
  11-20
  Two smolder jotuns arguing about a recent 
  incident
  21-30
  A fire giant dreadnought preparing for 
  battle
  31-40
  Azer merchants hauling a trunk full of gold
  41-50
  A forlorn jotun on its way to a dark lonely 
  cave
  51-60
  A swarm of fire snakes writhing on the 
  ground
  61-70
  A salamander noble accompanied by fire 
  giant bodyguards
  71-80 
  An elder fire elemental scorching the 
  ground
  81-90
  A troupe of bitter jotuns looking to get even 
  with their rivals
  91-00
  A sudden geyser of lava!
  Nidavellir
  1d100
  nidavelliR encOunteR
  01-10
  Three xorn hunting for rare gems
  11-20
  A mining crew of svirfneblin following a 
  rich vein of ore
  21-30
  Drow spies from Svartalfheim
  31-40
  A forlorn jotun looking to be left alone
  41-50
  A vanir mage studying crystals
  51-60
  The unearthed tomb of a jotun lord
  61-70
  An ooze elemental slipping between the 
  cracks
  71-80
  Degenerate trolls hunting for meat
  81-90
  Dwarven scouts from Gol Kalduhr
  91-00
  The tunnel up ahead heaves and now goes a 
  different direction
  
  Chapter IV The Codex and Its Keepers
  359
  
  Chapter IV The Codex and Its Keepers
  360
  The Codex and Its Keepers
  “The Codex of the Infinite Planes is not something to be trifled 
  with. Its power is vast, perhaps as limitless as the multiverse 
  itself, and its ability to corrupt is legendary. We Keepers who 
  have chosen to study it have done so only after a lifetime of 
  preparation, and even than there are those among us who have 
  fallen prey to its powers. It is a vast thing that holds so much 
  promise for understanding the nature of existence, reality, and 
  how everything fits together, but those secrets are locked behind 
  a wall of nigh impenetrable power. Still, we persevere. We simply 
  cannot let down our guard in these duties.”
  Issilda the Unbreakable
  The Codex Keepers, known as planar sages, are the 
  eminent experts on the multiverse, and they have attained 
  this knowledge by careful study of the Codex of the Infinite 
  Planes itself. The artifact is incredible dangerous to 
  possess, but the information contained within it sheds light 
  on the very spark of creation.
  The Codex
  Few outside the Codex Keepers truly understand this, but 
  there are actually two versions of the Codex of the Infinite 
  Planes. The first and most prominent is the artifact, 
  an item that holds the secrets of creation itself. It is 
  unpredictable and wildly dangerous.
  The second type are lesser magical item versions 
  created by the Codex Keepers, though each are still 
  powerful items in their own right. Each codex of the finite 
  planes was created by a master scholar and contains 
  their detailed writings, musings, thoughts, and magical 
  inscriptions. They are all linked together, so that words 
  written in one copy appear in all others, and like their 
  namesake, hold a seemingly infinite number of pages. To 
  date that theory hasn’t been tested however, and they can 
  only be written in using powerful magical rituals jealously 
  guarded by the Codex Keepers.
  Publication History
  The Codex of the Infinite Planes is an artifact that has been 
  with the Dungeons & Dragons game as long as any other 
  artifact. It was originally published in the fourth supplement 
  for the original D&D rules, Eldritch Wizardry, where it 
  appears alongside other noteworthy items such as the Wand 
  of Orcus and the Rod of Seven Parts. Artifacts in the earlier 
  editions of the game were unique items that referenced 
  a table of possible powers, so that each Dungeon Master 
  would have a different version in their campaigns. You never 
  knew the exact powers of an artifact you found, though most 
  had some static effects.
  In that earliest incarnation, the Codex had a 99% chance 
  of simply destroying those who seek its contents, and if 
  anyone under 10th level even touched it they would be slain. 
  Pretty hardcore for any artifact! The item was in the original 
  Dungeon Master’s Guide for 1st Edition Advanced Dungeons 
  & Dragons where it kept most of its debilitating effects, 
  though at least the information referenced its ability to 
  travel the planes.
  Like most artifacts, it was left out of the 2nd Edition 
  Dungeon Master’s Guide but did see print in the Book 
  of Artifacts. The information presented was largely 
  unchanged, though now it had a cumulative 1% chance of 
  inflicting its terrible curse each time a page was turned. 
  It still had a random assortment of powers drawn from a 
  series of tables, though.
  In 3rd Edition, the Codex didn’t see publication until the 
  release of the Epic Level Handbook. It had a potent list 
  of planar travel powers, but reading it required suffering 
  massive damage, and then using it required a mighty skill 
  check or suffer some terrible catastrophe. This idea carried 
  forward to its 4th edition incarnation where it was published 
  in Mordenkainen’s Magnificent Emporium. Its powers were 
  reduced down to being able to transport a group of people 
  anywhere in the multiverse by command, which could be 
  as vague or specific as the bearer wanted. There was still a 
  chance that catastrophe would follow, however.
  It’s not hard to see a pattern of usability emerge through 
  the editions. The earliest incarnations made the artifact 
  a campaign wrecker in the truest sense – who would use 
  such an item in their games? Even at higher levels it was 
  still wildly dangerous and incredibly difficult to work into an 
  existing game. I suspect that it didn’t see much use in many 
  home games – it certainly never was introduced in my home 
  games for any edition! But the artifact held remarkable 
  promise as the basis for a planar sourcebook, and so here 
  we are now.
