Open Design - Dark Roads and Golden Hells
Open Design - Dark Roads and Golden Hells
Open Design - Dark Roads and Golden Hells
by Dan Voyce
Dark Roads &
Golden Hells
Credits
Lead Designer: Dan Voyce Cover Artist: Malcolm McClinton
Designers: Jarrod Camiré, Sarah Hood, Interior Artists: Rick Hershey, Marc Radle,
Chad Middleton, Umber Phillips, Hugo Solis, Corey Trego-Erdner
John Pope, Burt Smith, Brian Suskind, Cover Design and Interior Layout: Marc Radle
George “Loki” Williams Publisher: Wolfgang Baur
Editor: Scott Gable
Patrons
David Ackermann, Jason Alexander, Anonymous, Paul Baalham, Michael Baker, Chris Banks, Stefan Beate, Tom Benton, Mark Bibler, James Biltcliffe, Tycho
Bismeijer, Shane Blake, Jonas Boesch, Alain Bourgeois, Daniel Brumme, Jarrod Camiré, Jeremy Chee, Wil Church, David Clark, Jim Clunie, Bradley Colver,
Will Cooper, Matthew Craft, Patrick Curtin, Matthew C. Cutter, Adam Daigle, David DeRocha, Sebastian Dietz, Bob Doherty, Andrew Durston, Brett
Easterbrook, Jeffrey Erwin, Ben Ferguson, Jordan Fong, Mike Franke, Michael Furlanetto, Steve Geddes, Georg Gerleigner, Thilo Graf, Richard Green, Allan
Grohe, Jim Groves, Amos Hairston, Patrick Halverson, Lachlan Hayes, Sarah Hood, Ronald Hopkins, Timothy Huber, Tracy Hurley, Iyar Inyamin, Phillip
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Table of Contents
“The gate is opening. Take my hand. Prepare your eyes for wondrous
things. Prepare your soul for terror and temptation. Don’t let us
become separated. And never think that you’re safe in either the
brightest Heaven or the emptiest Hell. This place is not for mortal kind.
It is the playground of gods and the prison of things that the gods threw
down. You will not return unchanged.”
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Dark Roads and Golden Hells
here are more lands beyond the world than any one man never were and might have been—and slip entirely from this reality
T can dream. Worlds of perfect clockwork order and worlds of
broiling chaos. Planes that embody love, war, solitude, and
into mirror versions and infinite permutations of all these worlds
and planes. Wherever you look, there’s more to see.
second chances. Places where memories cluster in bleak, dark eddies The planes are as big as you can handle, and then one horizon
and stories have the power of gods. more.
These are the planes beyond, a sea of dreams and possibilities—
more than mere afterlife and godly real estate. The planes beyond flow
with the glorious results of the creative mortal mind: philosophies,
morals, and ideals; unimpeachable freedoms, laws, and universal
A UNIVERSE OF IDEAS
principles; faiths and dreams. Sometimes they are known as the Built from faith and ideas, you can find a place for every facet of the
“outer planes,” but they are bound to the mortal world. To explore mortal soul out here. Good and Evil, Order and Chaos, are just the
one is to explore the other. most famous and easily identified planes. There are planes of Art and
So let’s go exploring. Beauty, Music, Freedom, and Trade—each with their own ambience
and powers. But few are as powerful as the great alignments.
As mortal belief and dreams shift their focus between different
ideals, the Sea of Possibilities changes. Planes mate and merge, giving
WHAT ARE THE birth to new realms; demiplanes and pocket dimensions evolve as
belief in them grows and changes. Although they might deny it, even
PLANES? the mighty planar continents of Heaven and Hell began this way,
many eons ago.
All of Creation is made from souls. Here’s an example: they say that War has swelled immensely
This is the first and greatest truth of all Creation: the woven since Heaven and Hell began their fight, reaching out to touch
web of planes is formed by transubstantiated soul energy—passions, Slaughter and Massacre; Honor and Pride; Ambition, Cowardice,
faith, and belief spawned by the living and harvested from the dead. and Disregard—and tainting many other planes with Battle. Both
In a way, the multiverse is a giant perpetual motion machine, a mill sides draw upon the power of War, and with their actions, War’s
grinding up soul (albeit painlessly in some places) to create the power feeds back into the mortal realm, entering the souls of more
materials needed to endlessly power, repair, and expand itself. and more mortals, in a cycle of growing power. There are those who
Sages, magi, pontiffs, and philosophers all have differing views fear that War may eclipse even Heaven and Hell one day, causing
on the planes, but in many respects, truth is not as important as Good and Evil to embrace the fight itself and forget why they’re
conviction. All these competing, sometimes contradictory views fighting.
Lore of the Planes
empower their believers equally. Are they all paradoxically correct, Of course, planes can also fall into ruin or wither so small that
part of some greater whole we cannot understand? Or is it all a you can hold them in the palm of your hand. Starved of soul energy,
matter of perspective, and even cosmic truths are relative? No one a plane can shrink and atrophy to a mere shadow of its former self,
can say. What makes mortals mortal may be the biggest barrier of all or even be deliberately wounded and maimed. In a spiral of decay,
to understanding the planes. We’re just not designed to be out here. a wounded plane loses the ability to inspire the mortal heart, and
There are so many things that no one understands. Maybe the as it slips from the mortal mind, it loses more and more power.
gods know all the secrets of the planes, but even that is doubtful— Nowadays, few creatures remember what “jakumnaziak” is, or the
and if they do know, they are certainly not telling. Perhaps everyone color ulfire, so those planes are now almost powerless.
must find his or her own answer. Great metaphysical questions drive So long as at least someone believes in it, however, a plane won’t
many, mortal and outsider alike, to venture beyond what they know. vanish completely or be totally consumed by somewhere else. The
The knowledge and wisdom to be gained out there is more potent ruins of former planes litter Creation like the dungeons that are
than the highest magic. scattered across the mortal realm.
Here is gathered what the wise have learned.
All the men, elves, goblins, dwarves, and myriads of other living
MULTIVERSE creatures are outnumbered countless times over by the dead. The
passion and deeds of those gone before weigh heavily on the planes.
Whatever maps and religious geography may imply, Creation is They are the bricks and mortar upon which Creation is built. Plane-
boundless. Wherever you look, there are wonderful and terrible and walking characters can seek the council of dead enemies, the wisdom
incomprehensible things to be found—always more and more layers of ancient sages, and the knowledge of forgotten kings. In many
to unpeel, always another piece of the puzzle to be found, another circumstances, you’re much more likely to encounter the dead than
place just around the corner or over the horizon, a world beyond or the living out here.
a world within a world. Beyond Midgard is the aether, other planets, Released upon death, only a favored (or unlucky) few souls
imperious and alien stars. Step further and see the glory of Heaven, are claimed directly by their patron power. Most souls are drawn
goodness embodied, or Hell, the pit of eternal wickedness. Then downward, deep into the earth or into the ethereal mists: long lines
there’s order and chaos pervading (and invading) the conceptual of souls make their slow progress to the Underworld. Then there are
planes. Dreams and nightmares. The strange terrain of the far edge of those who become lost or get pushed out of line or refuse to move
reality—planes where time and reality wear thin, where possibilities forward: undead and other lost souls.
are cast like shadows, and you can encounter living paradoxes—the For the majority, the Underworld is only a temporary stopover
1
their assigned fate is final; others are condemned to the Underworld
to pay off sins for a time before moving on to their final afterlife.
YOURSELF
Given the psychoreactive nature of the planes, it’s no surprise that
ANYTHING IS POSSIBLE
The planes are all about potential. The potential of a soul to rise to
great deeds or fall to the depths of villainy. The potential for harmony
mortals are the cause. They want this war because it lets them feel good of savagery and rage, programmed to think that objectionable moral
and not responsible—but they are. choices are best. They’re not incapable of other reactions, but their
We are only shadow puppets in the struggle that occurs in each natural inclinations are far stronger than those of mortals.
and every one of them. If all the planes were taken by celestials, fiends,
or whomever, they would live their lives the same, unknowing and SERVANTS OF A CAUSE
unaffected. They will always rebel against whichever side offered them
counsel. They are children, and we are a part of their game.” Outsiders always have an agenda. It’s a rare individual indeed who
isn’t actively serving something. Most outsiders were created for a
—The Mortal Game by Husslymon the Fallen purpose, whether that’s upholding a general moral or concept or
(banned in both Heaven and Hell) that’s serving a deity. Their (in theory) every thought and action is
tinged by that. It’s rare to find mortal races with such dedication
Avatars of sin and angels of our better nature aren’t just metaphors. outside the ranks of priests and paladins. To them, mortal free will
They are real creatures. and mortal free agents are alien concepts.
They’re called outsiders because they’re exactly that. No matter
It is easy for mortals to forget that whenever they interact with
how much they may sometimes superficially resemble us, no matter
an outsider, word of the encounter travels up and down their chain
how we connect with them—how much faith or fear we place in
of command. One can never be sure if an unseen command is behind
them—dwellers in the outer planes are different to the core from
the behavior of summoned servants. Certainly most creatures called
mortal born. And to their minds, inhabitants of the Material Plane
with spells, like summon monster, come from cadres specially tasked
are often just as strange and incomprehensible as mortals find aeons
with answering mortal calls and reporting on the world and their
and proteans.
handler’s suitability for use by higher-ranking outsiders.
Not even gods, it seems, can rule—or wish to rule—the cosmos
alone, so they gather outsiders to their banner (or make them
THE GODS directly from soul-stuff), to take care of the day-to-day business of
divinity. There are spells and miracles to deliver, prophets to inspire,
When it comes to gods, little is known for sure. What are they really? godly palaces to maintain, and enemy faiths to harry. Almost every
Living personifications of the universe, or merely powerful creatures outsider is part of a larger hierarchy, and many are defined by their
skilled in propaganda and manipulation of mortals? You probably place it in it, physical shape changing as they ascend in rank.
have to be a god to find out the truth. In fact, to some extent, knowing Hierarchies work tirelessly to strengthen their patron power—
that truth may very well be what makes you one in the first place. whether that’s a god, an ideal, or the intricate bureaucracy of an entire
Like other outsiders, deities are bound to the energies that pantheon. Their ultimate aim is to tip the universe in their chosen
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be sacrifices for the cause.
Chessmasters excel in the upper middle ranks of hierarchies,
HARVESTERS OF SOULS where commanders do not deal with individual souls or minor
angelic feathers, nobility mars a previously horrible fiendish visage; Most new outsiders, hardwired by the planar energy that forms
cracks and rust mar an inevitable’s steely form, servants of peace them, fall into this category. For some its innocence and naivety: the
sprout terrible claws. celestials who’ve never left Heaven, the newborn incarnate evils of
Hell. Others manage to reach enlightenment through long decades
or centuries of life, passing through cynicism and disillusionment to
THE PHILOSOPHER find the cause again.
Not content to merely be the offspring of belief, some outsiders It takes a lot to shake the faith of a true believer, but when they
explore what makes them tick and what it brushes against, enemies fall, they fall hard.
and sometime allies. They make a moral or concept the topic of
meticulous study. They become experts in their ideals: the debaters
and demagogues, scientists and philosophers looking for new ways
THE WHISPERER
to spread the word. They’re the celestials working on potions of The mortal metaphor of a “devil on your back” or an angel perched
redemption, the demons trying to master hate as a form of energy, on your shoulder nudging your conscience is often all too true. These
the hundun and proteans who create whole worlds just to see what are the influence peddlers. They whisper in your ear, not controlling
happens. but nudging, tempting, and cajoling. A single word can give you
It’s possible to lose focus and fall. Others become cynics courage, swell your fear, or turn your dream into a nightmare.
as they realize that, deep down, one cause is no different from Whisperers work mainly on the mortal plane, invisible or ethereal
another. Interested in aesthetics more than practical beliefs, most presences with an uncanny knack of finding souls hanging in the
philosophers are somewhat aloof. balance.
THE SLAVER
Most common among fiends and fey, the slaver believes that mortals
are commodities or portable sacks of soul energy. The think of
mortals the way mortals think of animals (creatures to be harvested)
or worse (vermin). Contempt or disregard is the best that mortal
born can expect.
Many slavers delight in summoning and binding mortals to
various tasks, in mockery of their own summoning vulnerability.
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Dark Roads and Golden Hells
his chapter deals with our sample cosmology, the planes of Good and Evil, the ever-warring twins. In time, the fourfold powers
T the Midgard. met and mated, merged and separated. Nuances began to appear,
Order and Chaos mingled with evil and good. They spread and
changed, and soon there was a fifth power: Neutrality, which stood
between the four. There was balance and stability, the multiverse
took on a more cohesive form. Heaven and Hell took on their proto-
PREMISE ZERO: PLUG AND PLAY forms, and there was a new bright core of Creation: neutral ground,
where creatures were born, where elements converged and fed the
You’ll find a lot of different ideas, themes, and major and rest of existence like a wellspring. The mortal plane, bright and new.
minor locations in this book to introduce to campaigns. Toy or tool for those who wished to play.
Some of these suggestions have wide-ranging consequences, For there were giants in those days.
but they all stem from one basic premise: this book is
designed to “plug and play.” You can incorporate it whole
or just cherry-pick the ideas and insert them piecemeal
into your game. Making it easy for you to insert bits of
this supplement into your own game was one of the basic Forget the talk of Good and Evil, Law and Chaos. I heard
principles of its design. that Fate and Chance were the first of all powers. In the very
Most of the planes mentioned here can add to or replace beginning, it was just those two:
“Nothing occurs that is not fated,” said Fate. “For I am
the existing planar landscape of your campaign with little
that which sets all things in motion. Thus, I am the eldest
difficulty, regardless of what shape or edition it is.
and most potent of all beings.”
If your players have visited the planes previously, you
“Not so!” Chance replied. “For before there was fate
can introduce the rules and locations here as something
there was the possibility of fate. And in possibility, I was
new or as just one part of an existing plane. Any changes created, fully formed.”
might be the result of recent upheavals or something new And so Fate and Chance argued, and their argument
descending from the Plane of Archetypes (see p.15). Or became a game, to see which power was most potent.
maybe things were always this way, and the PCs are the first And the board was everything that’s ever existed. And the
mortals to bring that knowledge back to the mortal world... outcome no one knows, for the game is still ongoing.
in which case, it will be their reports that future scholars and
explorers will refer.
RULES OF ENGAGEMENT
THE SHAPE OF THINGS Mostly, it’s a cold war. Agents battle in the shadows, but the aim has
long been to get mortals to side with Good or Evil of their own free
TO COME will. Both sides have learned the hard way that the Material Plane
can’t survive major open conflict and that it is the choice, not slavery,
Things change. Nothing remains the same forever. The end of the age
of mortals that’s needed. If enough souls can be gathered by one
of the new gods is coming. Their fate is already woven, and rumors
side, then eventually, the balance will tip and all the planes will align
of what will come after abound: Ragnarok, the escape of titans, the
beside either Heaven or Hell. Then Heaven or Hell will be all there is.
return of cyclopean horrors from beyond space and time. There are
Direct intervention on the Material Plane is forbidden, an
hints of it in every faith and culture. No one knows what form the
agreement upheld (mostly) by all factions. Of course, rules are
coming apocalypse will take, who will survive, or what the age to
stretched, bent, manipulated, and sometimes outright broken by
come will be.
both sides, but archangels, devil lords, and demon princes all largely
2
Good and Evil are tangible forces in the planes. Psychomachia,
with its chessmasters, espionage, risen demons, and pyrrhic
Three strands of fate, three great contests, three themes run through
victories, may muddy the waters on occasion, but don’t let
Cosmology
this book, tying together its locations, factions, peoples, creatures,
Good and Evil become just two different colors, two sides of
and magic. Like a tangled ball of thread, they are separate yet woven
a game. They mean something.
one amongst the others so tightly, no one can pick them apart.
It’s all too easy to make Good into the intolerant preachy
They are the bedrock of life in the planes, defining the place and
types and Evil into the black leather cool guys. Evil may
motivations of mortals, outsiders, and gods alike. Wherever you
sometimes seem to have that mystique, but under the veil,
look, you can find their loose strands. They bind the disparate planes
it should be shown as something truly awful. Not just ranks
together and are ready-made hooks for countless adventures.
of fiendish armies or primordial bugs but sadists feeding off
They are Psychomachia, the fractal dance of Order and Chaos,
our misery, our desperation, our sense of helplessness. The
and the power of the conceptual planes.
painful stories of pimps luring young girls into dark lives
of shame and addiction. The mortals who deal with Mora,
carting off kids for profit. The wife-beaters, the serial killers,
PSYCHOMACHIA: THE the ones who learn your secrets to use them against you. And
enjoy it.
BATTLE FOR MORTAL Good is the opposite: the social worker who won’t
give up on her kids. The therapists and lawyers actually
SOULS fighting the good fight. The tribal leaders rehabilitating child
soldiers. The good cops that learn the names of the families
Heaven and Hell are conceptual planes so powerful that they’re on their beat and engender trust because they put their lives
ubiquitous, subsuming countless lesser beliefs beneath their respective on the line. The activists against tyranny. Celestials should be
banners. Heaven sings out in a choir of Goodness, one song with just as genuine in virtue as the fiends are in pursuit of evil.
many voices—Lawful, Neutral, and Chaotic Good. Hell’s hegemony They make mistakes in their desperate war, they sacrifice
encompasses both ordered, labyrinthine Evil and its wild, destructive thousands to save millions. They can come off as fanatics in
counterpart, in a cacophony of moral turpitude. their beliefs about Freedom or Justice. But at their heart, they
With polar powers so utterly incompatible, there could be only war. are putting themselves on the line to bring about paradise for
Good vs. Evil. The battle between the celestials of the Seven all creation.