  
  Chapter IV The Codex and Its Keepers
  361
  Codex of the Infinite Planes
  Wondrous item, artifact (requires attunement)
  The Codex of the Infinite Planes is a massive book, roughly 
  six feet long and half that wide, with dull black obsidian 
  coverings. The pages inside are thin sheets of metal-like 
  paper, seemingly indestructible, with well-organized words 
  embossed or etched into the surface. The language varies 
  wildly, from the known and more common variants on 
  Draconic, Celestial, Abyssal, and Primordial to obscure 
  languages that have yet to be deciphered fully.
  The exact origin of the Codex is not known. Most of the 
  planar sages that have chosen to study its contents believe 
  it is a natural byproduct from the creation of the multiverse 
  itself, and that no specific deity or power created it or 
  controls it. Many gods of knowledge and secrets have been 
  consulted over the centuries regarding its origin and no 
  definitive answer has ever been given.
  The Codex of the Infinite Planes contains an infinite 
  numbers of pages that describe in great detail the contents 
  of the multiverse. More than that, though, it holds formulae 
  and rituals pertaining to unlocking hidden paths and doors 
  that lead all across the planes. One of the more fantastic 
  stories of the artifact tells of the wizard Tzunk who used 
  the Codex in a bold attempt to usurp the Grand Sultan in 
  the City of Brass. His efforts were ultimately thwarted by 
  the powerful genies, though what happened to ambitious 
  Tzunk remains a mystery.
  The fantastic powers of the Codex inspired a group of 
  sages to dedicate their lives to studying and understanding 
  the nature of the multiverse. Known as the Codex Keepers, 
  they view the Codex of the Infinite Planes as the most 
  important key to unlocking the mysteries of the planes. 
  Only a few of the sages have ever actually seen the original 
  artifact in person, but they have managed to create lesser 
  versions to aid in their efforts.
  Random Properties. The Codex of the Infinite Planes 
  has the following random properties:
  • 
  2 minor beneficial properties
  • 
  1 major beneficial property
  • 
  2 minor detrimental properties
  • 
  1 major detrimental property
  Ultimate Teleport. The controller of the Codex can 
  use an action while touching the artifact to teleport to 
  any location on any plane, bypassing all barriers and 
  blocks. This power of the Codex transports itself, the 
  controller, and any willing creature within 30 feet to the 
  stated location, which can be as vague or specific as the 
  controller desires. For example, the controller could use 
  the Codex to teleport to “the treasure room of the Grand 
  Sultan of the Efreeti” and be instantly transported to a 
  treasure room belonging to the Grand Sultan – perhaps 
  in the City of Brass on the Plane of Fire, or perhaps 
  somewhere else. The more specific the stated location, the 
  better chance of getting to that exact location.
  Each time this power is used, the controller must 
  make a DC 20 Intelligence saving throw. On a failure, the 
  transportation is accompanied by a catastrophe of some 
  kind. The below table offers suggestions for catastrophes. 
  If the controller fails the saving throw by 5 or more, they 
  develop an indefinite madness. Roll randomly on the 
  Indefinite Madness table in Chapter 8 of the Dungeon 
  Master’s Guide. This madness cannot be cured while the 
  controller is attuned to the Codex of the Infinite Planes. 
  cOdex catastROphe
  1d100
  catastROphe
  01-20
  Natural Fury. Natural forces rise up to 
  bring ruin and devastation at the teleport 
  destination. Earthquakes, floods, fire storms, 
  or other dangerous elements strike the area.
  21-40
  Fiendish Vengeance. The use of the Codex 
  has caught the attention of a powerful 
  fiend. A gate opens up near the teleport 
  destination through which a host of fiendish 
  creatures rush through, intent on killing 
  the controller and any allies. Roll 1d6 
  to determine the nature of the fiendish 
  creatures: 1-2 demons, 3-4 devils, 5-6 
  yugoloths.
  41-60
  Law Enforcement. Using the Codex 
  inherently messes with the laws of the 
  multiverse, and now the controller has 
  caught the attention of the inevitables of 
  Mechanus. A marut arrives to take the 
  artifact away by force.
  61-80
  Chaos Storm. The Codex rips a hole in the 
  fabric of the multiverse, unleashing a torrent 
  of wild chaotic energy. A chaos storm is 
  unleashed in the teleport destination lasting 
  1d10 minutes. Refer to the Chaos Storm 
  hazard under Limbo for details.
  81-90
  Random Gate. A color pool to another 
  plane appears within 100 feet of the teleport 
  destination, similar in nature to those found 
  on the Astral Plane. Roll randomly for the 
  gate’s location (found under the Color Pool 
  hazard under the Astral Plane). The color 
  pool lasts for 1d6 hours and pulls through a 
  creature from the destination plane when it 
  appears.
  91-00
  Planar Peril. A random planar hazard 
  affects the teleport destination. Roll on 
  the Planar Hazard table in Chapter 4 to 
  determine the exact effect.
  Destroying the Codex. The Codex of the Infinite Planes 
  is immune to damage of any type. The Codex Keepers 
  believe it cannot be destroyed by any means due to its 
  inherent link to the fabric of the multiverse, but some have 
  postulated theories based on the incomplete translations 
  of the complex language making up the bulk of the 
  contents. These theories suggest the artifact can only be 
  destroyed in the Far Realm under specific circumstances.
  
  Chapter IV The Codex and Its Keepers
  362
  Codex of the Finite Planes
  Wondrous item, very rare (requires attunement by a 
  spellcaster)
  The Codex Keepers have devoted their lives to 
  understanding the mysteries of the multiverse by studying 
  the legendary Codex of the Infinite Planes. However, this 
  powerful artifact is notoriously difficult to track down and 
  dangerous to possess, so the Codex Keepers have created 
  lesser versions in the halls of the Citadel of Arx Infinitus. 
  Each of these items are still powerful, but a codex of the 
  finite planes involves less risk in its use.
  Each codex of the finite planes appears as a large book, 
  roughly two feet tall and half that wide, with thin metallic 
  sheets of paper between black ironbound covers. They 
  are surprisingly light, however, each only weighing 10 
  pounds. A silver clasp keeps the book closed and can 
  only be opened by the attuned holder. Inside, the book 
  holds a theoretical infinite number of pages, many filled 
  with scrawled handwriting from hundreds of users in a 
  staggering variety of languages.
  The knowledge contained within the codex of the finite 
  planes can help understand the nature of the planes. Up 
  to three times per day, you can cast a special version of 
  the legend lore spell while holding the codex to tap into 
  the vast pool of knowledge inside. The subject of the spell 
  must relate somehow to one of the planes of existence that 
  is not the Material Plane (ultimately up to the Dungeon 
  Master to determine).
  Each copy of the codex of the finite planes is linked to 
  the other copies, so when an attuned wielder writes down 
  information in it using a special quill and ink created in the 
  Citadel of Arx Infinitus, the information magically appears 
  in all other versions of the item. Several sections of each 
  copy are devoted to messages between the planar sages of 
  the Codex Keepers, offering hints and details on current 
  and former projects.
  Each codex of the finite planes has 10 charges. While 
  holding it, you can use an action to expend 1 or more 
  of its charges to cast one of the following spells from it, 
  using your spell save DC: astral projection (5 charges), 
  banishment (3 charges), etherealness (3 charges), and 
  plane shift (4 charges).
  The codex regains 1d6 charges once every 24 hours. If 
  you expend the last charge, roll a d20. On a 1, the codex 
  blackens and the pages crumbles to powder.
  Codex Keepers
  There is no more important book in all the multiverse 
  than the Codex of the Infinite Planes, at least according 
  to some, and the knowledge contained within it is said to 
  come straight from the formation of the multiverse itself. 
  Its existence predates all other known items, and the 
  secrets held in its pages can supposedly unravel the fabric 
  of reality itself.
  There are those that believe such power needs to be 
  monitored carefully, and thus the Codex Keepers were 
  formed. This group of sages, wizards, and scholars 
  have gathered together to understand the nature of the 
  multiverse and to keep a close eye on the Codex of the 
  Infinite Planes wherever it may appear. They are the 
  ultimate authority on the general nature of the planes, 
  and in there secret demiplane of Arx Infinitus they gather 
  knowledge from all over existence.
  History
  The Codex Keepers were organized originally over 1,000 
  years ago by the elven wizard Prescaryn, an aged and 
  learned sage from the Arrathalass Conclave on Arborea, 
  who ran across a mortal bearing the Codex of the Infinite 
  Planes itself. The mortal was driven mad by the book 
  and stumbled upon Nasselaithess in hopes of stealing its 
  arcane secrets. He would have succeeded had Prescaryn 
  not taken certain defensive precautions, actions thought 
  foolish at the time by her elven colleagues.
  Prescaryn took the artifact and kept it in her tree tower 
  on Arborea for many years. She studied it, learned its 
  history, and became increasingly fearful of its untold 
  power to travel the multiverse. With it, a person could 
  go anywhere, bypass any lock, get into any place, no 
  matter the defenses. Her own defensive spells worked 
  only because the mortal didn’t understand elven magic, 
  but after her time studying the Codex Prescaryn came to 
  realize the full potential of the artifact.
  She brought her concerns to her colleagues at the 
  Arrathalass Conclave, but they dismissed them as 
  “beneath elven notice.” Her use of the artifact to prove her 
  point backfired, and Prescaryn was banished from the 
  elven land of Nasselaithess. Taking the Codex, she worked 
  with other arcane contacts and created a demiplane using 
  powerful magic to keep it hidden.
  Initially, Prescaryn brought other likeminded sages 
  into her demiplane to help share the scholarly load. She 
  tasked some with maintaining the demiplane, now known 
  as Arx Infinitus, and others she set to research topics. 
  They built a magical fortress to house their findings, and 
  word eventually spread out that the Codex Keepers were 
  amassing vast amounts of planar knowledge.
  
  Chapter IV The Codex and Its Keepers
  363
  Over time, however, Prescaryn began to change. Some 
  believe that her time spent with the Codex of the Infinite 
  Planes warped her sense of perspective, driving her 
  mad and keeping her locked in her personal quarters. 
  Eventually her friends in the Citadel of Arx Infinitus came 
  to check on her and the friendly meeting turned into a 
  violent confrontation. Prescaryn unleashed potent magical 
  power in an amazing display of arcane prowess, but her 
  friends were skilled as well. The elven wizard, clearly 
  unhinged by the corrupting effect of the Codex of the 
  Infinite Planes, used the artifact in a last desperate act.
  The result was an explosion that rocked the citadel. 