Heavens and the demons, devils, and daemons of the Eleven Hells. It Don’t sell them short.
Outsiders are easy to detect if you know how, and their souls- from the other.
made-flesh mentality makes disguising themselves amongst mortals And sometimes they cooperate. There are planes where Chaos
a difficult and uncertain stratagem. Far better to use the very people provides inspiration and Order gives it form, like portions of the
you are fighting over to evade the ban on intervention and slip Gear Plane where mad science is allowed to run wild or the city of
unnoticed passed other extraplanar eyes to do the dirty work. And Singing Throat—sitting at the center of a web of musical planes—
even better, the mortals’ every action drives their souls deeper into where tremendous symphonies are drawn out of wild cacophony,
one camp or the other. and both sides quell their arguments in the name of Art.
Both sides prefer to work behind the scenes, disguised as mortal
patrons or allies or invisible providers of inspiration or temptation.
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cathedral. In time, however, demons wormed their way into the • Occasional Energy Traits: Some locations have elemental
Stross’ confidence, and the place began to strengthen the power of traits from a strong connection to one or more planes of the
Hell. The Stross became tyrants; the city’s nobles became vicious and Indwelling.
Cosmology
cruel.
In time, they were overthrown, and its influence shifted. Still • Mildly Neutral-Aligned: Midgard is the source of all souls,
strong with Shadow’s power, it also began to feed the Plane of and powers of all alignments have a stake in keeping it free.
Rebellion and its legacy of gearforged citizens and technological
advances strongly empowered the Plane of Gears. Now devils and Just one of many worlds of the mortal plane, Midgard is not a globe.
celestials work in the city’s shadows to turn the fruits of Zobeck’s It resembles a coin wrapped around by a snake. This is Veles, among
rebellion toward either Evil or Good. Whoever wins will not only many other names the Father of Serpents, who girds the edges of
have subtle influence over the thousands of souls dwelling in the Free the earth and keeps the mortal realm from being washed away by
City but will tilt the cosmos a tiny bit toward Hell’s view of what planar tides. One face of the coin is the land we know, Midgard
“rebellion” and “gears” should be about. If Heaven wins, the forges of (the “middle land”) in the ancient tongue of giants. The obverse is
Zobeck may create wonders for the betterment of mankind; if Hell variously called the Bright Land, the Elflands, Alfheim, or the Fair
wins, all manner of technological terrors will surely result. Place. It is here that the elves come from, a land both more magical
and wilder than the world we know.
Between the two sides of this coin lies the Shadow Realm. It is a
third land of greys and darkness, untouched by the sun’s lamp. It is a
PLANES NEW & OLD plane of long shadows and unending dusk. It is a land of nightmares,
in which the unready and unprepared can be lost forever. And it is
In this section, we’ll present a fresh look at some of the existing
not empty. This shaded desolation was pierced by the magic of the
planes and the cosmology of Midgard—some old friends revamped
elves, which allowed them to arrive in Midgard, and they wove a web
and revisited and some entirely new.
of passages between their world and this one: the Fey Roads.
Midgard sits at the center of a vortex—or the head of a surging
MIDGARD, THE MORTAL spring—of swirling primal matter, known as the Elemental
Indwelling. The Indwelling in turn sits at the heart of the Sea of
REALM Possibilities, where all things are. This is all a spawned from the
You can’t discuss the planes without starting here. great bright fire of the Positive Energy Plane, which itself descends
Midgard is special, and everyone knows it. Everyone except the in time through the Underworld to the great dark void of negative
like today?
into another. Find the dreamer within to find the door to
In the planes, terrain has character, and PCs are always
step through into his or her own plane.
traveling through in someone’s idea of Heaven or Hell.
9. The machinery of a cyclopean orrery. Travelers must
clamber across its massive swinging arms and revolving
MERCY STREET: Sometimes, when the need is great enough, orbs to break into the correct globe. Tiny hatches lead to
a new alley appears in the worst ghetto of town. It’s called Mercy minor planes.
Street, and it may not look like much (in fact it looks miserable and
destitute, and it stinks), but it’s populated by disguised celestials 10. A web of infinite complexity from which worlds and
offering succor and protection. Woe to those of evil intent who come planes dangle. Immense spider-like creatures scurry
wandering down this lane... everywhere.
11. A pile of shards, millions of pieces of mirror. Every pane
THE ELUSIVE DRAGON: This pawnshop is found always in reflects the view of a mirror somewhere on another
dark alleyways of otherwise upstanding cities or in the backs of plane. Characters can pass through some of them into
opium dens and fragrant pleasure houses. It’s a place of commerce the place that’s shown.
unfettered by conscience. Whether it’s the last hit you need to get
clean or the kiss of the enrinyes you crave, the smiling gilded devils 12. An endless river, weaving its way through the misty
of Mammon will be happy give it to you for the right price. There are edges of planes. (See the Ever River in Chapter 5.)
gold statuettes of forbidden gods, unicorn horns, planar drugs, angel
2
Tree, while a southerner might see Mount Olympus, and an
eastern mystic Mount Sumeru.)
The Sea contains both Heaven and Hell, the glorious and grotesque Hope. The pit fiend who climbs up onto the bloody pile of his rivals’
bodies is wrapped in a cloak made from Misdirection; the demon
Cosmology
wilds of Chaos and the harmony and tyranny of Order. All things
can be found here, mixing and transforming and blending one into lord’s weapons are hooked and spurred blades called Savagery and
another. Every aspect of the mortal soul, from dwarven steadfastness Revulsion.
and the purity of the noblest elf, to the degenerate lust of ogres and Every conceptual plane is tied to something—an idea, a belief,
the incomprehensible morality of mimics and aboleths. or a physical thing: Time, Horses, Holidays, Language, Pride, and a
The secret that outsiders don’t tell people from the mortal world million more. The great planes of the multiverse are really nothing
is that this makes Midgard and its inhabitants the most important more than conceptual planes of unmatched power, manifestations
people in Creation. Existence flows from their souls, so what paints of ubiquitous ideas like Goodness and Evil, Death and Fate, Shadow
and taints them and their final fates defines the Planes. and Radiance.
Most conceptual planes aren’t tied to any alignment—or more
likely, are tied to several (you can have a goodly war and an evil
peace, after all). They represent key beliefs of the mortal world and
are places of strategic interest in the cold war of Heaven and Hell and
the endless rivalries and counting coup among gods and pantheons.
USING CONCEPTUAL PLANES Souls (or a portion of their power) are drawn to the concepts
Conceptual planes are an easy way to introduce a theme that they served in life, so powerful factions are always trying to
to a session, adventure, or campaign in an immediate increase their power over the conceptual planes in order to harness
and physical fashion—in fact, the ground your PCs will those souls to their cause. Mortals also influence the meaning and
be walking on. Use planar traits and unique physical and power of these concepts, and in turn, they are influenced by the
planes. Like begets like, echoes beget echoes.
magical laws to make players feel that they are literally
adventuring through dreams or ideas.
If you want some sample conceptual planes, use the PLANAR TRAITS
examples here as a guide or just check out the list of cleric
Every conceptual plane has its own traits, as varied as the infinite
domains and use them as inspiration for creating a physical
possibilities of dreams. Some are almost indistinguishable from the
place. mortal plane, others utterly bizarre. In general, the more powerful
grow, sigil by sigil, shaped by each component rune—achievements exactly. It’s said that there are rare gates here that can transport
soar skyward as towers and secrets manifest as hidden rooms and those truly tormented by their decisions back in time. SUGGESTED
passageways. Many people come here to have their lives recorded for TRAITS: Whenever you fail a saving throw against an effect with a
posterity in the city’s foundations. Others are brought as captives, to duration, you may make another attempt 1 round later. Encounters
be interred in prisons built from their own recorded sins, released here echo significant moments of travelers’ previous lives, and PCs
only when their expunged guilt creates a door. SUGGESTED find themselves replaying encounters from earlier adventures.
TRAITS: Mildly lawful-aligned; all magic involving runes, symbols,
and glyphs is enhanced here. SANCTUARY OF SOLITUDE: A mostly barren, misty isle where
everyone is invisible and insubstantial to each other. Holy hermits
DRAGON’S END: A cavern brimming with the treasure of the ages, and lonely depressives challenge each other to rearrange the solipsist
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the master hoard of all dragon-kind glitters and twinkles in dunes caryatids that will one day move their realm to either Heaven or Hell,
100 ft. tall. All who know of Dragon’s End want its treasures, though once mortals reach some accord that solitude is mostly a good or bad
tales of success are rarely heard and even more rarely believed. A thing. SUGGESTED TRAITS: Timeless, static; changes made to the
demiplane constructed in ages past by the progenitor dragons, plane by one creature only come into effect for others when the area
any dragon can gain access in its final days by willing itself and its or item is unobserved by anyone.
hoard there to join those who’ve gone before in eternal slumber.
What treasures are hidden here? What defends such a place? What
happens when the dragons wake up? THE ELEMENTAL
DREAM DISTILLERY: Dream smiths might be able to coax INDWELLING
something real out of the great dream seas that border mortal The worlds that elemental spirits inhabit are inextricably part of
worlds, but to find something that is neither volatile nor ephemeral, Midgard. Only a hair’s breadth out of phase from us, they glide
something not laden with the traitorous thoughts of the subconscious, through the stone beneath our feet or through the air around us,
that is quite the challenge. sometimes intersecting the mortal realm in eruptions of flame or
The distilleries are built on the backs of the turtle and whale- cloud scraping mountains, skies, and seas. Elementals rarely concern
like creatures that swim the dream seas. They are great factories themselves with mortals however, for their business is with shaping
where night hags and sandmen pan for treasure in the thoughts of the stuff of the world: swirling ocean currents, sculpting mountain
slumbering mortals. ranges, letting loose summer breezes and winter gales. Whole
societies quietly work on building and maintaining the mortal world
• Coexistent with Midgard: The planes of the Indwelling are CARNIVAL OF FLESH AND SPIRIT: Here, curious elementals
inextricably linked to Midgard and easy to reach from points that come to observe and play with the bodies of the strangely constructed
have a strong elemental presence in the mortal world (oceanic creatures of other planes (living mortals, fey, undead, and so on). The
depths, active volcanoes, and so on). Carnival floats on a series of flattened rocks, floating in the eye of a
• Coterminous Indwelling: Shifting between the different planes hurricane. Magic allows the elementals to invade dreams and share
of Indwelling is easy, and in many places, it’s possible to move the sensations that they force spellbound prisoners to experience.
physically from one to another. There are points where the
Indwelling’s elements mingle, creating minor kingdoms and CLOUD CITY CROFT: This is certainly one of the planes’ more
marcher states—admixtures like ice, fog, and mud. Some say the beautiful spectacles. Passionate about architecture, the Lord and
mortal world itself is just one big coterminous point. Lady Croft are also style-obsessed and capricious, so that are
always overseeing multiple renovations across this city-in-a-
• Finite Size: Each elemental plane contains a massive but cloud. Their demolition technique is rather blunt—mages simply
technically finite amount of matter, equivalent to the all the transmute sections of real estate into cloudstuff and let them drift
mortal world’s elemental matter of that type. away. Centuries of fickleness have left a sprawling squatter city in
• Elemental Gravity: The Indwelling has normal gravity on the the cloud’s interior: the Undercroft, mismatched haute wreckage
planes of Earth and Fire, but the planes of Air and Water have occupied by those judged not pretty enough to live in the city above.
subjective directional gravity. Points of admixture may have
either. REALM OF THE EVENING SKY: This is a groundless vista, blue
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skies interlaced with a red-gold hue. The warm, safe, and peaceful
• Normal Time: Time passes in the Indwelling as it does in the sky of a sleepy summer evening. Since time immemorial, planar
mortal plane but has little effect on the plane or its inhabitants. travelers have used this place to lay their honored dead to rest.
Cosmology
• Divinely Morphic: Gods, powerful elementals, and genies can There’s no earth to be interred in, so caskets are given “sky burials”—
shape the local area to their will. floating sarcophagi suspended from drifting balloons. Aerial grave
• Elemental Traits: Each plane of the Indwelling has the robbers may occasionally attempt to plunder the coffins, but those
appropriate elemental trait. Coterminous points typically possess who avoid the realm’s self-appointed celestial guardians sometimes
the traits of all the elements in their makeup. find more than they bargained for. Canny adventurers sometimes
imprison wraiths and vampires in the floating coffins, entombing
• Mildly Neutral-Aligned: Elementals barely understand
them in the unending golden light.
morality, let alone have concern for it.
• Enhanced Magic: Spells and spell-like abilities with the local SUSURRUS: The last breath of a dying god, its final exhalation
elemental descriptor or that use, manipulate, or create that powerful enough to warp the living and bring inanimate objects
element are enhanced. to life. Years here are punctuated by a thunderstorm known as The
Great Death Rattle before the Last Breath Begins Anew. At this
With the right magic, mortals can survive in these realms but time, the entire realm becomes magically and psionically dead for
must always take care on their journeys. The Indwelling does not a month.
“accommodate” mortals easily or often, and they are as strange to Descendents of the dead god’s faithful ply the rippling winds
the elementals as elementals—a half-spirit, half-flesh thing, in touch on massive airships, but schism has ripped the fleets of the Bishop-
with mystical realities beyond the material—are to mortals. Mortals Admirals apart. Some factions strain to catch their god’s last words,
may be asked to become an ally creature to elemental spellcasters or others are forever heading outward in search of the divine soundwave.
enslaved just as genies are by mortal man. One is dedicated to sacrificing strangers to their deceased power in
a vain attempt to restore him; another has eschewed religion entirely
in favor of arcane magic, another believes that the greatest tribute to
LOCATIONS IN THE their god’s doom is the death of others.
INDWELLING TUMBLING GREEN: In this patch of sky, water clumps into flying
As fundamental building blocks of the mortal plane, outsiders spheres, like titan raindrops suspended in space. Green orbs of
of all alignment like to meddle in the Indwelling, trying to tie the spherical jungle circle the droplets like planets around suns. The
aquatic Heaven—exiled not for evil acts but for excessive vanity. They
FEY TIME still marginally support the war effort (mainly through technological
gadgetry) but have become more and more embittered over the
Time in the Elflands isn’t something that passes so much centuries. It will only take a nudge to turn them from Heaven’s cause
as something to set the scene. When you’re in love, golden entirely.
afternoons last forever; wickedness meanwhile, inevitably
takes place on dark and stormy nights. Basically, in the
Elflands, the passage of time is a manifestation of mood and THE ELFLANDS’ RULES AND
plot. The GM is crafting a story and so is the plane itself. RULERS
Time moves accordingly to your needs. The inhabitants
Faerie, as it’s sometimes known, is a beautiful but perilous land. The
accept this as perfectly natural.
danger here is not the wickedness of Hell, but it’s no less dangerous.
For those passing in and out of faerie, however, time It’s the carelessness, disregard, and amorality of natives who see
moves at a perilously unpredictable rate. A night in the mortals as pets as best, vermin and playthings at worst. Obscure
Elflands can be 100 years in the mortal realm (and vice- customs, laws, and magical rules are also an ever-present danger:
versa), and because the Elflands’ stories transcend time, names and gifts have power, every deal is a sealed oath, and no ill
it’s possible to wander into a tale from long ago or meet deed goes unpunished.
inhabitants dragged hundreds of years forward in time. With coin and beautiful things easy to create with magic, the
economy of faerie functions mainly by favor and barter. Uniqueness
LAND OF THE THIRSTY TREE: The scent of pine cloys the air
THE STORY HUNTERS and stings the eyes. You can’t miss the axis mundi of this plane: a pine
Fey and mortals, mystics and bards, the story hunters are tree as big as a mountain with sacrificial victims—animals as well
nomads. They carry myths and legends in their satchels and as humanoids—pierced with pine needles the size of greatswords.
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sleep in tents stitched from ancient tales. They rove the planes Tribes of men claim the snow dusted soil and tribes of winged elves
and the mortal world for inspiration but perform before the claim the canopy. Feuds and skirmishes occur, but the worship of
crystal and chrysanthemum palaces of the Elflands’ nobility. the Great Pine (and the need for sacrifices) unites them. If you’re
Cosmology
Their caravans appear where mortals love or kill each other, prepared to pay the great pine’s sanguine price, it is a powerful oracle.
whenever great drama is occurring. They care nothing for the
morality of the actions, instead seeking to squeeze as much SHELTER-WITHOUT-WALLS: This is a safe haven for animals
of all kinds, made by ancient gods of old: the Wolf, the Hart, and
pathos as they can from events, so they might re-enact them
the Owl. Long stretches of grass, scattered forests, and lakes. Every
for bored fey lords. A sordid tale of murderous adultery
now and then one might see mountains and deserts. Each terrain
excites their clients just as much as the fair maiden sacrificing
is self-contained, but you can step from one to another if you truly
all to wake her cursed true love.
desire it. Humanoids are few and devoted to their charges, such as
Whenever they are around, luck and misfortune gather the nomadic Cat Herders, arachnid shepherds, and the Mistress of
upon heroes and villains, princes and princesses, poor but the Reptile Orphanage.
honest farm boys and virtuous maidens. All the better to
create and recreate great stories. WHITE LILY TOMB: Hidden by the trees of a mist-shrouded
mountain, surrounded by the slender silvery bones of the fey—from
the corners of the eye, one sees the ghosts of restless elves. The tomb
itself is an open casket of white stone, in which an elf girl rests on a
LOCATIONS IN THE ELFLANDS
bed of white lilies, embroidered petticoat decorated with poignantly
CHANGELING HOUSE: When the fey steal human children, they placed cowrie shells. She could almost be sleeping but for her blue
bring them to locations such as this. Imprisoned in this sprawling lips and the flock of white butterflies that rest on her unmoving form.
mansion and surrounded by menacing woods, these kids are raised
by a cadre of hedgehog-like fey. The headmistress judges those fit
to be consorts for fey lords or lifelong drudges or merely troll food. THE LOOM
Children destined to be consorts treat their fellow orphans as less Take up the flying shuttle of skuld, and traverse the gaps between
than pets: cruelty is the main lesson taught here, and the students the warp and weft of Fate’s great tapestry. Step between moments
know that if their pretended smiles, laughter, and devotion aren’t of destiny and bathe in the still fires of potential realized and
convincing enough, they get traded to the bogeymen of the Children’s squandered. This is the realm of destiny, whether you call its agents
Table (see Shadow Planes & Pocket Worlds PDF). Norns, Fates, or Morae, and even the gods are bound by their power.
the sisters have performed their duties perfectly, and many a destiny
• Enhanced Magic: Spells of the divination school are extended
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Travel far enough from Midgard and the planes turn strange, even
images.
by the weirdest standards. Here, far from the material, concepts that
dominate the mortal mind are less powerful. It is the metaphysical 6. This is a juncture of real and unrealized realities. Every decision
Cosmology
that rules, here. The basic building blocks of creation are visible made creates a simulacrum of the decision-maker. The farther you
stark and naked in the air, but the physical, chemical, and biological move from the spot, the more incorporeal they become until they
laws of the mortal plane do not apply. This is where Law and Chaos fade away entirely.
dance their wildest, out of mortal sight and unconcerned with 7. As option 6, but the characters discover that they are simulacra.
mortal perceptions. This is where embryonic worlds are conceived 8. During combat or other stressful situations, there’s a 1-in-20 (or 5%)
before being birthed into the mortal realm. Things are not as set chance each round that a random spell or slot from an arcane caster
here; the normal rules don’t apply. Possibilities and unrealized discharges itself, becoming an intelligent living spell (of normal
realities lap against the actual, like drifting dreams. duration).
Few mortal creatures choose to wander the Far Beyond. 9. Next time a good or evil act is taken, an imp, cassisian angel, or
Fluctuating extremes of Order and Chaos are equally unsurvivable. other minor outsider of appropriate alignment claws its way out of
the character, causing damage equal to its maximum hit points.
PLANAR TRAITS 10. Every time you speak someone’s name, you exchange places via a
teleport-like effect.
Anything is possible in the Far Beyond, where Chaos and Order
mate and multiply. The terrain has countless pocket planes and 11. An entity of Law or Chaos attempts to possess you. You are subject
demiplanes, seas of Chaos and Law, and shards of worlds flowing to a magic jar effect, lasting 1d8 hours.
into one another. Most planes are either strongly chaotic or lawful, 12. All elements (and elementals) in the area shift every 1d6 minutes.
and some are somehow both. Most of them aren’t conducive to life, For example, fire becomes water, earth becomes air, and so on.
as mortals know it. Whenever a spell is cast with the appropriate type, it changes to a
• Erratic Gravity random other element.
• Erratic Time 13. Chance is almost completely absent from this pocket plane. For the
next 20 skill checks and attack rolls, roll 1d3 rather than d20:
• Highly Morphic or Static
1d3 Roll 1 2 3
• Strongly Law- or Chaos-Aligned: Every portion of the plane Effective result 1 10 20
may be either strongly Lawful or Chaotic. Some areas within
BATTLEFIELD BOTH PRISON AND PARADISE: The ichor- mathematical algorithms, inhabited by creatures of cold
soaked soil is littered with clockwork and corpses. The air aquatic logic, while the depths beyond the light are inhabited
reverberates with echoes as Cacophony wrestles with Harmony. by the tentacled spawn of Tiamat, in coral cities twisted with
Titans of living equations sweep through hordes of scurrying wet strange geometries and alien symmetries.
polyps. The sky is divided; a bright blue wave, where refracted The surface is ordered, a place where ice shifts into
sunlight reveals incorporeal ki’rin, crashes against a night sky in crystalline patterns and harmonized symphonic wind creates
which the stars are glowing spots on swarming ichthyic horrors. On runes in flurries of snow—a song to the inherent Order of
one horizon are the whirring, smoking orchestra-factories of Order weather and fluid mathematics. Even the cracking and shifting
while the other holds the promise of flashing thunderheads and of ice floes have a regular, musical quality.
glaciers of churning flesh. The euphotic zone, where light shines through the ice,
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Watching the conflict with expressions of utter serenity are is populated by orderly kingdoms living mostly in harmony,
adolescents of silver light who dangle from a host of argent, phantom but without the precise regulation of the surface. Their heroes
chains. These are the Children in Chains, aeons that once dared engage in chaoskampf against the monsters of the depths.
interfere with the Fractal Dance. For all the miraculous chemicals The twilight region of the disphotic zone is balanced. When
staining the fields and all the glyph armories and the scattered Ka-Ishah, the Argent Dolphin, slew the gigantic vampire squid
remnants of the glaciers’ forced miscarriages, every promise of Haorn in these waters, the body became a thousand glowing
power or fortune is tainted by the their perpetual imprisonment. sea anemones. Within this luminous field, a great pleroma
The plane, a warden to its own confines, scours the clashes of Order aeon floats; its exact purpose is unclear but its abode offers
and Chaos to create beasts like clockwork proteans, which eliminate sanctuary to divers and traders.
anyone who might release the children. The deeper you descend, the more Chaos dominates: the
wilder and more improbable the dream creatures, the more
CREATURE CITIES: Moving majestically through the primal unreal and defying of natural law, survivors of the killing fields
sea are shoals of creatures so large as to defy categorization. Their of nightmare-spawn. At the very bottom, primordial chaos
bodies are big enough to have their own gravity and atmosphere, spews from the trenches, and the muck is inhabited by covens
and support their own ecosystems. Resembling miles-long rays, they of flatworm hags and paradox spirits and shoals of irrational
glide safely and effortlessly through the raw soup of Beyond, entire numbers. In the deepest reaches, a restless leviathan slumbers,
cities constructed on and in their skin. dreams manifesting from vents on its back and becoming
more and more real as they bubble toward the surface.
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of white and rose quartz sand, where tides of primordial waters lap at
serene mountains, and you can find many angel faces hidden
the shore, tall spindly creatures armored in mahogany brown chitin
in its caves and glades.
trace out pictures of weapons, gears, and other mechanical parts.
Cosmology
The churning storm above continually strobes with lightning. Bolts Generosity embodies nobility of thought and action. It is
rain down and transform pictures into life. These fulgurite products known as Heaven’s Tabernacle, for here, mighty relics and
command high prices. miracles both glorious and terrible are crafted by celestial
smiths for mortal and immortal use.
STRIDING MOUNTAINS: Prowling the shores of the chaos sea,
the Striding Mountains move with ponderous grace on impossible Peace features the Parliament of Heaven, court of the ruling
spindly legs. Like some titanic herd, they travel the planar wilderness archangels, and liaisons from celestials in divine hierarchies
in languid strides, unconcerned to what’s crushed beneath their and conceptual planes across the cosmos. It teaches
colossal feet. The inhabitants have adapted: clutchtrees grasp one forbearance and endurance through moderation, the skills to
another for support against the sway, magnetic boulders cling to the resolve conflict peacefully, and the triumph of Goodness over
juddering surface. Flying creatures of all kinds swoop down from the violence.
mountain to hunt in the lands below while land-bound scavengers Kindness is home to charity, compassion, friendship, and
trail in their wake to pick their footsteps clean of victims. The contentment. It is filled with restful places—a vacation
mountains themselves seem barely sentient, communicating only by
earned by those who lived troubled lives and a place of respite
earthquakes and mountain-wide moans.
(including sanitariums and infirmaries) for warrior spirits
returning from the war with Hell.
THE SEVEN HEAVENS
Heaven is beauty. Heaven is Just. It’s restful balm and solace for the
soul. It’s where Celestials of all alignments live in (relative) harmony promote the seven virtues and draw the conceptual planes into their
and uphold the word of Good. It’s the final reward for souls that lived embrace for the final victory. A council of archangels leads the war
a benevolent life, from beggars to kings. It’s a perfect picture of what effort: Currently its chairwoman is Adriel, Archangel of Hope (see
the world would be if evil did not exist. Kobold Quarterly #4), who has charged her generals with reigniting
It’s also at war. Celestials of all kinds come to join forces (and the hope for final triumph over evil, in both the mortal mind and the
occasionally strike out on their own) against the forces of evil and, hearts of Heaven’s more cynical champions.
perhaps more importantly, discuss (never say plot in Heaven) how to
new planes into the fold. Despite a reputation for peace, Heaven SACRARIUM: A cathedral of many great halls and grand chambers
contains many tourney fields where matters of honor are settled and where the words and deeds of ancient heroes, legendary kings,
new tactics tested, vaults and armories of fearsome weapons that the honorable generals, and peace’s most compelling orators are
archangels hold back from using (at least for now), and even prisons. remembered forever. Demigods and heroes come here to reflect on
Beyond the seven kingdoms of virtue, Heaven has marcher states the legacy of good that has come before them. Marble statues line
and wild places aligned to other concepts that the archangels hope to the walks, emblems and artifacts are kept on display, each a source
one day bring into the fold. of inspiration and reverence. And an armory in times of dire need.
ALMOST HEAVEN: This misty shantytown stands (just barely) TOWERS OF PERSUASION: The Towers of Persuasion rise from
within sight of Heaven’s gates. It sprang up when several thousand a plain of frozen holy water. The ice glows with a soft azure light,
2
unworthy mortals attempted to barter their way in—lightly damned chilling the bones of evil even if it’s normally immune to such things.
and middling, purgatorial souls. A fallen archangel and a risen devil An ice devil could die of frostbite here.
run things. They retain enough power to enforce two rules: everyone’s In the adamantine Towers of Ethos, Logos, and Pathos, veteran
welcome and no fighting. liaisons to the mortal plane teach their heavenly brethren how to
An inn of the same name stands at the heart of Almost Heaven. guide souls toward the Good. More than just a school, the Towers
Regulars range from penniless squatters to legendary heroes, are filled with scrying mirrors and dream diving pools that allow for
sympathetic elementals and tight-lipped Psychomachia agents to the close study of mortal subjects. Each tower is also a laboratory
roguishly charming eldritch abominations and lovelorn trolls. and forge for magical items based around its particular form of
persuasion. Even taking one tower would be a great victory for the
FIRES OF TRUST AND BINDING: Ashen lands of celestial flame fiends.
littered with charred bones, the celestials use the fires here to root out
spies and test the veracity of potential but suspicious allies. TOWER OF THE FEATHERED DAGGER: In cavernous depths
Oaths sworn within the fires are enforced by heavenly flame. lined with glowing gold and silver, passageways twist and alter, laced
Each fire tests different claims: such as, promises to not betray, with spells of confusion and sleep and prowled by celestial wolves
sworn loves or sworn enmity, loyalty to an ideal such as Freedom, and drakes. Evil must not learn the location of this marble tower,
repentance. Each fire was started by the willing martyrdom of one lit by a thousand floating candles, for it is filled with precious gates
or more people whose life reflected the test their flame conducts. The and some of the greatest armories, spell libraries, and alchemist
flames are kept alive by new martyrs—some sit serenely as they turn laboratories of the planes. This is the place from which Good outfits
to ash, others scream in pain but do not ask for reprieve. and sends off its spies and assassins.
Sometimes, it’s a theocracy where evil is the faith. Sometimes, it’s • Flowing Time: For every day in the mortal plane, ten days pass
a police state full of corrupt corporate executives or a dictatorship in Hell, allowing ample time for torture and schemes.
born of one man’s tyrannical desires. Hell is many things, all bad. • Special: Creatures hunger or thirst normally while in Hell but
Where Heaven is many voices raised in unison for the greater good, cannot actually perish from either. Victims become disabled at
Hell is a cacophony of selfishness and mutual hate. Lawful and worst.
Chaotic fiends and numerous wicked philosophies all compete to
dominate the concept of Evil. Hells chief device of torture (and most common terrain) is the
purgatory—carefully crafted, sealed off portions of hellspace where
Of course, to be united by hatred makes for a fragile alliance. prisoners are constantly provoked or reminded of their sins and
Politics in the Hells has been likened to a ball of rabid snakes, which their wickedness is harvested again and again, until all that’s left
occasionally unite to bite outside threats. The eleven most powerful are quivering soul scraps. Some purgatories are as small as a single
and famous realms are locked in stalemate, endlessly seeking control room, where victims can find respite from torture only by becoming
or destruction of their rivals while pursuing their own interests and torturers themselves. Others are the size of castles or kingdoms,
the war of souls. Everyone conspires against everyone else, and as where like-minded sinners are imprisoned together and encouraged
soon as a leader overreaches or shows signs of weakness, alliances to find ways to plan fruitless escape attempts or find ways to abuse
disintegrate and subordinates rebel. the system at the expense of their fellow inmates. Some purgatories
are temporary punishments, burning off the sins of an animus before
it’s released to its true afterlife. Some are even maintained by devils
Nine of the eleven darkest lords of Hell are infamous, who genuinely believe they are doing good work by purifying souls
pridefully casting their names across the multiverse, as if of their god or pantheon.
daring mortals to invoke them. Each lays claim to a concept Selfishness is one of the most common traits of evil, however, so
or particular flavor of evil that’s long been associated with there are plenty of places between the purgatories and the palaces
of the lords of Hell where devils, daemons, and demons—and
Hell and plot ceaselessly to ascend to the unholy throne of all
even condemned souls—can go to shirk their responsibilities, be
Evil. They names follow:
entertained, or avoid their duties for the meager price of a handful
Akyishigal, Demon Prince of Filth of soul-stuff. Superficially, they almost look civilized. There are drug
Arbeyach, Prince of Swarms dens and lusty pleasure barges on the Styx, sweatshops churning out
evil artifacts, and auctions where prized mortals, infernal contracts,
Asmodeus, Lord of Witches and Wizards and living sins can be bought or sold. The dark corners of the mortal
Belphegor, Archdevil of Sloth plane are bad enough, but in Hell, they are unspeakable.
Jezebel, Princess of Poison Winters
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Mammon, Arch-demon of Greed
Locations in Hell
Mordiggian, God of Death and Hunger
ACADEMY OF THE SCALPEL: Demons come here to learn the
Cosmology
Orcus, Demon God of the Undead art of torture, and for most, this also means learning patience. The
Titivullus, Patron of Scribes school forces demons to ravage at the proper pace, to not only
Beyond the eleven Hells are countless lesser kingdoms. extract information from prisoners but to control their own desire
to inflict pain and horror. This place is a feast hall and shrine as well
The remaining Hells are wastelands or contested regions,
as a school. The headmistress is Lady Amarant, a pale and entirely
ruled by coalitions of minor fiends or cabals who strive to
hairless succubus who maintains the appearance of a cheerful, lanky
keep their identities secret: an excellent opportunity to stage
teenage girl wearing the white robes of a penitent nun.
civil wars and political intrigue, or to populate with monsters
and NPCs of the GM’s own diabolical creation. BETRAYAL OF HEZROT THAICH: Four huge, segmented, and
For the tortured souls condemned there of course, who’s many-spined towers top massive wheels that float in blackness,
in charge rarely matters. Whatever alignment a particular orbiting a central spire that blazes with fell incandescence. When the
place of Hell may have, it is a grim marvel of efficiency for the spines of a tower brush against the central spindle, energy courses
cultivation of misery and sin and for harvesting it. into its tower. When two towers brush, the outpouring is greater;
when all four are in contact with the central spindle, the machinery
of betrayal is dazzling to behold. Each of the towers is thousands of
PLANAR TRAITS feet high, inhabitants growing more powerful and paranoid as you
progress upward.
Hell’s purgatories often have unique traits, but the following is true Hezrot Thaich’s great demonic machine was created to develop,
everywhere in Hell: encourage, and draw power from betrayal—when the four towers
• Infinite Size: Hell is infinite in size although specific realms conjoin, whoever has true mastery of its central spindle receives
may be finite or self-contained. Traveling between its layers a massive influx of conceptual energy, becoming a literal god of
and various domains is about embracing or committing their betrayal. So far, no demon as survived long enough to enjoy its
associated sins, not physical distance. supposed powers... or perhaps that promise is just another betrayal.
• Strongly Evil-Aligned: Hell champions Evil in all its forms.