  Prescaryn was never heard from again and the Codex was 
  thrown to the multiverse. By this time, the planar sages 
  had already developed their less corrupting versions to 
  share knowledge, but the Codex remains a valuable if 
  dangerous tool for them. It has resurfaced numerous times 
  since Prescaryn’s disappearance, sometimes staying in 
  Arx Infinitus, and sometimes necessitating direct action by 
  the Codex Keepers to keep its vast power from falling into 
  untrained hands.
  Organization
  The Codex Keepers have a loose structure. The rank and 
  file members that tend to the library stacks and other 
  duties of Arx Infinitus are known as minor scholars. Once 
  a minor scholar has proven their worth in the organization 
  they can elevate to planar scholar, where they take on 
  projects both on individual and larger organization levels. 
  Most planar scholars focus their study on one particular 
  aspect of the multiverse, such as the Inner Planes, Echo 
  Planes, Transitive Planes, or a grouping of Outer Planes.
  The highest rank of the Codex Keepers are the master 
  scholars. These are titans of knowledge that have truly 
  made an impact on the efforts of the organization, and a 
  key requirement to becoming a master scholar is to have 
  held the Codex of the Infinite Planes itself. Each master 
  scholar has a codex of the finite planes that they use as a 
  repository for all of their knowledge.
  Joining the Codex Keepers
  Membership in the Codex Keepers is by invitation only. 
  Prospective applicants must be sponsored by a planar 
  scholar, who is brought before a panel of master scholars 
  in a biannual ceremony. The applicant’s credentials are 
  reviewed in detail, but most of master scholars understand 
  the heart of the Codex Keepers is not in academic 
  achievement but in planar vigilance. Many skilled and 
  brilliant students have been brought before the council of 
  master scholars only to have their membership rejected 
  on grounds of “personality conflict” – those seeking to 
  leverage the assets of Arx Infinitus for their own personal 
  gain are usually spotted and eliminated before graduating 
  to full members.
  Noteworthy Master 
  Scholars
  The Codex Keepers have boasted a large roster of notable 
  sages over the years. Many were adventurers in their 
  younger days, experiencing the wonders of the multiverse 
  firsthand before joining the prestigious scholarly 
  organization to share their thoughts with others. The 
  following is a small sample of the most active sages of the 
  Codex Keepers currently, many of whom have contributed 
  many details to the library of Arx Infinitus.
  Astromarchus the Sage
  Male human wizard, neutral good
  Astromarchus has served as a master scholar in the Codex 
  Keepers longer than any other living being in Arx Infinitus. 
  He is an ancient human who has prolonged his life through 
  potions and elixirs, but time eventually catches up with 
  everyone so it seems. Bent and stooped, Astromarchus 
  rarely leaves the citadel anymore, though his mind remains 
  as sharp as ever.
  Astromarchus is the foremost authority on the Inner 
  Planes in Arx Infinitus. In his younger days he spent 
  years wandering the elemental planes, including long 
  periods in the City of Brass and City of Glass. He retains 
  a large number of contacts throughout the major centers 
  in the Inner Planes, and his knowledge about elemental 
  workings, functions, and design is without equal.
  Emirikol the Chaotic
  Gender fluid human (?) sorcerer, chaotic neutral
  The nicest thing one can say about Emirikol is that they 
  are unique. Emirikol has traversed more areas of the 
  multiverse than any other master scholar, but their attitude 
  wins them no friends. They are a scandalous rogue with a 
  deceptively charming smile, grandiose sense of personal 
  style, and an ever-changing worldview that truly lives up 
  to their personal title. They are non-binary, preferring to 
  live every moment of every day in whatever whim strikes 
  them at the moment. They embody chaos and freedom in 
  all ways.
  Emirikol was granted the role of master scholar in 
  recognition for their extensive knowledge and arcane 
  aptitude. Their deeds and skills are a thing of some remark 
  in the halls of the Arx Infinitus citadel, which they rarely 
  visit, but Emirikol’s insights into the Outer Planes focused 
  on the chaos spectrum is unparalleled.
  
  Chapter IV The Codex and Its Keepers
  364
  Issilda the Unbreakable
  Female human wizard, lawful neutral
  Cold, calculating, and pragmatic, Issilda is a black 
  skinned human woman from a distant Material Plane 
  who has mastered many arcane arts. She is known for her 
  trademark suit of plate armor, and while it is magical in 
  many ways Issilda is a wizard trained to wear and use such 
  armor safely. She rarely talks about her home and coolly 
  rebuffs any attempts to bring up the subject.
  Issilda’s admiration for the powers of ultimate law 
  and order shine brightly in her works. She has written 
  extensively regarding the Outer Planes that align closely 
  with law, though her deep knowledge of the Lex on Arcadia 
  bears special mention. Lawyers of the Lex have frequently 
  called upon Issilda to offer expert opinions in matters 
  pertaining to magical law, and many believe she trained for 
  a time with Nomos Prime on Arcadia.
  Lillandri the Moon Mage
  Female elf wizard, chaotic good
  Many mistake Lillandri for a druid and with good reason. 
  Her youthful features bely her extreme age thanks to 
  her elven heritage, though truly her carefree attitude 
  and playful demeanor are responsible for her young 
  appearance. She dresses in simple robes of blue and 
  green, and often keeps feathers from various animals 
  tucked into her thick blonde braids.
  Lillandri may seem unfocused but her knowledge of 
  the Transitive and Echo Planes is highly regarded. She 
  comes from the Plane of Faerie where she served as the 
  court wizard to the archfey lord Oberon of Mithrendain. 
  The Codex of the Infinite Planes came into the Autumn 
  City one day and Lillandri was called upon to deal with 
  its possessor. Afterwards, she kept the book for a time 
  before being invited to Arx Infinitus, and she has taken up 
  studying the multiverse ever since.
  Malakara the Warden
  Male human wizard, neutral evil
  Malakara is a black-haired, serious-faced wizard with 
  brilliant emerald eyes and a hooked nose. He dresses in 
  sharp noble clothing and keeps his beard trimmed and 
  pointed. Most in the Arx Infinitus citadel fear his strange 
  gaze and few of the minor or planar scholars attend to him 
  in his lonely tower. This suits Malakara just fine, and while 
  he believes firmly in the mission of the Codex Keepers, he 
  has a self-centered greedy streak that drives him forward.
  Malakara’s origins are not known, but gossip among 
  the lesser scholars say that he is a protégé of the great 
  wizard Mordenkainen. That famous wizard has been seen 
  in Arx Infinitus visiting Malakara behind closed doors, 
  keeping the nature of the visits a secret. Among the master 
  scholars, Malakara holds the greatest knowledge on the 
  Outer Planes that revolve around conflict and balance.
  Arx Infinitus
  Arx Infinitus is a demiplane floating in the Deep Ethereal 
  sealed away from intruding access by powerful abjuration 
  magic. The Codex Keepers have studied the Codex of the 
  Infinite Planes long enough to have gleaned some of its 
  defensive secrets, and while they cannot keep the bearer 
  of that powerful artifact out, nearly all other intruders are 
  barred from accessing the demiplane.
  The demiplane is about 5 miles across in a sphere 
  shape. In the center floats a magnificent stone and silver 
  fortress, the Citadel of Arx Infinitus, with dozens of 
  spires rising up from the halls and buildings of the main 
  structure. It floats on an island of earth in breathable air, 
  and a picturesque landscape of breathtaking mountains 
  and beautiful vistas surrounds this center island. It is all an 
  illusion, however, cleverly painted on the interior “walls” 
  of the demiplane to give the impression of a vast and 
  gorgeous landscape.
  Dozens of smaller islands, most only 30 feet across, 
  float around the central citadel roughly at “ground” level 
  with the building. These smaller islands contain grass, 
  rocks, and other natural features, and many scholars of the 
  Codex Keepers spend their days in contemplation among 
  them. Each island can be “piloted” by force of thought, 
  though at a slow pace, allowing for drifting and moving 
  among the quiet air.
  Three larger islands are anchored closer to the entrance 
  to the citadel. These islands each contain a special 
  teleportation circle that members can use to travel outside 
  and return safely. The sigil sequence of each circle changes 
  on a regular basis to prevent access from getting out to 
  the wider multiverse, and protective wards keep first time 
  visitors enclosed in force cages until dealt with by a planar 
  or master sage of the citadel.
  
  Chapter V Planar Toolbox
  365
  “Those of us who have studied the Codex of the Infinite Planes 
  understand a simple truth – the multiverse is so much more 
  than anyone realizes, or can possibly comprehend. We study, 
  categorize, index, and classify the known realities but this is just 
  a small portion of what’s really out there. How many more worlds 
  exist? How many more wonders and terrors await discovery? It’s 
  impossible to know, but that’s the allure for many of us. To dive 
  into the known in search of the unknown.”
  Astromarchus the Sage
  The multiverse of Dungeons & Dragons is already large, 
  with four major Inner Planes, a host of intersecting 
  realities, Transitive Planes, Echo Planes, and sixteen 
  major Outer Planes. The staggering variety of 
  environments across these known planes of existence is 
  enough to sustain most campaigns without touching all of 
  them!
  But they’re not known as the infinite planes for nothing. 
  There is so much more than can be folded into the 
  multiverse, the limit is truly your imagination. This chapter 
  provides some tools that can be used to generate new 
  planes of existence. They aren’t meant to be used truly as 
  a random generator, though you could do it, but instead as 
  a springboard for ideas. Use them as inspiration but feel 
  free to change or completely break some of the paradigms 
  outlined in the tables. Infinite planes means infinite 
  possibilities!
  Random Tables
  Creating a whole new plane starts with an idea. Are you 
  looking to fulfill a specific purpose with the plane? Or 
  answer a specific question? For example, the alchemy 
  jug can produce a wide variety of substances. Where do 
  these substances come from? Perhaps there’s a Plane of 
  Mayonnaise that holds an infinite supply of mayonnaise, or 
  a Plane of Vinegar or Beer.
  This rough idea for the plane can answer a lot of 
  questions about the nature of the plane. Continuing the 
  example of the Plane of Mayonnaise, one could postulate 
  that time does not flow normally there. How else would the 
  mayonnaise be prevented from spoiling? Or perhaps there 
  is something inherent in the air that keeps the mayonnaise 
  fresh? It may be a roiling sea of infinite mayonnaise, 
  functioning like a thicker version of the Plane of Water, 
  with creatures adapted to the strange environment. Mayo 
  sharks? Mayo whales? Why not mayonnaise-related genies? 
  Let inspiration take you to wherever it leads!
  Sometimes, the nature of the plane may not inherently 
  suggest a trait. How does gravity work on the Plane of 
  Mayonnaise? What kind of geographic features would it 
  hold? Are there any other features? You can use the below 
  tables to help jumpstart the creative process by randomly 
  determining the nature of gravity, time, geographic 
  features, and dominant traits. You can also roll on the 
  master list of hazards and phenomena for a truly wild 
  result!
  planaR gRavity
  1d20
  planaR gRavity
  1-10
  Normal Gravity.