COURT OF GLEAMING ARDOR: In his insatiable lust for wealth,
• Enhanced Magic: All magic with the Evil descriptor is enhanced. Mammon has thrown open the gates of his Hell to travelers from
mildly evil-aligned.
here don’t recognize it as Hell. The soft landscape and serenity covers
its cruel truth. As you spend time there, misfortunes plague you • Changed Magic: Because it’s built partially from memories,
and comfort seems impossible to attain due to small, “innocent” spells that affect them can have profound effects when cast in the
events. Soon visitors begin to understand their miserable fate, as Shadow (see sidebar).
sleepless nights and tiny losses accumulate into an agony of existence • Enhanced Magic: Spells with the shadow descriptor and
surrounded by the promise of peace never achieved. magic that affects memory are enhanced. Spells, like shadow
An astral deva known as Arlecchinos claims to oversee justice conjuration and shadow evocation, are always 10% more
and peace in this land and to be no fallen celestial. All her actions powerful than normal.
seem virtuous but tend to result in self-serving and oppressive
results. It remains impossible for anyone to point to clear evidence • Impeded Magic: Spells with the Light descriptor, or that
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of any misdeed. No one knows for sure whether she even realizes the primarily use or generate light or fire are impeded.
truth; she may be genuinely blind to the fact that she is doing more • Limited Magic: All illumination (both magical and mundane)
harm than good. has its range/area of effect halved in the Shadow, as do spells and
abilities primary composed of light or fire.
PETAL-FLOORED CIRCUS: The floor is densely packed rose petals.
The audience is fiends and depraved mortals. The performances are The Shadow is perpetually dimly lit. Sometimes it’s as bright as the
degrading, put on by succubae and the enslaved souls of pimps and full moon, at other times as dark as the fearful space beneath a child’s
adulterers. Ringmistress Tessanae is skilled at convincing exemplars bed, but never quite pitch black. It seems to be hiding from the light
of non-Hellish domains to attend her red silken tents. Many lusty, of the Creation, crouching beneath the material world.
curious, and amoral fey have recently fallen into her influence.
BLACK OAKS: Gloom and Gloam rule the black oaks, whose paths
are used by shamans and dreamwalkers. There are mansions dark
THE SHADOW REALM and terrible, surrounded by vast self-aware oak trees of terrible
countenance. Wraiths and phantoms, still wearing the visages of
If Midgard and the Elflands are two sides of the same coin, then the
fallen magicians, walk narrow paths to smaller cottages surrounding
Shadow Realm is the darkness between. The place where memories,
the silver-lit mansion of an unnamed archwizard.
dark thoughts, and dark dreams fall away—or scurry off to hide. The
Shadow is an afterlife for things that were never alive: memories and
CITY OF WHISPERING SHADOWS: Looming out of a cold dry
regrets, and everything that’s feared on dark and stormy nights. But
desert, Whispering Shadows is quiet and pristine. No life has touched
HALLS OF THE MISSING ONES: Lost children, absentee parents, THE UNDERWORLD
slave-taken lovers and enemies in hiding—they all have their This is the abode of Death, the place to which departed souls are
phantom echoes here, walking the winding hieroglyph-marked drawn and from which ghosts and other undead return to plague
passageways of this ruined edifice. Despite the phantoms, those the living. It’s the staging post of souls, the tavern on the road to the
who visit this place can glean useful auguries from the erratic dream dark and yawning void at the end of all Creation. It’s the easiest of
figments of those they are seeking. all Outer Planes to reach. Anyone can do it: all it takes is an inch of
steel, a slip and fall, or the ravages of winter or disease. Of course, it’s
LIVING CONSTELLATIONS: There’s an empty black grass usually a one-way trip.
plain where you can look up at a vast field of stars, constellations What mortals call the “ethereal plane” is actually the misty
imagined by all the cultures of the world. In this ever-dark sky, borderlands of the Underworld, the fog road connecting Midgard to
they form gigantic creatures, living points of silvery fire shaped for the land of the dead, providing ingress for departed souls and a way
their namesakes in the mortal world. Supplicants can question the for the undead to sometimes claw their way back.
Centaur, the Crab, or the Belted Hunter and hear the wisdom of the
Great Bear or the chill logic of the pole star. PLANAR TRAITS
• Infinite Size: There’s infinite space for souls in the Underworld.
MNEMOSYNE SWAMPS: Formed from the rotting carcass of an
Paradoxically however, the Underworld does appear to have at
unknown primordial being, the swamplands are sticky wet jungle
least one edge (see below).
and mangroves. Illumination coming only from flares of burning
swamp gas and patches of foxfire fungi. The swamplands connect • Coterminous: It’s possible to pass into the Underworld
to the memories of varied beings. You can find various memories physically from Midgard by crossing the River Styx (usually
wandering the swamp, believing they are real and entrapped. If you deep below ground), and it can also be reached via the Ethereal
dive beneath the waters, you can enter the past, though it truly exists Mists. Certain parts of the Underworld are coterminous with the
only in your mind. Negative Energy Plane.
• Divinely Morphic: Deities and powerful pyschopomps can alter
SABLE COURT OF THE SHADOW FEY: Some fey choose to
2
the plane at will, creating new connections to various afterlives.
live in the Shadow: exiles and monsters and those who delight in
darkness—both those who love dancing under the starry sky and • Strongly Neutral-Aligned: Outsiders of all alignments regularly
those who revel in the blackness of the mortal heart. They are ruled come to the Underworld to collect souls, but all find their beliefs
Cosmology
by Sarastra, Queen of Night and Magic, and her husband and lover- scoffed at by death’s servants.
enemy, the Moonlit King. Power shifts between the two courts of • Altered Magic: Spells that manipulate or create positive energy
the shadow fey, but each is equally filled with illusions, intrigue, and have side effects when used in the Underworld (see sidebar).
danger (for more the black fey and their rulers, see COURTS OF
THE SHADOW FEY). • Enhanced Magic: Spells and spell-like abilities with the death
descriptor, magic that uses negative energy, and spells from
TUMBLING MIRRORS: Said to be located “behind the moon,” domains such as Death or Repose are enhanced.
there rests a cloud of shining mirror glass, as hard as adamantine.
The Underworld is a point of call for all deceased souls but final
destination for only a few. Souls are inexorably drawn here from
Because it’s formed partly from memories, spells that affect the mortal world where they must linger in bleak afterlife until
the mind can be used in new and potent ways if cast while on claimed by Heaven, Hell, or some other power. Transient souls loiter
the Shadow. Use the following examples as a guide: in endless spiraling lines, awaiting judgment. Inevitably, some are
lured away, making their way back to the mortal realm as ghosts or
• Memory lapse acts as hold person on native creatures
into the moribund economy of the Grey Lands. Others fall between
• Modify memory can be used to give a shadow creature a the cracks, finding themselves in a spiritual no-man’s land—neither
new form, as if by baleful polymorph or polymorph. drawn to nor desired by any plane. And some souls of course, are
sure that judgment is best delayed indefinitely.
• Memory net allows the caster to put a shadow inside
A portion of the dead are claimed by the gods of the Underworld
another creature, as if by magic jar.
as subjects, especially those who, knowingly or not, served (or
• You can instill an appropriate memory into a shadow cheated) Death during their lives. Other souls linger, hoping for a
conjuration at the time of casting with a Concentration chance to escape back into the living world or some pleasant afterlife
check (DC 15 + level of the spell), which raises the DC they’re otherwise denied, dodging the angels of death and bounty
to disbelieve it by 2. If you roll a 1 on the concentration hunters employed by both Heaven and Hell. Those who greatly anger
check, however, you lose the memory from your own Death are also likely to find a place ready and waiting for them. The
mind.
Shadow Plane) while interlopers find their life energies leached away
by the Negative Energy Plane, which lies even further below. OUBLIETTES: In the Grey Hinterlands, you can find vast and
The Underworld exists beneath Midgard, both literally and windowless keeps: prisons where the worst of Creation are
metaphorically. There’s always stone above although the roof may entombed. Terrible monsters, barely controllable engines of death,
be so high it’s barely visible. Sometimes the ceiling is carved in primordials, and fallen gods are restrained in doorless towers made
staring faces or baroque inverted towers or one of the rivers of the from the unbreakable alloy of dead stars. There’s a cave awaiting
Underworld drips down a deadly rain of hate, fire, or forgetfulness. Loki here, and many giants and titans of old lay chained in anguish.
Darkness and mist are the only constants. Mortals too can be found laboring here on eternal and impossible
Those who remain too long in the Underworld are often little tasks, denied even the finality of Hell or the chance to earn a place
more than husks, dead and living alike. The shades of great men among its devils. Death reserves these tortures for those who sought
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and women wander despondently among lesser spirits, who flutter to overthrow its dominion or evade their end.
like mindless moths. Most souls residing here perform their duties
mechanically, almost mindlessly, laboring endlessly on work that UNDERWORLD CAVES: Liches hide their names in these caves.
echoes their station in life with personalities washed away. It’s far They inter them in a honeycomb of trapped alcoves and passageways,
from pleasant but also far from Hell. dark and secret nooks warded by all the cunning spells they can
devise and by the roving patchwork thing of jagged glass and twisted
metal known as the Beast of Broken Phylacteries. The walls are
Locations in the Underworld covered with the hollow-eyed faces of weeping figures. Some seem
COURTS OF THE UNDERWORLD KINGS: The Underworld struck by grief, others scream in rage, and a few weep tears of joy.
has many kingdoms, as many as the mortal world has or ever had Most of the faces weep natural tears, several weep tears of blood, and
in fact—from serpent-thatched halls in Niflheim, swimming in there is one face of a dwarf child weeping tears of honey.
“What’s that? You’re offerin’ to use yer magic to send me home? Pah!
I’d rather walk, thank ye very much. I’ve seen what happens when that
magic fails. It’s the lucky ones who end up dead.”
—Phoebus the Scrivener
ise travelers know that magic for planar transit planes—both tear creatures from their realms, never to return. The
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Dark Roads and Golden Hells
of its own creation. It has no fixed form save what its prisoners can Black Lakes
wrest from it. Tunnels twist like the innards of an immeasurably large
The Black Lakes are not one location but many, scattered throughout
beast with an unpleasant tendency to shrink and close unexpectedly.
Between. These reservoir lakes contain putrescent liquid and shards
Though the willful can forge safe houses and even their own
of bone formed from the remains of victims who perished in
demesne, the weak find themselves trapped in shrinking prisons
Between, coalesced over the untold ages by the endless motion of
they cannot unmake. Even the creations of the strong-willed
Between. The smallest of the lakes is no larger than a small pond, but
have no permanence, for their works slowly but surely lose form.
many are far, far larger, rivaling the largest lakes of the mortal realms.
It is not strange to find mortal remains or foreign objects trapped
Many of the Lakes sit quiescent, trapped by the implacable walls
in the unyielding matter of Between. No intruder is safe, as those
of Between, until the squeezing and shifting causes a horrific release
who surrender transform into grotesque travesties, neither object
of pressure. The resulting torrent moves faster than a mortal can run
nor creature, prowling the endless passages and preying on those
and drives a deluge of debris before it. Living creatures are overcome
who resist. Even the “natives” of Between were likely once mortal
in moments, driving the air from their lungs even as the debris shreds
creatures, horribly changed by it.
the flesh from their bodies. The foul liquid leaves festering wounds
on those who escape. Less commonly, a chance opening drains one
THE LIMNUS of the Black Lakes, forming slow, pustulant rivers as it drains into
surrounding passages.
Between is inseparable from its animating force—a hidden, Even more dangerous than the corrupted ichor of the lakes
malevolent intelligence called the Limnus by those who dare are the undead residing in their corrupted depths. These powerful
speak of it. Most believe the Limnus notices only the largest of creatures ooze and squirm through the putrescence, and insubstantial
disturbances, yet seemingly random events spoil most attempts to monstrosities revel in the filth even as they are eternally trapped by
escape—hindering spells, destroying items, and ruining the magic the walls of Between.
of salvation. Between’s predators are manifestations of its alien
will, creatures uncannily ready to prey on new arrivals or attack Durigrin’s Tomb
survivors when quakes of terrifying power crumble the defenses of
Buried in Between is a vast boulder of granite containing a dwarven
a safe haven. There is little practical difference amid the Limnus and
citadel. Once the fortress of Durigrin Stonehammer, it was carved
Between. The few scholars who have survived investigation into the
into the summit of a strategically placed mountain until a powerful
matter liken them to the actions of a psychopath while awake and
but ill-conceived wish transported both citadel and mountain into
asleep.
Between. Too large for even the mighty strength of Between to crush,
Those who escape from Between may find their dreams haunted
the Limnus sent waves of denizens against it until no defenders
forevermore, and some develop unreasoning fears of dark doorways,
survived. The former mountaintop is honeycombed with tunnels,
closed sacks, and magical transport. Those free from Between
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• Mildly Evil-Aligned: With the exception of a few safe havens, siren call of Between. Now Durigrin’s ghost (NE dwarf ghost fighter
Between is mildly evil-aligned. 10) guards the inner hall, alone and bitter and filled with hate for any
who intrude on his demesne.
• Limited Magic: Most magic is unaltered in Between, with notable
exceptions: effects altering the shape of Between, especially Hold
transmutation magic, are enhanced while effects changing the
Perhaps the largest stable location in Between, the Hold is a chamber
material into something else unerringly fail. Attempting to leave
several hundred feet across, encased in a tremendous cyst, like a stone
Between is dangerous, for not only does the effect often fail, but
embedded in a tree. The buildings are a mix of ancient stone and
it can attract the attention of the Limnus. Magic in Between is
the strange substance of Between. The mighty barrier encompassing
described in detail under ENVIRONMENT, below.
the Hold is penetrated by a few narrow tunnels, all barricaded and
GEOGRAPHY watched closely by the residents.
The settlement is ruled by Captain Wilhelm Karast (LN aristocrat
Despite the ever-changing nature of Between, places prevail 3/fallen paladin 5), an aging, mournful man, who rules the Hold with
by avoiding notice or enduring the destructive actions of the a quiet but iron fist. Second to Captain Wilhelm is Garant Malachin
environment. (LN fighter 4), the oldest surviving member of the former city watch.
The two leaders ensure no one disturbs the tenuous balance that
3
good despite his sour demeanor. The bleak nourishment available Between, ever cautious of discovery by denizens or being consumed
in makes Captain Karast’s most prized possession a magical ring of by the Black Lakes. Some eke out a solitary existence, others raid
sustenance he found on that fateful day. He is careful to take his share for survival, and occasional noble souls assist others in need. Not
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at mealtime, however, so none realizes the true source of his vigor. everyone who is trapped in Between can resist its malaise, and those
Most dwellers are inured to their pitiful existence, and they who fail become the Forsaken, pitiful yet dangerous creatures with
perform their duties without complaint. However, a growing no will of their own. Barely distinguishable from the natives of
faction believes they would do better without Wilhelm’s many Between, the Forsaken are little more than empty shells, lashing out
restrictions. Led by their furtive leader Aaron Narath (CN rogue at any living things they encounter.
2), they call themselves Daylight, knowing the word without truly The denizens of Between are rarely encountered singly. Between
comprehending its meaning. They would need little incentive to creates them to fight off intrusions as a body fights off infections, and
attempt a coup. the mindless but dangerous creatures afflict others with a miasma
of the will, making it difficult to fight the despairing nothingness
Ored’s Folly of Between. Persistent defenders can triumph over the waves of
Once a small but stout fort, Ored’s Folly is now slowly melting back attacking denizens, for the attacks diminish over time and fallen
into the substance of Between. The size of a small keep, it was forged denizens are reabsorbed, forming insulating walls and shielding
those inside from the notice of the Limnus and from further attacks.
While not common, many undead dwell in the endless passages
of Between, even beyond those residing in the Black Lakes. The
Planar Connections unpleasant deaths travelers can suffer once entombed in the walls
Between is difficult to escape, yet frighteningly easy to enter. of Between sometimes causes them to linger on in undeath, and
Many bags of devouring deposit their victims in Between, adventurers who burst open protuberances in search of treasure
though scholars are unsure if this is intentional or merely may eventually be surprised by something far less pleasant than
mummified corpses and festering remains.
a side effect of their creation. Magical mishaps, wild and
primal magic, faulty magic items, and defective portals can
also leave the unlucky trapped in the tunnels of Between.
Permanent portals exist, but Between slowly encases them
Sample NPCs
in a vast cyst of solid matter, making repeated use of them Few survive alone in Between. The combination of luck, magic, and
skill necessary to survive in the shifting tunnels while avoiding notice
fatally dangerous. The powerful and malicious are known to
create trap portals to Between, an effective way to dispose of
adversaries and the unwanted.
Berel Carroch
Male human rogue 2
CN Medium humanoid (human)
The unfortunate petty thief Berel Carroch
mistook a bag of devouring for a bag of
holding and tumbled into Between. After
exhausting himself while evading the land’s
strange denizens, he soon fell asleep. He
awoke only to find himself entombed in
a stony sarcophagus. He is now in the last
stage of the malaise before he succumbs,
and as his sanity slips away, he wonders
whether he is imagining his limbs gradually
turning to stone.
ENVIRONMENT
An endless maze of shifting claustrophobic
passages assaults the traveler in Between.
Any path is rarely the same for longer
than several days, and travel times are
unpredictable. The bones of long-dead
creatures poke through tunnel walls,
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3
into a shape of their making, even if it is but a single room, it is
considered a safe haven and provides some safety from both the (minimum 1) and gain DR 5/bludgeoning as their skin begins to
denizens of Between and the life-sapping malaise. If a safe haven is harden. Should their Wisdom be reduced to 5 or lower, the attribute
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not maintained, the protective effect fades after 1d4 days. penalties increase to −6. A creature whose Wisdom is reduced to 0 by
the malaise is transformed into a Forsaken (detailed below).