  11-12
  Heavy Gravity. Jumping distance is halved 
  and all Strength and Dexterity checks and 
  saving throws are made with disadvantage.
  13-14
  Light Gravity. Jumping distance is doubled 
  and all Strength and Dexterity checks and 
  saving throws are made with advantage.
  15-16
  No Gravity. All walking speeds are reduced 
  to 0. Creatures 
  17-18
  Objective Directional Gravity. Gravity is 
  oriented towards an object, but the location 
  or position of the object may change.
  19-20
  Subjective Directional Gravity. Gravity is 
  oriented based on how the traveler wants it 
  to be oriented.
  planaR time
  1d20
  planaR time
  1-10
  Normal Time. 
  11-12
  Flowing Time (Fast). Time passes quicker 
  on the plane. For every minute on the plane, 
  one second passes on the Material Plane.
  13-14
  Flowing Time (Slow). Time passes slower 
  on the plane. For every minute on the plane, 
  one hour passes on the Material Plane.
  15-17
  Erratic Time. Time passes randomly, slower 
  or faster.
  18-19
  Timeless. Time does not pass on the plane.
  20
  Timeless (Retroactive). Time does not pass 
  on the plane, but leaving it catches up on the 
  lost time in an instant.
  Planar Toolbox
  
  Chapter V Planar Toolbox
  366
  planaR geOgRaphic featuRe
  1d20
  geOgRaphic featuRe
  1-2
  Arctic
  3
  Coastal
  4-5
  Desert 
  6-7
  Forest 
  8-9
  Grassland
  10-11
  Hill
  12-13
  Mountain
  14-15
  Swamp
  16-17
  Underground
  18-19
  Underwater
  20
  Urban
  planaR tRait
  1d20
  planaR tRait
  1
  Air-Dominant. The plane has wide open 
  spaces dominated by air or other gases.
  2
  Earth-Dominant. The plane has 
  underground features, perhaps accessible via 
  tunnels or caves.
  3
  Fire-Dominant. Fire and heat are dominant 
  forces on the plane.
  4
  Water-Dominant. Large bodies of waters or 
  seas feature prominently on the plane.
  5
  Positive-Dominant. The plane has strong 
  influences from the Positive Energy Plane, 
  often resulting in radiant damage.
  6
  Negative-Dominant. The plane has strong 
  influences from the Negative Energy Plane, 
  often resulting in necrotic damage.
  7
  Good-Aligned. The plane aligns closely with 
  good morals, such as helping others and 
  fostering a sense of community.
  8
  Evil-Aligned. The plane aligns closely with 
  evil morals, inflicting pain and suffering 
  without reason.
  9
  Law-Aligned. The plane is strongly linked to 
  the ideals of order and organization.
  10
  Chaos-Aligned. The plane is strongly tied to 
  the idea of pure chaos and randomness.
  12
  Dead Magic. Magic does not function on the 
  plane at all.
  13
  Wild Magic. Casting spells or using magical 
  effects creates spontaneous wild magic 
  results.
  14
  Impeded Magic. Magic is hampered, making 
  casting difficult. Spell attack rolls suffer 
  disadvantage and spell saving throws have 
  advantage.
  1d20
  planaR tRait
  15
  Enhanced Magic. The potency of magic is 
  increased. Spell attack rolls have advantage 
  and saving throws against spells and magical 
  effects suffer disadvantage.
  16
  Limited Magic. A specific school of magic is 
  treated normally but others are considered to 
  be a dead magic zone.
  17
  Static. The plane cannot be changed or 
  altered by normal means.
  18
  Highly Morphic. The plane changes 
  regularly, perhaps due to external forces or 
  simply randomly.
  19
  Magically Morphic. The plane is highly 
  susceptible to change from magical sources. 
  Perhaps the plane’s geography alters 
  automatically after a spell is cast.
  20
  Sentient. The plane is alive and responds 
  with actions or thoughts.
  Hazards & Phenomena 
  Master List
  The following is a list of all of the hazards and phenomena 
  described in Chapter 3. The table includes the source 
  plane of the hazard and a quick description. For inspiration 
  you can roll randomly on the table using a 1d120. To 
  achieve this roll, take a d10 and a d12 and roll them 
  together, reading the d12 result as the “tens” position and 
  the d10 as the “ones” position – treat a result of 12 on the 
  d12 as a “0” unless you also roll a 10 on the d10, in which 
  case the result is 120.