BLACK LAKES: The fetid liquid of the Black Lakes is extremely MAGIC IN BETWEEN
dangerous. Built up pressure periodically triggers explosions. The
liquid is certainly not water, and it suffocates any breathing creature, The mutable nature of Between causes all effects altering its shape
even creatures with water breathing capabilities. Besides the hazards without changing its nature to be doubled while all effects changing
of any undead creatures lurking in the foul liquid, several other its nature unerringly fail. For example, disintegrate would destroy 20
dangers are present. Black Lake eruptions advance at a speed of cu. ft. of the substance of Between, but transmute rock to mud would
1d8×5 mph (each 5 mph corresponds to a speed of 100 ft.). Eruptions fail. Attempts to leave Between are dangerous for they risk the notice
traveling faster than 20 mph fill tunnels from floor to ceiling, causing of the Limnus in addition to the high chances the effect fails.
accompanying wind effects within 100 ft. of the front of the wave. Any effect used to escape Between is virtually certain to fail
Furthermore, anyone caught in the rushing pus of a Black Lake unless it is performed in a safe haven, and the Between or the Limnus
eruption takes 1d4 damage/round from the shards of bone and may still react to such attempts. Spellcasters gain a bonus equal to
rusted metal. They must also make a DC 20 Swim check to avoid their CL. No bonus is applied to items.
being swept away, taking and additional 1d6 damage/round from
buffeting against the tunnel walls and being carried downstream.
The smallest of these eruptions expends its energy in 1d4 rounds,
while the largest may take minutes to pass. All leave 1d4 ft. of putrid
maintains the fabrication: 1 check must be made per 10 cu. ft., and is based on HD: a typical denizen of Between requires a DC 11
the controller may Take 20 on this check. This check may be made by Will save to fight off the effects. As with the unsavory material of
anyone, not only the original controller. Between, failure has a soporific effect. The victim immediately
Maintaining or modifying the material of Between is a standard falls asleep and is subject to the hazards of sleeping in Between.
action unless the controller chooses to use the Take 20 action, in Regardless of the result of the saving throw, the victim’s next save
which case it takes 2 minutes Controlling Between is difficult against the malaise is subject to a −2 penalty. Denizens ignore
because the plane opposes all attempts. Multiple attempts at control sleeping creatures.
without 10 minutes of rest require DC 15 Constitution checks with Travel Between (Ex)—Denizens can move through the material of
a cumulative +1 penalty to the DC after the first attempt; failure Between in a manner akin to earth glide. They can move through
indicates the controller is fatigued (or if already fatigued, then material shaped by an intruder, but their speed is reduced to 5 ft.
exhausted).
Construction Points: Denizens do not gain construction points.
Some special modifiers to the modification check apply in Between: Instead, they have two claw attacks and a bite attack appropriate
Circumstance Modifier for their size.
Challenge Rating: As animated object of equivalent size +1.
3
In safe haven +4
Fatigued −2
Exhausted −8 Forsaken
Arrived within 1 hour −4
The forsaken were once prisoners but succumbed to the malaise
Fleeting, brief, or short attention of the Limnus −4
of Between. Similar in appearance to denizens of Between, they
Active or focused attention of the Limnus −20
are significantly less dangerous. Except as noted below, they are
equivalent to animated objects of a size and shape the same as their
Multiple controllers can work together. Each must be able to
former bodies, now formed of the stuff of Between. While they may
communicate for the entire duration. Any who succeed on their
incidentally wear armor or even magic items, they do not wield
modification check adds a +2 bonus to the primary modification
weapons or any tools. They blindly stumble and stagger toward all
check. Each 10 by which individuals exceed the PMD increases their
creatures not of Between and claw, slam, and bite them to death as
assistance by +2. The Take 20 action cannot be used when aiding
best as able. When a Forsaken is destroyed, its remains are slowly
another controller.
absorbed by the walls of Between, leaving behind fragments of bone
Using planar modification to increase the size of a chamber
and any equipment not dropped when the creature was transformed.
is different than digging into the floor or ceiling and is much less
likely to attract the attention of the Limnus, but manipulating the
substance of Between is never without peril.
3
Arrival in Between +50% • Prisoners of Between: Hurled into Between, the characters
Failed attempt to use effect1 +25% must determine where they are and how to escape. Meanwhile,
Planar modification check2 +5%
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they encounter partially transformed victims of the malaise.
Destruction of a denizen +5%/HD of denizen Suitable for higher-level groups, given the difficulty of escaping
(forsaken are ignored) from Between
Digging up or down +10%/ft. beyond 5 ft.
Large modification +10%/10 cu. ft. of material • Rescue in Between: A person or object was accidentally sent
to Between, and the party must track it or them down. Suitable
(1)
Failed attempt to use planar transport, attempted polymorph for many levels based on the method of access: a low-level
any object on substance of Between, and so on. party could use a forgotten portal to follow the missing person,
(2)
Regardless of success or failure. allowing them to return once they’ve faced the dangers of
between, while a more powerful group might be required to
When a check is made to determine if the Limnus has noticed an take a leap of faith through a bag of devouring in order to track
action, success indicates the action was performed with no further down a missing heirloom, finding their own way back once it is
ill effects. Failure indicates the die roll was less than or equal to the retrieved.
chance of being noticed. The failure is the amount by which the roll
failed. For example, if the chance of being noticed is 25% and the
check result is 20, the failure is by 5.
Failure Attention Effect
0–50 Fleeting 1d4 denizens arrive, starting in
2d4+2 rounds
51–75 Brief 1d4 denizens arrive per round for
1d4+1 rounds, starting in 1d4 rounds
76–100 Short Earthquake centered on location,
then as brief attention above
101–125 Active 1d4+1 earthquakes spaced 1d2 rounds
apart, then as per brief attention above
126+ Focused Earthquake 1/round until there is no
motion within 160 ft. of focus of
attention
“Visiting the Casino today are we? Well, you’d best watch your pockets and
your purse, eh? Right-i-o, don’t say I didn’t warn you. You larks expectin’ a
good time, I suppose. Fair enough, fair enough. But you watch what you put
on the table to bet there. An’ you watch anyone what tells you he can give ye
an advance on yer next bet—y’don’t want no part o’that deal.”
—Phoebus the Scrivener
rder and Chaos meet in many places, in the improvisation of docks are designed to accommodate vessels of significant size. The
O a singer’s performance or the invention of a trained engineer,
but nowhere do they meet in quite the same explosion of
Lethe is a reliable path of travel into the valley and clever captains
in the past have arranged for regular docking with the Casino to
energy, passion, and joy as in the halls of the Casino. provide river tours to paying (and gambling) guests in exchange for
a small cut of the house profits. To the north, the river runs through
The Casino sits at the borders of two realms, evenly split between a dense forest of grand trees with roots that reach into the river itself.
Law and Chaos—a sprawling complex of meeting rooms, gaming Rumors persist that not all of the roots link to trees in this forest
halls, racecourses, and lodgings built over thousands of years with and that passage to the roots of Yggdrasil may be found by risking
the coin of history’s gamblers. The ongoing experiment between the wading through the waters of the Lethe.
forces of Law and Chaos to find the ultimate game has led uncounted Other travelers reach the Casino through one of its many gates,
numbers of games to be played here, some based on skill, some on the largest of which is in the marketplace. Other gates may be found
pure chance, most on a combination of both. in gaming halls throughout the multiverse and in places where a
strong presence of both Law and Chaos exist in harmony.
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at high roller tables generally represent more ephemeral values, such
Will save. Failing this save puts the “guest” in a cheerful and as souls, years yet to live, or memories. Celestial and fiendish guests
willing mindset, making it seem a delightful idea to play a are commonly found here, bringing their own personal wars to the
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game. After at least one game is played, the suggestion passes, Casino, though security usually keeps disputes nonviolent. Nothing
leaving a sense of good cheer in its wake. Deafened characters forbids mortal players from joining the high-roller tables, assuming
are immune to this effect. they possess something of sufficient value to bet.
A regular at the high-roller tables, Kirroshilam makes an unusual
sight. Most angels who play the tables come for one purpose—to save
a soul, or many souls, from the hands of evil. They bet high and tip
The Dual Emperors freely. And when they win their prize, they revel in the moment with
“Wait? You mean I won? Really? I get to be emperor? Great! I have… drinks and parties in the city. Not so Kirroshilam. He grimly works
what do you mean she’s an emperor, too? Since when was that part of his way from table to table, building a stack of tokens he gifts to other
the deal?” angels at the Casino. Rarely without a strong drink in hand, with
—Emperor Savvan Zdimir robes stained and ratty hair, he follows the devil Molagan from table
to table building his stack of tokens up to be able to deal in for a game
The Dual Throne is not inherited but, rather, gained by Rite of with the other gambler. Rumor has it his ultimate goal is the token
Challenge to either or both of the current emperors. If only one Molagan keeps around his neck on a chain—a low valued token
emperor receives a challenge then the members of the other court representing the whispered confession of Kirroshilam himself.
will review the challenger’s life to find an appropriate partner to
complete the challenge with. The thrones are always held by a pair
of linked souls who may be committed lovers or the greatest of
Dark Tables
enemies—and sometimes both. The challenge takes the form of a Not all games at the Casino operate under the watchful eye of the
series of games played between the emperors and the challenging emperors. Some tables may be found tucked into forgotten corners
rivals. The challenger to the Throne of Law must beat the Emperor of the floor, backrooms, kitchen pantries, or in gardens between
of Law at every game on the Chaos side of the House floor and vice buildings in the complex. The players at these tables play in “real”
versa for the challenger to the throne of Chaos. coin, not house tokens, and cheating is common. Guests are warned
that the fairness of games at these dark tables cannot be guaranteed,
Savvan Zdimir (CN Human rogue 17)—aka Cat’s Whisper, the and should security catch a game in progress, all players are subject
Gilded Cutpurse, and the Lord of the Crow-Stepped Gables—holds to equal punishment for playing.
the Throne of Chaos. A long-term guest at the Casino, Savvan
overstayed his welcome almost a decade ago while avoiding charges Exchange
for theft in the marketplace. Under escort by security, the thief Immediately outside the House and connected to it by a wide
Inventor’s Hive
The games played at the Casino come
from worlds throughout the multiverse,
and nearly any game that can be played is
played here. But that doesn’t mean that the
games come to the Casino perfected. The
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since the game rules are still in development. While tokens are not House’s floor or focus on particularly popular games. Each building
on the line in such play, life and limb may be, as not all of the games has its own rooms and themes, though all abide by the House rules
have been designed with the safety of the players in mind. and feature the same security as the rest of the complex.
The betting halls catering to off-site racing are especially popular.
Daso Bokkin (NG Gnome expert 8) is the closest thing to a “leader” Races are tallied here as they occur, allowing guests to place bets
the inventors at the Hive have. The shops here are open, allowing from around the multiverse.
guests to come and practice their crafts for a fee, though even that is The hall known as Diviner’s Folly is also popular. Here,
laxly enforced and negotiable. Most of the Hive inventors are more representatives of Law and Chaos coordinate with expert diviners
interested in the product than in the formalities of security, or even to give odds on specific events and their likelihood of occurring
of safety precautions. within a given time frame, allowing guests to place customized bets
accordingly. The head priest is Eledhror Cleareyed (LN Elf cleric
And All the Rest 12), a servant of Byelobog, but he rarely participates in the betting
Many other buildings may be found in the Casino, most connected predictions. However, on rare occasions, he has been known to
to the House by covered walkways interspersed with gardens and stop in the middle of observations and whisper prophecies that are
gazing pools. The other buildings contain games not promoted to the immediately taken by security to the Dual Emperors, regardless of
the time of night or their social obligations at the time.
3
features three decks, only the first two are accessible to guests of the
to cover their debts or borrow from.
Gambit. The top, covered from the weather, features a selection of
While the Casino’s willingness to turn non-material goods into
game tables and a bar. The second deck provides guest quarters and
House tokens undercuts much of the criminal element’s traditional
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other accommodations, and the third deck is for the crew.
avenues of profit, the Casino is unwilling to exchange what a
guest does not currently possess. As a result, predatory loans are a
Races common problem in the Casino, though the Casino itself makes no
Not all of the Casino’s entertainments can fit into the House complex. efforts to curtail the practice. Occasionally, security may be called if
Some simply require more room or a specialized environment. The an argument gets heated, but otherwise, the practice continues.
Races are built on the edge of the city on a wide flat expanse of Token clipping on the other hand, is something that interests the
land. Here, all manner of beast or humanoid are raced, and betting Casino a great deal more. House tokens are to be read at the values
is available for all events. Between races, the grounds are open for they are issued and markets that attempt to undervalue or overvalue
guests to explore and enjoy. At the far end of the central racetrack is the tokens soon find themselves under the scrutiny of the Casino
a tarot tree attended by the groundskeepers. Guests are encouraged and its agents. This is less strictly enforceable outside the realms
to select a card if the tree has one available as a souvenir of their day.
While greyhound and horse races are regular, also not to be
missed are the Gnomish Races held twice a year. While not races
of gnomes themselves (that’s an entirely different racetrack), Casino Training
these are races of gnomish inventions. Lumbering, slithering, and
Employees at the Casino are generally of a strongly Lawful
occasionally flying inventions make their way from one end of the
or Chaotic nature. Employees in sensitive positions, such as
course to the other—and not always in one piece. Attendees are
advised that goggles and fire-resistant clothing may be wise if their tellers and dealers and those who directly interact with the
seats are within the first three rows. games, all receive basic training in how to spot a cheater and
what to do if one is found. On completing this training, the
employee also takes an oath, enforced by a geas (CL 18), to
GAMING report cheaters to Casino security. Standard employees are
Games played at legitimate tables at the Casino are designed to be to alert security but, otherwise, allow cheaters to continue to
fair with a reasonable but not excessive house edge for those games believe they’ve gotten away with it until security arrives to
where an edge is expected. All other profits from the Casino are deal with him.
gained during currency exchange or as part of the services provided
Standard Casino training grants the following benefits: +5
to guests.
Spot, +5 Sense Motive, and +3 Bluff.
Aethrytha the Wrathful (NE Elf fighter 7) is the enforcer. Not Fan Tan
an intelligent or subtle woman, but she doesn’t need to be. She’s A classic guessing game, fan tan is played with a set of small
very good at her job. gold chips and a bowl. The dealer selects two handfuls of chips
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gut from the rafters in the marketplace. In addition, he has regularly roll, taking the remainder after the result is divided by four to
made a point of shadowing the most pitiable of Sige’s victims, determine the value of the roll.
whispering advice on the games that inevitably have paid out well.
Pachinko
But the man has never been seen to play a game himself. When
Pachinko machines may be found throughout the House,
asked why he hasn’t played at the Casino, Wormwood simply smiles,
occasionally tucked into small nooks where other gaming
taps the head of his walking stick against the table, and answers the
tables would not fit, and often lining the aisle of the maze-like
question with a question: “What makes you think I’m not playing?”
floor. These machines come from many sources throughout
the multiverse, and new versions are crafted each year in
Games the Inventor’s Hive at the Casino. The machines are played
Many games are played at the Casino, most of which can be broken by the ball, each ball costing a minimal token fee. The ball is
down into combinations of skill and luck. Many of the games have launched into the machine by a spring-loaded lever and rattles
at their core a certain mathematical understanding, tempered by throughout the device bouncing off pins and carefully placed
gearwork, producing a series of cheerful sounds and lights on
its course. When the ball settles, it may land in a prize position
or may have triggered a prize on its fall to the bottom of the
machine, providing the player additional balls or, more rarely, a
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assist their betting and scratch paper is provided, but failure
to show work or passing other’s work off as their own forfeits
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the bet.
This game allows characters who do not have Profession
(gambling) to partake of a game of skill. An appropriate
Knowledge or Profession may substitute for gambling when
playing this game.
“All things hunger, and sooner or later, all things become carrion. And where
there is carrion, there is always me. When all creation ends, I’ll be there to
suck the marrow from its bones.”
—Mordiggian, the Hunger God
took the worship of ghouls with him, something that Orcus does not
forgive or forget.
In the ages since that time, many cities have risen and fallen in Hunger’s Gift
the red dust desert of Evermaw. Mordiggian’s currently capitol is the Such is Mordiggian’s power that everything (even rocks and
funnel-like city of Vultures Beyond, but the Patient One knows that, dead wood, it’s said) feel hunger in his realm. This includes
in time, this too will surrender to entropy, and he’ll devour what creature types that don’t normally require sustenance, such as
remains and raise the city anew. the dead (and undead), constructs, and elementals.
How exactly this works is up to the GM: fire elementals
PLANAR TRAITS might need to burn things while gearforged might need
to insert new cogs and springs. Such creatures hunger and
Evermaw follows all the general rules of the Eleven Hells, and has the
starve as if they were normal humanoids but do not suffer
following individual traits:
the enhanced starvation rate of the realm. Mindless creatures
• Normal Gravity still hunger and, in combat, have a cumulative 1% chance/
• Hungry Time: Time passes normally except that all creatures round to go on an insane rampage (similar to the berserk
starve and thirst at twice the normal rate. This effectively doubles quality of flesh golems).
the amount of food and water characters need each day.
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The traditional ghoul is undead, victim of ghoul fever or
most other things) also makes it ideal neutral ground for the curse brought on by abominable necrophagy. It’s not
discreet meetings: More than one event that shook the planes always so clean-cut, however. Sometimes a ghoulish nature
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began here with a sly deal or conclave in some back alley flourishes while the victim is still alive.
water house or feeding den. Evermaw is home to many living ghouls. These are
Of his fellow devils, Mordiggian has most dealings with typically gourmands or degenerates who’ve developed a taste
Orcus and Arishkagel. Orcus continues to regard Mordiggian for mortal flesh. Much like lycanthropy, their secret life scars
as a traitor and a thief, and the lords’ minions regularly try to soul and flesh alike with telltale marks—a predatory cast, a
poach worshippers from each other’s hungry dead. Despite squint from eyes that spend more time in darkness than light,
this, the two realms sometimes coordinate their efforts— long nails, stinking breath, an aversion to cooked meat, and
especially when it comes to mischief in the Underworld. general poor hygiene. The most degenerate examples become
Usually, Mordiggian’s spies assist the minions of Orcus in prognathous, almost jackal-like.
their brutal (and so far pointless) campaigns. Mordiggian’s Many living ghouls become the servants of true undead,
devils have also begun to work closely with those of Jezebel. acting as their servants and spies where undead are not
Gluttony and Lust, it seems, are very compatible sins. tolerated. Many of Mordiggian’s secret clergy in the mortal
Getting In and Out realm likewise hide behind a mask of living flesh.
The Road of Fangs is the most common means by which souls Living Ghoul Traits:
are brought in from the Underworld and other realms of Hell. • Living ghouls do not have the undead type. They remain
Scattered portals lead to other realms, most commonly from living creatures and cannot be turned. Upon death,
the tombs that dot the wasteland. Portals in Vultures Beyond however, their body automatically rises as an undead
itself are highly prized by both the cult of Mordiggian and the ghoul unless destroyed.
city’s many shady dealers. They are always guarded, and the
fee for use is severe (if permitted at all). Most are located in • Concealing a living ghoul’s nature counts as disguising a
the dark hearts of the city’s ziggurats. minor trait (see “Disguise” in the Pathfinder Roleplaying
The Negative Energy Plane is always close—often too Game Core Rulebook)
close—at hand. Lying directly below the dust. Evermaw is as • If close-cropped to appear more human, the nails of a
close to the ultimate destruction as perhaps any plane of Hell ghoul do only normal unarmed combat damage for a
dares, save for the realm of Orcus. Getting there is simple— creature of its size although it is lethal slashing damage
just cast yourself into a sinkhole or over Evermaw’s edge. and still carries the ghoul’s paralysis.
successfully walk the knife-edge between becoming a disciple and as meeting grounds for rebels and thieves, storehouses for slavers
becoming lunch, however, can return with untold secrets—mastery and smugglers. They are also renowned for containing portals to
of pain and privation, sorcerous bloodlines of famine and death, other planes (incidences are actually rare but there are thousands of
martial arts styles specializing in tooth and claw. tombs), usually leading to or from the ghoul empires, the graveyards
of Midgard, or the Underworld.
Desert of Blood Dust
The vast majority of Evermaw is nothing but powdered blood. It’s THE CITY OF VULTURES BEYOND
said that every time a vampire drinks or a ghoul eats, the swallowed
gore ends up here. Wind constantly shifts the desert dunes, leaving At the heart of the realm is a yawning pit known simply as the Maw,
few permanent landmarks. The dust swallows structures efficiently: and around it, Mordiggian’s osseous capitol, called Vultures Beyond.
ruined crypts, clay barrows, and fallen towers are common just below Built on a funnel-like pit of trickling dust, its winding and crowded
the surface.
Hunger prowls the wastes like a walking geas. With so few
resources, life exists in predatory starvation. Reclusive or wandering
undead are the most common encounters. Mortals find life almost
Evermaw Terrain
3
impossible. Cannibalism is the rule for living and dead alike. Evermaw exists in perpetual dim light. Undead are unharmed
The desert is waterless save for a few quagmires, where a trickle of by the weak red glow of its black coal sun. The terrain is
the Ever River creates bloody mud or the occasional mold-encrusted mostly desert (sand dunes) and rocky badlands. Dust storms
spring dribbles from a crack in some protruding rock. Such water are common (treat as sandstorms). There are also a few
usually comes from the Lethe, Styx, or other stretches tainted by its plane-specific hazards:
passage through Hell (see HAZARDS OF THE EVER RIVER for
more details). Very rarely, the land is splattered by yellow acid rain, • Acid Rain: Clouds of jaundiced yellow are common in
creating sudden and devastating floods of gore. the sky, but rain is so rare as to be almost legend. When
Hidden among the red dunes are deceptively shallow (at least it comes, its acid eats into metal, stone, and flesh, causing
at first) inclines that lead to sinkholes, where blood dust pours 1d4 damage/minute of exposure. A typical rainstorm lasts
downward at increasing speed. Legend says these sinkholes are the 1d12 hours.
remains of former capitols that the Hunger Lord allowed to slip • Quickdust: Treat this exactly like quicksand (described in
entirely into oblivion. Sinkhole depths have the minor negative- the Pathfinder Roleplaying Game Core Rulebook) except
dominant trait and eventually lead to the void below—a guaranteed that it is dry and suffocates victims with choking dust
way to enter the negative energy plane for those mad enough to
rather than water.
take it. Travelers must be constantly alert for the trickles of dust
3
the normal price for all goods and services and face mockery, in Vultures Beyond. Some jobs require too much thought or dexterity
insult, or even violence. to be given to lower undead types, and there’s a certain prestige in
being able to support and protect living servants.
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Base Value 12,000 gp; Purchase Limit 85,000 gp; Spellcasting
Some mortals are raised in luxury, almost like pets, to be
9th level snuffed and reanimated as undead concubines or attendants once
Minor Items 4d4; Medium Items 3d4; Major 2d4 Items their bodies have matured to whatever state their master wishes
to preserve. The majority aren’t so fortunate: “unclaimed” mortals
must live in the Kinegather Ghetto, on the steep slope of the Maw.
streets are home to outsiders and undead, sinful souls and hungry
At least the law forbids killing the living simply for their meat, but
mortals. The outer edge is most prestigious while the further down
in exchange for this protection, all mortals must play the lottery (see
and more severe the slope, the more slums and filth predominate.
LAWS, below).
Blood dust gets everywhere.
Death and its by-products are the main industry of Vultures
Beyond. The city is voracious: it skins, chops, grinds, hacks, and
Sons of Abnegation & the Teeth of Gula
carves, constantly and efficiently. It’s a city of butchers and tanners, Mordiggian, Evermaw’s inhabitants claim, is a fair and even-handed
of scrimshaw and rendered fat and polished bones. Bone and sinew god—or at the very least, a disinterested one. Few definite personal
are common materials for tools, decorations, and even buildings. It’s attributes are ascribed to him. He’s usually depicted as an impersonal
used for shanties and lean-tos in the lower reaches and as decoration force, a raw and elemental power like fire or negative energy, largely
elsewhere. unconcerned with the minutiae of the living. This hasn’t prevented
Meat is both a commodity and a currency, and most locals have his worshippers from developing their own competing versions of
pawned parts of themselves at some point: flesh is exchanged for the faith. There’s a schism at the heart of Mordiggian’s hierarchy.
goods and services in time of need with replacement parts purchased Two competing cults rule Vultures Beyond: the Sons of
when available, regardless of aesthetics. It’s not pretty, but for those Abnegation and the Teeth of Gula. Both robe themselves in black
looking for a cheap alternative to regeneration, Vultures Beyond is and red and white, both wear skull-like silver masks. Both produce
replete with options. clerics and monks who fight with the savagery of frenzied sharks.
There’s little to tell either group apart, but failure to do so can prove
Inhabitants fatal.
The Sons of Abnegation believe that denying their hunger for
In the city’s social circles, the amount and quality of flesh you
as long as possible is the greatest prayer to their god while the Gula
consume determines status. Ritual scarification is a common
preach that gluttony best expresses their faith. Mordiggian seems to
adornment; bites are often taken as a badge of fealty—fingers, ears,
favor each doctrine equally, but his divine hierarchy is violently split
lips, and noses devoured by greedy masters or carefully kept for use
between the two sects.
1. Child-ghouls with painted faces. Masquerading as street 12. Powerful aesthete (vampire, lich, epicurean ghoul, and so on)
performers, they’re looking to snare newcomers, stealing their aggressively courts a distinctive PC. There’s a 50/50 chance
purses and luring them into cramped spaces for an ambush. they’d like to either “preserve their beauty” (transform them
2. Twitchy and emaciated vampire, looking to beg or barter a into undead) or just devour them.
mouthful of blood. 13. Acid Rain. Shops, taverns, and the like become crowded
3. The Walking Prison marches by. Several prisoners plead for with creatures seeking shelter. Temporary rivers of acid turn
help and make outlandish promises in exchange for their the dust to gore. Vampires rush out to gorge themselves.
freedom. 14. The Sons of Abnegation and the Teeth of Gula battle openly
4. Two devils sewing up the mouth of a struggling ghoul for in the street.
breaking the feeding laws. 15. A passing lich from the Ossein Academy spies an item on
5. A helpful citizen offers to conduct the group to a speakeasy one of the PCs that it needs as a rare spell component.
where fresh water and food can be obtained for a steep price. 16. Violent dust storm descends upon the city for 1d12 hours
6. A beggar, three of his limbs gone, offers to exchange a handful (treat as a sandstorm).
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of fingers for some food. 17. A pregnant woman offers to sell the PCs her unborn child.
7. Heralds and bodyguards clear the way for a palanquin hauled 18. Impromptu slave auction or meat market. There’s a 20%
by sweating slaves. It contains a powerful member of the city’s chance that it’s illegal and raided by Mordiggian’s forces or a
elite, followed by a trail of servants and sycophants. rival street gang.
8. A swaggering, newly created outsider looking to prove itself. 19. Street fight or tavern brawl breaks out. Combatants are…
9. Mammonite slavers hit town. They’re profligate spenders who (roll 1d8 twice) 1—criminal gang; 2—outsider servants of
demand only the best. Mordiggian; 3— foreign adventurers; 4 —exotic beast; 5—
powerful devil or demon serving another lord of Hell; 6—
10. Shifting foundations cause a nearby building to collapse. In the ghoulish citizens; 7—vampires; 8—ferocious local mortals.
lower city, this may well instigate an avalanche.
20. Smugglers (typically of slaves, water, or food): 50%
11. Time and space shift as Mordiggian alters his realm: distances chance they’re trying to masquerade as legitimate traders;
distort, streets change destination, souls warp into new and otherwise, PCs chance upon them while they’re doing
fearsome shapes, and the normal magical rules may change or something obviously illegal.
be negated for a time. The city becomes even more exotic and
nightmarish for 1d8 hours.
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have a shop or three with a front door in the mortal world and a back
Welcome to the Marketplace. door in the Marketplace.”
—Phoebos the Scrivener
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The Marketplace is a crossroads in the branches of many a planar
road. A confused array of structures, a three-dimensional maze of Creation of the Plane: The Marketplace was created around the time
shops and stalls, where new markets sprout and spread like fungus of the dawn of the planes to be a place where trade, commerce, and
and shoppers can wander into and out of many worlds. communication could occur without the interference of the constant
struggle between good and evil, chaos and law. A grand conclave of
PLANAR TRAITS gods and other beings of power met in a tiny demiplane and there,
in a rare moment of cooperation, pooled their resources to capture
The whole of this plane is a sprawling urban environment in the
an idea. Commerce, the very archetype of all trade, barter, and
rough shape of a sphere.
exchange, was given spirit and form and was harnessed to become
• Self-Contained Shape: The Marketplace is a sphere. It’s possible the core of a new plane. On that featureless sphere, the gathered
to find the top, but many of its paths wrap back on themselves, beings declared that, henceforth, the new plane would be neutral
and creatures flying into the misty void beyond eventually find ground and no god, demon, devil, or other entity there gathered or
themselves flying downward toward it once more. any yet to come would ever try to possess it.
• Sentient Morphic: As agents of the Core, the Auditors can
Building the Marketplace: When the first mortal travelers reached
modify the Marketplace when six or more of them work together.
the sphere, they found the first layer of shops waiting for them
• Neutral Aligned Plane: Due to the treaty that caused its creation, and they called the plane “Marketplace.” Over the centuries, more
the Marketplace is outside of alignment-based struggles and travelers came and went, and as they did so, they built upward until
conflicts. the first layer and hundreds above it were covered over with new
• Impeded Magic: For the most part, magic acts normally with levels of shops and streets.
a notable exception: spells and effects that attempt to alter the
landscape (such as stone shape, move earth, or earthquake) are The Rise of the Auditors: About 500 years after the Marketplace’s
impeded due to the Auditors’ influence. creation, a new race of beings emerged from the buried levels. These
red-cloaked living constructs appeared to be an offshoot of inevitables
There is no sky or stars or sun in the Marketplace. Ambient light and called themselves the Auditors. Virtually overnight, the Auditors
from the atmosphere gives off an illumination similar to twilight and seized control of law-enforcement in the Marketplace, crushing any
the temperature is constant, though somewhat tepid. and all opposition with overwhelming numbers. However, instead of
The layers of the Marketplace, in descending order, are… cementing their rule over the plane, the Auditors decreed that there
Trading Guilds, are more carefully made of stone and steel. Wagons,
prohibited by various religions. Anything that you cannot find in the
mounts, and other vehicles travel on the wood and stone cobbled
Uppermarket is assuredly for sale in the Undermarket, assuming that
streets while the upper floors are open only to foot traffic.
you survive to reach it. The Undermarket is only vaguely patrolled
The Uppermarket is roughly divided into four wards—
by the Auditors and is primarily controlled by gangs and powerful
Ascendant, Crucible, Wentletrap, and Openhand—by the major
warlords.
avenues running between the four Grand Plazas. But unlike other
urban centers, the wards of the Marketplace are not organized
by similar occupations, such as a merchant ward or temple ward.
Depths
This type of arrangement never developed in the Marketplace After about five layers, the Undermarket gives way to the Depths.
because, from time to time, some of the buildings and even whole This is a place of dungeon-like passages and caverns hewn from
streets mysteriously change locations in the blink of an eye. These ancient buildings, shops, and structures. The creatures that inhabit
alterations cause neither damage nor injury. Most inhabitants blame these dark places are true monsters. Some are creatures escaped
the Auditors and whisper that the Marketplace’s odd guardians have from various stores over the centuries, others wandered in through
their own hidden reasons why they move things about. some portal, and still others are desperate folk who shunned the
The inhabitants of each ward take great pride in their Marketplace above in favor of the harsh world of the Depths. Fortune
neighborhoods. There is a generally healthy—though frequently seekers have recently begun exploring the Depths searching for lost
treasures and secrets.
3
just because it stands balanced on a point no wider than a coin. The connected to, and as such, are very distinctive.
Aerie is the headquarters and home of the Right Honorable Guild of
Couriers and Guides. Made up primarily of a clan of unseelie pixies, Arbor Plaza: This plaza is located at the top of the sphere, on the
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the guides have been in the Marketplace almost since its founding. border between Ascendant and Crucible Wards. The ground here
This duration has given its members the unique ability to locate any appears to be wood, but it is harder than stone. At the edges of the
building that has been moved by the Auditors. This is handy because plaza, the wood merges back into the normal cobblestones of the
the Aerie changes location almost every day, flitting from ward to Marketplace. The Thorn Gate is linked to the World Tree.
ward almost as if the Marketplace cannot make up its mind where
it should be. Weaver’s Plaza: Located at the equator, between the Ascendant and
Distinctive in their blue uniforms, the pixies have turned this Openhand Wards, the ground in this plaza looks as if it were made
ability into a career, flitting about and hiring themselves out as from woven together spider webs. The Thorn Gate is linked to the
guides. The cost is set by the guide at the time of the hiring and can Webways.
be anything from coin to food to something shiny. The average price
is usually about 5 gp, which seems expensive but it is time consuming Purgatories Plaza: Set at the bottom of the sphere, this plaza is
if not impossible to find a moved building without a guide. Recently, shared by the Wentletrap and Openhand Wards. There are pipes
the guides have opened up membership to other small, flying races and conduits that are imbedded in the ground, leading out from
like mephits, imps, quasits, and even a small family of awakened the Thorn Gate and extending until they vanish underground. The
stirges who only accept a sip of blood for their fee. Thorn Gate is linked to the Underwalk.
The clan chief is a shrewd fellow called Rotund Tam (LN pixie
aristocrat 4/rogue 8) who is revered by his people not only for his Shades Plaza: This equatorial plaza is set between the Wentletrap
and Crucible Wards. The area around the Thorn Gate appears to be
made of shadows, but this effect fades toward the edges of the plaza
were the normal cobblestones become dominant. The Thorn Gate is
Sustenance linked to the Shadow Road.
Since there are no fields or farms in this plane, all food and
water must be imported into the Marketplace by caravan. The Wards
Prices are harshly regulated to keep demand in check and to
Ascendant Ward
prevent riots. Many enterprising clerics make good coin by
wandering the streets casting create food and water on demand This ward of the Marketplace is named after Shining Ascension, a
for those who can pay. magnificent golden palace built by the efreeti Vaili. The glow from
the shining dome increases the illumination of the neighborhood the lair of an ancient red dragon or taking a nap in the bedchamber
significantly. The signs and flags of the buildings in the ward often of a king, the trespassers see every obstacle as a lure, every do-not-
depict some form of domed palace on them. enter sign as a dare. The current chairman is Sir Wilhelmina Kandler
(CG rogue 5/ranger 5), a woman who’s temper is nearly as famous as
Controlling Organization: her exploits.