  
  Chapter V Planar Toolbox
  367
  1d120
  name
  plane Of ORigin
  descRiptiOn
  1
  Abyssal Threats
  Abyss
  Random threat by terrain and source
  2
  Agathys Cold
  Carceri
  Numbing cold
  3
  Arcadian Flawless Fruit
  Arcadia
  Fruit that gives the benefit of a random potion
  4
  Ash Cloud
  Plane of Fire
  Thick area of near darkness
  5
  Astral Conduit
  Astral Plane
  Conduits that connect to other planes of existence
  6
  Astral Traveler
  Astral Plane
  Random powerful traveler and purpose
  7
  Avalas Bloodlust
  Acheron
  Rush of powerful adrenaline in combat
  8
  Befuddling Rain
  Plane of Faerie
  Raindrops that cause intense magical confusion
  9
  Berserker Fury
  Ysgard
  Powerful battle rage
  10
  Blackout
  Plane of Fire
  Period of pure darkness darkens the sky
  11
  Blessed Beneficence
  Mount Celestia
  Good creatures receive a boon
  12
  Blizzard
  Border Elemental Planes
  Long and dangerous periods of intense snow and cold
  13
  Blood War Aftermath
  Hades
  Remnants of a recent battle in the Blood War
  14
  Breaking the Law
  Arcadia
  Guidelines for breaking complex laws
  15
  Cacophonous Wind
  Pandemonium
  Shrieking winds make communication difficult
  16
  Cania Deathly Cold
  Nine Hells
  Deep cold that freezes creatures to death
  17
  Cathrys Acidic Rot
  Carceri
  Acid in the air that eats away at equipment
  18
  Cavern Collapse
  Plane of Earth
  Tunnel or cave collapses, dropping rock and dirt in a wide 
  area
  19
  Chaos Storm
  Limbo
  Surge of magical energy with wild unpredictable results
  20
  Chokeclouds
  Border Elemental Planes
  Choking poisonous clouds
  21
  Climbing and Falling
  Gehenna
  Treacherous slopes that make climbing and falling hazardous
  22
  Color Pool
  Astral Plane
  Floating pools of color coded to each plane of existence
  23
  Colothys Echos
  Carceri
  Powerful echoes that can be heard for miles
  24
  Cruel Hindrance
  Gehenna
  Hinder effects that try to help others
  25
  Darkland
  Plane of Shadow
  Area of intense physical and spiritual cold
  26
  Dead God
  Astral Plane
  Floating corpses of former deities rich in minerals and 
  resources
  27
  Deadwave
  Ethereal Plane
  Black ribbon of necromantic energy
  28
  Deep Freeze
  Border Elemental Planes
  Plunging temperatures freeze any unprotected objects and 
  creatures
  29
  Demiplane
  Ethereal Plane
  Random attributes of a self-enclosed plane of existence
  30
  Dis Weight of the Walls
  Nine Hells
  Imposing walls seem to close in around everyone
  31
  Distinct Clouds
  Plane of Air
  Clouds of varying size, color, and type
  32
  Dreamscape
  Plane of Dreams
  Bubble of dream reality
  33
  Earthquake
  Plane of Earth
  Underground earthquake
  34
  Easy Restfulness
  Elysium
  Remove exhaustion easily
  35
  Elemental Collision
  Limbo
  Elemental forces collide and release energy
  36
  Elemental Gash
  Ethereal Plane
  Fissure of elemental power spewing out energy
  37
  Elemental Storm
  Plane of Air
  Powerful storms pulled from the Elemental Chaos
  38
  Emotional Spike
  Plane of Dreams
  Wave of emotional energy that boosts a single ability
  39
  Ether Cyclone
  Ethereal Plane
  Twisting force that warps space and travel
  40
  Ethereal Curtain
  Ethereal Plane
  Color-coded gates to known planes of existence
  41
  Fell Despair
  Plane of Shadow
  Feeling of dread that affects living creatures with a random 
  mental burden
  
  Chapter V Planar Toolbox
  368
  1d120
  name
  plane Of ORigin
  descRiptiOn
  42
  Forgetfulness
  Plane of Faerie
  Washing of recent memories upon leaving the plane
  43
  Furnace Vent
  Gehenna
  Blast of poison that lasts for hours
  44
  Golden Rewards
  Elysium
  Inspiration for non-evil characters
  45
  Great Modron March
  Mechanus
  March of mechanical humanoids
  46
  Grinding Gears
  Mechanus
  Teeth of enormous gears grind together
  47
  Harmonious Vitality
  Arcadia
  Planar harmony that provides immunity to certain conditions
  48
  Heroic Rebirth and 
  Recovery
  Ysgard
  Creatures falling in battle automatically resurrect the next 
  day
  49
  Hot Zone
  Plane of Fire
  Pocket of incredibly hot air that ignites flammable material
  50
  Hungry Grass
  Bytopia
  Disease-spreading corrupted grass
  51
  Hunter’s Paradise
  Beastlands
  Heightened abilities of hunters
  52
  Ice Pocket
  Plane of Water
  Region of particularly cold water
  53
  Inferno Wave
  Plane of Fire
  Massive wave of burning lava in a sea of fire
  54
  Insect Swarms
  Border Elemental Planes
  Swarms of biting distracting insects
  55
  Krangath Icy Void
  Gehenna
  Void-filled darkness saps away life
  56
  Labyrinth Winds
  Plane of Air
  Traveling through invisible air channels to reach a destination
  57
  Lava Geyser
  Plane of Fire
  Burst of fire in a great fountain
  58
  Law of Averages
  Mechanus
  Predictable math for everyone
  59
  Light Fall
  Ethereal Plane
  Luminous white and yellow “drops”
  60
  Linquistic Equality
  Mechanus
  Everyone can understand everyone
  61
  Madness
  Pandemonium
  Indefinite madness that infects travelers
  62
  Magma River
  Plane of Earth
  Ribbon of liquid magma capable of burning and burying
  63
  Magmafall