Day to day operations in the ward is handled by the Goldstamp
Cartel, a loose association of fey, genies, and celestials. The members Lesser Groups:
of this group hold long-range merchant concerns, including Blackshield Caravan Company: Upstart import businesses run by a
caravans and planar sailing ships, as well as controlling interest in former adventuring group.
the larger businesses in the ward. It is rumored that the cartel is
Clockwork Liberation Army: Public office of the plane-spanning
trying to expand their influence downward into the Undermarket.
emancipation movement dedicated to freeing all clockwork beings
Traditionally, the cartel has a long-standing relationship with the
from their slavery at the hands of the “fleshed.”
Association of Alchemists, Artificers, and Arcanists in the Crucible
Ward, and while the two compete, they do so without malice, for the
Notable NPCs:
3
most part. However, recent clashes between the cartel and the Divine
Darby Threegrow: (CN leprechaun bard 10) This merry fey is the
Intermediaries Union, might strain this alliance.
spokesman for the Goldstamp Cartel. He is the public face of the
organization and, as such, walks the Ward daily using his bardic
Notable Locations:
talents to put a cheerful demeanor on the Cartel’s yoke.
The Trespasser’s Club: Located at Adventurer’s Way, Ascendant
Ward. This austere three-level brick and marble building could be Vaili the Efreeti: (LE efreeti aristocrat 4) The reclusive and powerful
a bank or the domicile of some rich philanthropist. Only the small genie takes little to no interest in the affairs of the Marketplace,
bronze plaque by the oak doors—”The Trespasser’s Club”—gives a preferring to spend his time in his studies. However, once each
hint to its true nature. This building is the headquarters of a social club month, he offers a lottery with the prize being one free wish granted.
for daredevil explorers, thieves, swashbucklers, and adventurers. The It is said that those who win are not always happy with the results.
interior is filled with mementos of successes, failures, and everything
in between. The broken staff of an archmage, a deva’s hairbrush, half Plot Hooks:
a bottle of Odin’s personal mead: a thousand souvenirs, each with its Rumors abound that the Trespasser’s Club is looking for a few
own story of high adventure. brave souls to become members, assuming they pass the entrance
They challenge themselves and each other to gain access to challenge.
places where they are not suppose to be. Whether it is stealing into
3
Crucible Ward. This tall stone building has an elegant sign in front their uniformed guards patrol the streets in force. While this might
marked only with the letter “A” in flowing silver script. Run by seem oppressive, most business owners take comfort in the peace
Togford Bendrazzi (CG halfling alchemist 12), it was the first of the that is brutally enforced in the Openhand Ward. The consortium
Other Locations
alchemist guilds founded in the Marketplace. It specializes in healing would like nothing more than to take control of the other Wards,
and curing potions, salves, and ointments. but their schemes are long-reaching and convoluted, just like the
rakshasa.
Guild of Marketplace Alchemists: Located at Fountain Square,
Crucible Ward. This tall stone building has a massive golden letter Notable Locations:
“A” affixed to the front of it. Run by Bogdale Bendrazzi (LN halfling
Klamber’s Clockwork Curiosities: Set into a small clock tower, this
alchemist 10), it was the second of the alchemist guilds to be created.
shop specializes in all manner of clockwork and machinery. Zoldolpus
It specializes in utility potions like invisibility, levitation, and the like.
Klamber (NG wizard 20), the owner and proprietor, appears to be an
old human with wild white hair and beard who delights in creating
Marketplace Alchemist’s Guild: Located at Fountain Square,
constructs, hands out clockwork toys to children, and never has a
Crucible Ward. This tall stone building is actually shaped like a giant
mean thing to say about anyone. Unbeknownst to virtually everyone
letter “A.” Run by Kogzul Bendrazzi (LE halfling alchemist 11), it is
in the Marketplace, the real Zoldolpus died centuries ago. The being
the most recent alchemist guild and specializes in harmful potions
who calls himself by that name was the old wizard’s greatest creation:
and poisons.
a living construct so cunningly crafted as to be indistinguishable
from a normal human. The current Zoldolpus is, secretly, one of the
Folks are whispering that Bron Larot, a local peddler, is secretly a Bevi’s Potion Trough: The manic fetchling alchemist, Bevi Vernah
Mammon cultist who has stolen one of the consortium’s most closely (CN alchemist 8) offers discount potions and experimental elixirs.
guarded secrets. Can the PCs get to him before the Rakshasa do? Results not guaranteed.
Wentletrap Ward Corpses for Components: This unique business is run by Jep Vosk
(NE redcap ranger 5). Bring in a monster corpse, and Jep will render
This ward is named for the portion of the Infinite Staircase that rises
it into spell components suitable for most metamagic applications,
up above the buildings. There does not appear to be any method of
each in its own monogrammed pouch.
accessing the stair from the Marketplace, but that does not stop the
occasional attempt. Many of the ward’s buildings fly flags featuring
Cuckoo’s Bounty: This quaint little shop buys and sells time. The
stylized images of spirals.
proprietor, a rogue bythos aeon who goes by the name of Tock, will
buy moments of your life from move actions up to hours. These, he
Controlling Organization:
sells as stones that, when broken, grant extra time.
The Divine Intermediaries Union, a spiritually minded guild, keeps
the peace in this ward thanks to their faith and a judicious use of Forgiveness and Indulgencies: Opened by a disgruntled cleric, this
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divination. Members include not only clerics and oracles but also shop quickly grew to be despised by every church in the city. For a
people of faith, no matter who the deity. For the last 10 years, the sharp fee, ex-father Mathis Skeen (NE cleric of the Void 10) will cast
union has attempted to move their control into the Ascendant Ward. atonement or any other spell to set you right with your god. After he
Thus far, their plans have been blocked by the Goldstamp Cartel. lost his faith, Skeen came to worship the idea that since the gods can
die, they are false gods. The only true deity is the void itself because
Notable Locations: eventually everything returns to it.
Honest Tenkar’s Relics and Artifacts: Located at Platinum Avenue,
Wentletrap Ward. With advertisements seen across the Marketplace, Green Hand: A unique shop—even for the Marketplace—this
most have heard of Honest Tenkar’s. The establishment itself is a establishment is actually a massive oak tree whose branches reach
gaudy shop with overblown décor. The signs in the window claim up to shade nearly the entire street. Run by T’sak Murelle (CN dryad
that within can be found authentic and powerful holy relics and druid 8), the store specializes in collecting, growing, and selling rare
artifacts. and often dangerous flora.
The proud owner is Tenkar Ruphus Ardlo (CN rogue 5/wizard
8), a cunning little half-fiend gnome, who offers no guarantees and Madam Nova’s Aspectorium: The famed beauty herself, Madam
no refunds. The truth is that most are minor magic items with flashy Nova Deverandu (LE aristocrat 3/wizard 10) will change your
one- or two-use abilities, such as a +1 longsword that can cast polar physical features for a modest sum. The more she alters your form
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story goes, Ghest was a powerful and charismatic leader who arrived information or actively seek out some bit of gossip or secret for you.
in the Marketplace hunting a fugitive. When he arrived, he saw such
sin, corruption, and (to his mind) evil that he vowed then and there Vissool Gaggaarth
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to root out the darkness. But he found that the powers-that-be did LN mimic rogue 8
not see the world in black and white as did the paladin. Ghest tried Inquisitor, thief-catcher, bounty hunter, and freelance spy. Possessing
to convince the guilds and factions that since justice is blind, it ought a genius-level intellect, impeccable fashion sense, a way with
to apply to everyone. He was rebuffed. Some say that it was then that the ladies, and the ability to bite through bone, the suave mimic
the mighty paladin cracked. is respected and feared by his friends and foes alike. As a mimic,
Darvin Ghest left the Marketplace for a time, and when he Vissool will often use his shape-changing ability to become some
returned, it was at the head of a band of paladins, gathered up from innocent looking piece of furniture in order to spy upon his targets
many different orders, calling themselves the Arm of the Blind. before confronting them.
Unlike most paladins, these warriors shed the plate mail and horses
for disguises and ambushes. For the Arm of the Blind became paladin
vigilantes, meting out their own brand of justice on the harsh streets
of the Marketplace. USING THE PLANE
Members of the Arm of the Blind are hidden among the general Adventure Seeds
population. They stay hidden, despite extensive efforts by one guild
or another to stamp them out, by acting in small cells, using their
• Too Many Portals: Portals have begun appearing all over
own secret sign language to pass messages, and never confronting
the Marketplace disgorging monsters, beasts, and surprised
the evils directly. Instead, they do their best to disrupt criminal
sentient creatures. This uncontrolled influx is causing havoc
organizations, working their way up the chains until they can take
and disrupting trade. The Auditors appear occupied closing the
out the leaders.
portals when they open, so the great merchant groups have put
out a rare joint call for adventurers to discover the origin of this
“Mother” portal plague and stop it.
Female CE night hag sorcerer 6
• War: The Cult of Mammon is gearing up for another attempt
The night hag called “Mother” by most is as much of a mystery as to seize control of the Marketplace. Using agents infiltrated into
she is a legend. Some say she has gone by many names—Crone of the various merchant organizations, they hope to create enough
the Wastes, Old Nan, Rotten Nannananna, Baba Yaga—and that conflict and tension between these groups for the Marketplace to
whole kingdoms have risen and fallen by her doing. Mother runs a erupt into outright warfare.
shop of out a little building that seems held together out of fear of its
“Blood and iron. Nothing characterizes the so-called Plane of Spears as well
as those two words. It is said by some that this plane is a punishment for those
who reveled in killing when they lived. Others say that it is a holy reward for
the most valorous, and still others that it is the echo of every war ever fought.
Perhaps all of them are right, for certainly, the clamor of battle never fades.”
—Janeth Brightblade, human paladin of Valor
MAJOR LOCATIONS The Forest of Valor climbs the side of the volcano Laok, a place
where the Plane of Spears is infused with elemental fire. From a
“Everywhere you go on the Front, the broken swords and spears of distance, it seems that Laok is clothed in lightning and fire, but as
the dead lay so thick that they are the only ground to be found. So you approach, the individual trees become clear, and you realize
many have died that the only rivers left flow with blood, and the rain is perhaps your perceptions were not so wrong. The Valor Trees are
always tinged red. On the ground lies the triumph and tragedy of war, akin to tawny arcs of lightning: their leaves are flames and their sap
a never-ending glory where the soldiers who die today will rise again to is as hot as molten lava, a substance treasured by planar alchemists
re-join their battle again tomorrow.” at the Market.
—Estaniel, elf warlord The fire haired, golden winged angels of valor are drawn here
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from the celestial heavens and the courts of the Lords of Battle high
There are many places that would be of interest to an adventurous above. They are dedicated to engendering courage in the hearts of
soul in the Plane of Spears, from dwarven citadels engaged in battles
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mortals, pushing them to glory in battle. It is said that they disguise
with armies of orcs and giants, to the last palaces of drow cities themselves and travel the Prime Material, mixing in with soldiers
fighting with fury and spell against the thralls of aboleths. But these preparing for battle or slaves planning uprisings. Sometimes they
things, it seems, can be found on the prime material easily enough bear the maple-like seeds of one of the Valor Trees with them and
at different times; it is the places that can only be found here that are plant them in other lands, where they flourish and bring warmth and
most interesting to adventurers. courage for a time, inspiring those who look upon them to take heart
in the face of their struggles.
Castle of Eternal Renewal It is strange to realize that the forest is one of the safest places on
My dear sister, that was so last week, this is the new fashion. the Plane of Spears. In the past, armies have tried to take the forest.
—Lord Misterial Some have even tried to destroy it. However, every army that has
ever tried finds that it is soon outflanked by one or two other armies
Not all those who come to the plane are eternal spirits who lust for and, often, junior officers rise up and rebel from within the army
battle with sword and spell. Some are more fey beings for whom the against the act of desecrating the forest, all the while confronting an
idea of battle is more ephemeral, and it is such beings that rule over army of angels to the fore. So it is that wise generals have learnt to
the Castle of Eternal Renewal. The Castle of Eternal Renewal is home leave the forest be, but every few centuries, some fiend tries to usurp
to Lord and Lady Misterial, fey twins who arrived and, through the angels’ command of the forest.
Front
Planar Connections “The battle never ends, isn’t it glorious!”
—Istrakat, carnage demon in a lucid moment
The Plane of Spears is strongly tied to realms where battle is (translated from the Infernal)
held in highest regard, such as Valhalla or the domains war
gods. It also has strong connections to places where great The front is 300 miles of battlefields on which various armies clash
battles were fought by powerful beings, such as gods and their for eternity, driven on by officers Infernal and Holy. Miles of twisting
enemies. Aside from these connections, the plane of spears trenches and hasty barricades zigzag the churned earth, housing
sometimes connects to places where battles are currently eternal warriors locked in an eternal struggle. As an army thunders
underway, be they on the material plane, the depths of the on, the landscape subtly changes to mirror the army’s ideals: the
Hells, or some remote conceptual plane. defenses might show the elegant focus of elves, the ferocity of the orc
piracy and the need to defend against it see more blood spilt into the and, in the long years since, the bodies of those who ventured
lake every year. there in search of treasure from that long dead army. Even with the
promise of death, either at the hands of the demon’s servants or those
Last Rest Inn who work to ensure the fiend does not escape, people venture into
They have worked their will on John Barleycorn the maelstrom, and every now and then someone escapes with an
But he lived to tell the tale, ancient treasure—the tales of which lure others to their watery fate
For they pour him out of an old brown jug beneath the maelstrom.
And they call him home-brewed ale.
—traditional Nexus of Battle
Many places on the plane are quite mundane, others are wondrous
Not everyone in the Plane of Spears is obsessed with fighting battles. and unique, and a few, like the Nexus of Battle, are mysterious and as
Some are more interested in the other aspects of the plane, and it is much a legend on the plane as they are to travelers who might come
at the Last Rest that many of them gather. That is not to say that the to the plane just to seek it out. The legend of the Nexus of Battle tells
inn is free of trouble; in fact, many battles have been held around it, that in the earliest days, the gods sought a way to gain an advantage
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and it has been destroyed on occasion as a result. However, the Last over other beings that might make war on the gods and to do this
Rest is always rebuilt and is always returned to being a place of rest they created the Nexus. Some people say that the very presence of
and celebration. this nexus was what brought the whole Plane of Spears into existence.
Currently, the Last Rest appears to be a small, sturdy, Regardless of the truth of its origins and connection to the
whitewashed stone building with wooden shutters and a tile roof Plane, the truth is that it is a great circular temple found in the sky
run by a satyr called Komos Five Feasts. The interior of the inn is above the Plane of Spears and grants those who reach it the ability
noticeably larger than the exterior would suggest, and it is dominated to witness and even go to any battle current or past through its pools
by a great hall that holds easily 100 warriors. This apparent defiance and windows. Reaching the Nexus is not easy, especially without the
of the laws of the Plane of Spears is a feature the inn developed when ability to fly, but there is a portal from Storm Keep for those holding
Komos had the inn rebuilt, and through this mysterious expansion, the right keys.
he has turned the inn into something of a place to celebrate victories Through the Nexus of Battle, one can watch a battle between
and wash away the taste of defeat. Combined with the fact he doesn’t dragon armadas on some far away world... or perhaps watch a
frown on brawling and getting his chairs and tables broken, he has historical battle from the past of your own world. One might dive into
kept the eyes of greedy generals from the inn, at least so far. a lake and witness the sacking of merfolk cities by water elementals.
The presence of warriors from many forces on the plane also One might enter a cave and watch dwarves putting goblins to rout.
draws other people, from merchants to thieves—and even just the Some come here to witness the glory of war or the spilling of blood
foolishly curious. A few things are certain: a great celebration is sure onto the dirt. Others are generals and commanders who arrive
Sanguine Monastery
“I thought monks were holy men, the only
thing these hold sacred is spilling blood. How
do I join?”
—Vorask, orc raider
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together a life between the battlefields. They
must deal with the hardships faced by all of
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those who live near war: their crops seized
or burnt, their houses plundered, their
strong forced into armies. Yet none of those
hardships are feared as much as the Sanguine
Brotherhood.
The Sanguine Monastery is built in
the middle of the Front. It appears from
a distance as a normal temple except for
its unusual silver and red color. However
approaching its profane doors brings out
the truth of the structure, it is made from
the swords, spears, shields, and hauberks
of thousands of warriors, and it is stained
forever in blood. From inside come the screams and whispers of the Storm Keep
monk’s profane chanting that scratches at the back of the mind luring “Charge!”
people to enter and join. —Commander Warek, human paladin of Mavros
The Monastery seems to provide an oasis of calm in the
unending conflict of the Front, but that is only because all those who Above the Front, a storm rages. Thunder echoes through the night,
battle endlessly here have learnt that to approach the monastery is and rain lashes the ground, yet lightning rarely falls from the clouds.
to lose men to its song. While mortals might join the monks or die For those who can reach those clouds, the reason is revealed in the
on the towers spire, the immortal soldiers of the Front have far more glory of Storm Keep. The keep is a home of Mavros, the God of War
gruesome fates within. and Thunder, Lord of Strife and Rebirth. Storm Keep gains its name
The monks are generally held to be vampires, but if they are, they not simply from its location in the perpetual storm clouds that it
do not follow the usual expectations of such creatures. It is rumored rests upon but from the lightning that forms its walls.
that they are the agents of foul creatures from beyond the stars and Mavros is a god of action, and his home is a staging ground and
between the veils of the cosmos, and it is in the language of such fortress for his armies—a fortress whose very walls attack those who
things that they chant and from those entities that they draw their would try to take it by force. No part of the keep lacks some sort of
maddening power. strategic value: the corridors are hard to navigate, the stairs are steep
never-ending battles of the plane, and they that celebrate the most
fiercely afterward. However, despite their appearance of normal flesh
ENCOUNTERS
In the Plane of Spears, most encounters are with armed soldiers of
some sort, and often, they will be fighting something else, preparing
to fight something, or fleeing from something. This makes the plane
Avoiding Combat Grind a dangerous place full of potential combat encounters.