  Border Elemental Planes
  Roiling wave of magma dumping lava from a high height
  64
  Maladomini Cloud of Flies
  Nine Hells
  Enormous clouds of buzzing flies distract creatures
  65
  Malbolge Stone Avalanche
  Nine Hells
  Falling rocks from a higher elevation crush and trap
  66
  Material Erosion
  Bytopia
  Breakdown of nonmagical equipment and buildings
  67
  Minauros Hailstorms
  Nine Hells
  Shards of ice inflict slashing damage over an area
  68
  Minethys Sandwave
  Carceri
  Lurching wave of sand that crushes and buries
  69
  Mudsink
  Border Elemental Planes
  Unassuming patch of thick mud that draws and drowns 
  victims
  70
  Mungoth Acidic Snow
  Gehenna
  Acidic snow falls in a large area
  71
  Necromantic Seepage
  Plane of Shadow
  Purplish sludge that boosts undead and hurts the living
  72
  Nessus Utter Despair
  Nine Hells
  Exhausting darkness that fills victims with hopelessness
  73
  Niflheim Clinging Mists
  Hades
  Thick mists that cling stubbornly to the land
  74
  Oblivion Moss
  Plane of Faerie
  Memory-eating moss
  75
  Ocanthus Razorstorm
  Acheron
  Dangerous shards of razor-sharp black ice fill the air
  76
  Oinos Wasting Sickness
  Hades
  Lethal disease that wastes away the flesh of the victim
  77
  Ooze Flow
  Plane of Earth
  Acidic mud spreads out in a wide area
  78
  Oppressive Darkness
  Pandemonium
  Light-eating darkness
  79
  Othrys Quicksand
  Carceri
  Sucking sand that draws and traps victims
  80
  Pandemonium Windstorm
  Pandemonium
  Howling wind with a random dangerous effect
  81
  Pandesmos Spider 
  Climbing
  Pandemonium
  Natural ability for creaures to climb walls and ceilings
  82
  Passionate Weather
  Arborea
  Random violent weather
  83
  Path of Good Intentions
  Elysium
  Travel is difficult for those with evil purposes
  
  Chapter V Planar Toolbox
  369
  1d120
  name
  plane Of ORigin
  descRiptiOn
  84
  Phlegethos Flame Eruption
  Nine Hells
  Burst of fire in a great fountain
  85
  Pluton Memory Leech
  Hades
  Gradual loss of memories and self
  86
  Porphatys Scarlet 
  Snowstorm
  Carceri
  Storm of acidic snow
  87
  Power of the Mind
  Limbo
  Movement and actions are based on Intelligence
  88
  Powerful Current
  Plane of Water
  Strong underwater currents that push and pull
  89
  Prison Plane
  Carceri
  Escape from the plane by normal means is impossible
  90
  Protomatter
  Ethereal Plane
  Floating chunks of semi-solid raw material
  91
  Psychic Wind
  Astral Plane
  Wave of lost memories that can stun and bewilder creatures
  92
  Pulse Crystals
  Plane of Earth
  Cluster of unusually colored pulsating crystals
  93
  Rain of Fire
  Plane of Fire
  Fireballs fall from the sky
  94
  Random Peaceable 
  Kingdom
  Arcadia
  Tables for generating a kingdom on the fly
  95
  Random Transmutation
  Limbo
  Unattended objects and nearby terrain can morph suddenly 
  and drastically
  96
  Red Lightning Strike
  Border Elemental Planes
  Streaks of red lightning that strike randomly
  97
  Red Tides
  Plane of Water
  Filthy patch of fungus and spores that inflict disease 
  underwater
  98
  Rock Rot
  Plane of Earth
  Unstable regions caused by mineramites
  99
  Rockslide
  Gehenna
  Disturbance from a higher elevation sends rocks tumbling
  100
  Shadow Stain
  Plane of Shadow
  Pool of energy that heals undead and maximizes 
  necromantic damage
  101
  Shape of Beasts
  Beastlands
  Changing into a beast shape can have consequences
  102
  Shurrock Weather
  Bytopia
  Extreme shifts in weather patterns
  103
  Slime Water
  Plane of Water
  Large patch of poisonous slime water
  104
  Slothsludge
  Bytopia
  Thick tar that inflicts exhaustion
  105
  Stygia Frozen Wind
  Nine Hells
  Strong wind brings freezing temperatures
  106
  Terror Ripple
  Plane of Dreams
  Wave of fear-inducing power
  107
  The Graying
  Hades
  Leeching of color to a pallid gray
  108
  Thin Air
  Plane of Dreams
  Area of thin air that makes it difficult for breathing creatures
  109
  Thuldanin Petrification
  Acheron
  Living creatures slowly turn to stone
  110
  Time Loss
  Plane of Faerie
  Shift in time upon leaving a plane
  111
  Time Ripple
  Astral Plane
  Tear in the fabric of time that can warps time in a moment
  112
  Timelessness
  Astral Plane
  Creatures on the plane are unaffected by the passage of time
  113
  Tintibulus Exhaustion
  Acheron
  Unusual geometric force physical exhausts living creatures
  114
  Trial of Enlightenment
  Mount Celestia
  Traveling between layers requires passing an internal trial
  115
  Vile Transformation
  Hades
  Chance to transform into a larvae over time
  116
  Void Maelstrom
  Plane of Air
  Vortex of black power pulled from the Negative Energy Plane
  117
  War Cloud
  Acheron
  Hazy cloud that boosts creatures when they attack opponents
  118
  Wave of Change
  Plane of Dreams
  Shift in reality as the landscape alters in minor or major ways
  119
  Whirlpool
  Plane of Water
  Buffeting vortex of water sucks in everyone around it
  120
  Wild Thorns
  Plane of Faerie
  Region of draining foliage that makes travel difficult
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dave Coulson/Codex of the Infinite Planes.pdf