The Plane of Spears is obviously a place where you can have a
lot of combat. Here, combat is always an option. Yet combat Typical Encounter
in your game is best when it serves a purpose in your story, so Human Army Patrol: This encounter consists of 3 human soldiers, 2
unless your players really enjoy combat for its own sake, you human scouts, and 1 human cleric of the same level as the PCs. These
need to be careful when dealing with the plane that you use soldiers are patrolling the flank of their advancing army and are more
combat appropriately. interested in determining the PCs motives and either getting the PCs
The Typical Encounters section provides a number to leave or escorting them to the army for recruiting. If the PCs start
of examples of situations that can be used to run combat a fight, the soldiers and cleric stand and fight while the scouts flee to
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encounters, but it also provides reasons that each combat report the attack.
might be best avoided for a party of adventurers. On top
of these specific reasons, it is wise to consider why you USING THE PLANE
have brought your players to a place where “fight first, ask
questions later” is the normal response. “So why do people come to the Plane of Spears? Some come for the glory
In considering this, one simple way to encourage players of the battles, some come to seek treasures lost on the field or in the
ruins, others come seeking the soul of some hero or villain, and others
to avoid fighting is to use a number of easy fights to use up
come to petition the Lords of Battle for something. Yet few find what
their resources and to constantly interrupt their ability to
they seek. Most only ever find blood and iron.”
rest. Interrupted resting in particular forces characters to
—Lornath, half-elf sage
find solutions to the problems of the plane beyond sword
and spell. Another simple strategy is to put a tight clock on The Plane of Spears functions much like the Prime Material Plane
what they have to achieve on the plane. If they are always in most respects. The one great exception is the start of each day: at
being held up by combat encounters, they are not getting the start of each day, those who died during the prior day’s battles
closer to their objective, so again, alternatives are going to be are returned to life among their allies, and those wounds of the prior
necessary for the party to achieve their goal. day are healed. It is speculated by scholars that this furthers the
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something outside of the plane is behind this, and as he cannot
leave the plane, he has agents seek out the PCs and recruit them
to help restore the balance so that the great battle does not end.
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• Stop the Blood: A Sanguine Monastery appears on the PCs’
world, and to stop the spread of the monk’s madness, they must
journey to the Plane of Spears and rally allies in order to destroy
a similar monastery on this plane that conceals a portal to the
PCs’ world.
PCs might be sent here to speak to a famous war leader to learn how
the “invasion of X” was stopped because it’s happening again in
the mortal plane. But the leader’s very busy with a position that’s
being overrun, so PCs only get assistance if they pass a message
to the men on the southern flank.
• Vital Rescue: The PCs must rescue a general who has been taken
captive by an enemy force. If they cannot rescue him by skill,
they are to kill him. The best course is skill because then the
general’s experience can be used now and not held until the next
day when it may be too late.
“The tale of Rusty Gears is the tale of Charun and Ariadne, of clacking looms
and grinding cogs, of things cast aside and broken, and of how they’re born
anew from junk. It’s a place of masks, and they’re never safe.”
—Arachne
A MECHANICAL WORLD: THE PLANE magic used to create or affect mechanical things, such as repair
OF GEARS construct or gear barrage, are extended and maximized, here.
This is the domain of the goddess Rava, commonly known also as • Changed magic: In areas where decay and entropy are strong,
Ariadne. Traveling crossways, the Plane of Gears is to some extent rusting grasp and similar magic is maximized.
like strolling through the mind of the goddess. Her domain might
very well look like the heart of a clock when seen from above, but
those who’ve explored this faraway location in depth know that A COMPREHENSIVE WAY, OR
this is but one way to conceive it. As you go deeper, you discover RAVA’S TIMEPIECE
wheels made not from metal but from primordial wood, and your The alien structure and complexity of many planes is especially hard to
very perspective changes. You no longer look at the interior of some grasp for the humanoid mind and the Plane of Gears is no exception.
mechanical timepiece but instead confront a new vision: one that The very foundations of Rava’s domain can fluctuate, representing, in
evokes the original spinning wheel of Ariadne or the mechanism of turn, the masks she currently wears, once wore, or shall display. Rare
some weaving loom. As you continue down an alley wide enough are the mortals who can follow her superiorly visionary mind, and as
to accommodate a titan, you suddenly enter a forge vast enough for such, they must adapt. The mortal mind must select a single concept
a god to stand fully erect, and chances are good that Volund once that it understands, enabling it to visualize and come to terms with
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stood there to rival Rava herself. As you emerge, sweating profusely, what cannot be truly fathomed. Thus, visitors establish in their mind
you spot a tower in the distance, surrounded by shops. Carts filled but a single way to perceive the Plane of Gears. Most of the time, this
with alchemical components converge on this place, emptying vast representation takes on the form of Rava’s Timepiece. In this form,
basins of reagents to be pumped further afield in tremendous pipes the Plane of Gears evokes the interior of a vast chronographic pocket
to gods only know where. What befell the spinning wheels? Burnt in watch whose proportions are comparable to those of a small planet.
some furnace to feed the fires of the industry? Poor mortals! How Each gigantic gear that composes Rava’s Timepiece represents a
can you hope to seize or understand those superimposed realities in specific area of the plane: some of the most important being Rava’s
just a few days? Stronghold, the Spinning Wheels Quarters, the Alchemical District,
the Aeolipile (or Steam District), the Walking Towers Province,
PLANAR TRAITS Mainspring Quarter, and Axle Heart. Almost every piece isn’t just an
essential item that controls Destiny’s movement but also a territory
The smell of grease and the clank and grind of gears is constant that supports whole cities and their residents.
background noise, granting a +2 bonus to Stealth checks. The Rusty
Gears also have the following traits:
TO THROW A SPANNER IN THE WORK
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• Normal Gravity
Regardless of how one perceives the Plane of Gears, one aspect
• Erratic Time: Sometimes, the turning gears move time at a remains constant: that everything eternally turns and moves in an
snail’s pace; sometimes, they speed the passage of days. orderly manner. Here, Law and Fate’s inevitability are all that matters.
• Finite Size The plane’s hard-working citizenry faithfully follow Rava’s edicts as
everyone tries to excel in his or her respective domain of activity.
• Divinely Morphic: Rava alone can reorder her gears at will but
The inhabitants are certainly among the most industrious across
rarely intervenes directly. the Great Beyond, but this dedication isn’t enough to keep in good
• Strongly Lawful-Aligned: Rava’s domain embodies the working order the mechanical marvels great and small that compose
inexorable grind of machinery in their proper sequence and this overly vast empire. Sooner or later, time gets the better of most
order. of the great gears and cogs that make this world turn—the edentate
wheels, broken-down engines, and other mechanical devices must
• Negative Traits: Some areas, such as the Desert of Rust, have a
eventually be replaced. Hence a side industry has arisen to answer
greater degree of entropy, so they possess the minor negative-
this need, bringing in its lot of energetic swashbucklers whom many
dominant trait and cause vim flares (see p.28).
gifted artisans look scornfully at. Barely tolerated, these workers are
• Enhanced Magic: Spells that deal with time, such as haste, are often considered second-hand individuals, and while the majority
enhanced. Spells of the Gears or Artifice domains and similar thrives to honestly carve a niche, some inevitably seek different kinds
3
most breathtaking site that can be admired throughout Rava’s domain.
Sadly, almost nothing remains of this masterpiece nowadays. When • Bid for Freedom: A group of sympathizers wants to free a titan
leader from the Desert of Rust. To this end, they have taken
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the titans revolted against the gods and were subsequently defeated,
Rava decreed that this land was to be converted into a prison for the control of the Needle, the prodigious crane whose boom reaches
thanatotic titans not already banished into the Abyss (see Pathfinder the middle of this desolate expanse.
Roleplaying Game Bestiary II). • The Right Gear: A unique magical gear has mistakenly been
The vanquished colossuses were put in chains and sentenced removed or stolen from a vital ensemble and dumped at the
to hollow out the entire table while the goddess transformed the edge of the Desert of Rust. The device must be retrieved quickly
before the desert inhabitants use its
power—if the rust monsters don’t eat
it first.
• Titanic Undertaking: The PCs
must go through half the Desert of
Rust to reach a titan who’s been granted
a formal pardon by Rava herself.
the fold or else destroyed. this sector out of fear, however, because the weavers keep all kind of
spiders as pets. Many alleys behind the hags’ shops and homes turn
out to be webbed lairs, and the arachnids aren’t always welcoming.
The Junkyard of Broken Cogs The spinning hags don’t seem to mind the occasional victims, saying
This overly vast scrap yard is an enclosed terrain under the jurisdiction in such cases that fateful events must happen. The fact that these
of the Dismantlers, a group of experts that can take almost any women also trade in souls—the threads of fate being a highly sought
mechanical device apart in no time and isolate its most valuable commodity for many a purpose, magical or otherwise—is a strong
components with the same efficiency. Many regard the Dismantlers deterrent as well. In truth, these witch-like entities utilize but a small
with suspicion because many rogues number their ranks, individuals quantity of thread coming from a soul. Additionally, such pieces of
for whom Disable Device and Knowledge (engineering) skills are string must always be given freely to be of any use. The hags not
way above the norm. Regardless, most of the Dismantlers are honest only transform materials but also sell the high quality products that
folks who must unfortunately strive exceedingly hard to convince they’ve painstakingly made. The rugs, tapestries, and vestments they
clientele of their good will. Many of these scrap metal merchants are create are exported far and wide.
considered swashbucklers at worst and cranks at best.
A tour of the Junkyard of Broken Cogs is a month-long voyage
ADVENTURE SEEDS
3
ADVENTURE SEEDS
• Acting Double: A doppelganger that
can no longer assume different shapes
cannot appear in any of the productions.
To regain its powers, the creature must
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travel down to the Time Theater’s
basement, and the destitute actor asks
the PCs to accompany it.
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• The Play’s the Thing: A spectator who
has become obsessed with his possible
futures—which are getting worse each
time—sees a means of escape when
the characters happen to be an integral
part of a production about his life that
doesn’t end in a tragedy.
Your father beats you. You look to your mother and she returning soldiers against faithful wives and seen mere
looks away. midwives burned at the stake as witches.
“Look at me when I’m talking to you!” You turn to your It takes years for those flashes of violence; I must
father’s scream, his blue eyes bulging, yellowed teeth in a patiently guide you from the lies of the angels into my
feral grimace. What scares you most is the stranger in his pogroms and inquisitions. Self-doubt, self-hate, resentment
eyes, the faraway gaze locked so intensely upon you. curdling humanity over generations. These are the tinder to
He remembers his own beatings, his own fear, and his the white-hot rage.
disgust of his own father. He sees the black eye the bully gave How much slaughter arises from those who desperately
you, and he quails in terror at the inheritance of weakness he have something to prove?
thinks has been passed down to you. He doesn’t want to do Your father’s judgment, it is still a foreign thing, his
this, and deep inside him is the man who carved the toys you broken heart at your weakness something apart from the
still secretly play with by candlelight. face you see in the mirror... but soon, it will sink into your
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It is the echo of your grandfather, an ailing man left in the skin, pass through your muscle, and take root in the marrow
shadows of an asylum by your father. It is the memory of a of your bones.
man that makes your father’s arm rise, and you oh so clever Shame. Most of all, I deal in shame.
boy, now he thinks that when it falls it will somehow make If I appeared before the men of your bloodline, they
you stronger even as it makes you hate him. would think me a stranger. Never realizing it was I who
You. Will. Hate. Him. spoke thoughts they believed to be their own, who wove
That forgiveness he sees in your eyes, that kindness their masculinity from heirlooms of cruelty and inherited
that seems like wisdom that will give him pause, make him disgrace.
reconsider. I’ve been with your people a long, long time. Ever since
But I will remind him of his own father, his own weakness. the diaspora, when the slave ships came en mass. You’ll be
I may not know where it comes from, your capacity for like the others, thinking of me as a dream. So far, you’ve
compassion, but I know how to kill it. Come morning, your resisted; you’ve held on to this... celestial... thing inside you.
father will be my creature once more. Where did it come from I wonder?
Come adulthood, you too will stand where he stands You’ll fall child. You will. And if not? Well, there is always
now; your own downward strike the echo of his own. need for meat on the tables of Mora...
I have planted the seeds of genocide. I have turned —Ilsean, Devil of a Thousand Whispers
“Radiance, eh? Ah, a place of pure thought and blindin’ light, where
darkness is cast out and secrets are revealed fer good or ill. Beware the
light o’ revelation lest it drive yer mad, and beware the things that dwell in
eternal light, fer they’re unforgiving of those less pure than themselves. True,
on the plane o’ radiance you can be reborn anew, an’ find enlightenment.
But ye might also be consumed by a star dragon of Keter and wiped from
existence altogether.
“Nuthin comes free in the planes, boy. What made you think that light was
any different?”
—Phoebos the Scrivener
lowing over the face of the Prime Material is an ocean of light. • Changed Magic: Any primarily light-producing magic
F It is the glorious will of life that is released when mortal beings automatically has its area of effect enlarged, as per the metamagic
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die. This energy, separate from the souls that created it, flows feat.
in mighty lines across and through the flesh of worlds, gathering in
• Impeded Magic: Spells with the shadow descriptor or that
locations of significance and exploding upward into the very planes
Other Locations
use or generate darkness or cold are impeded on the Plane of
of existence. Like a geyser, this power spreads in a fine mist at the
Radiance. Even if successfully cast, they are swiftly eaten away
top of its arc and filters back down through the layers, spheres, and
by the plane, halving their duration.
hollows of creation.
Follow the three paths of Nefesh, Ruach, and Neshamah as they • Mildly Neutral-Aligned
surge up to the celestial realms. Meet with the souls, freed from
their underworlds, as they fly to their ultimate reward. Or treat with The Plane of Radiance is both coexistent and conterminous with all
the beings of pure alignment that swim salmon-like back down the other planes of existence. It can only be entered from a leyline axis
paths on obscure and weighty missions. Eleven worlds, the sefirot, point on the Prime Material or through the Ethereal, but it can be
lie along the paths and form the underpinnings for the very vitality exited to any location on any plane dependent upon which sefirot a
of creation. Each sefirot houses a kingdom of protectors, from the traveler has last visited. The planar traits of the various sefirot and
golden trolls of Malkuth to the star filled trees of Daat, overlaps the wellsprings are the same as the Plane of Radiance except where
various Heavens, and is maintained by the bureaucracies of the gods. noted in their descriptions.
illuminates. The contents of even the darkest shadows are laid bare • Objective Directional Gravity: Down always leads toward the
with near blinding vibrancy. next sefirot.
However, what world one sees is dependent upon the spiritual
and mental mindset of the individual. All of the Wellsprings from • Erratic Time: Each time Nefesh is entered, from outside or
the prime material lead to their originating prime worlds’ radiant between sefirot, reroll on the erratic time chart to see how much
planes. In order to travel to other prime worlds or other planes of time passes on the outside while traveling in this wellspring.
existence, travel along the paths of Nefesh, Ruach, and Neshamah
is necessary. Each sefirot that they pass through opens the minds of
d% Time on Time on Erratic
travelers, awakens their essences to the complexities of the universe,
Material Plane Time Plane
and allows them to perceive the other worlds that have been there
the entire time but that they were unprepared to accept shared the 01–10 1 year 1 round
same space as their own worlds. 11–40 1 month 1 hour
The three paths are much like currents in an ocean. Once a creature 41–60 1 day 1 day
3
has entered a path, its flow of energy is obvious. Petitioners, the 61–90 1 hour 1 month
souls of the dead, are the primary travelers along these paths and use
91–100 1 round 1 year
them to arrive at their final destinations. Angels, demons, and other
outsiders occasionally can be found here as well. Travel time between
sefirot varies but at least one period of rest is always required to pass
between two. Neshamah: Wellspring of Essence
Pure power flows along Neshamah. Divine and arcane energies that
were not expended from casters’ minds before their deaths return to
THE WELLSPRINGS OF LIFE the cosmos within this wellspring. When a magic item is destroyed,
Nefesh: Wellspring of Potential this is where its unused power goes.
Nefesh is the wellspring of what would have been. The drive to • Mildly Neutral-Aligned
continue living that all life has, even as it ends, and the last thoughts
and dying passions that create ghosts and wraiths if left to stew • Gravity: No Gravity. Individuals merely float in space, unless
on the prime material. This is the raw physical energy that spasms other resources are available to provide locomotion.
muscles, even after a body’s soul has fled. • Wild Magic: The incredible and violent energies flowing along
• Mildly Law-Aligned this path wreak havoc with spells. Creatures using spell-like
d% Effect
01–19 The spell rebounds on its caster with its normal effect. If the spell cannot affect the caster, it simply fails.
20–23 The spell rebounds on its caster with its normal effect. If the spell cannot affect the caster it simply fails. Additionally, surging
energies deal 2 damage/spell level to the caster.
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24–27 The spell fails, but the target or targets of the spell are pelted with a rain of protoplasm, which disappears upon striking. The
barrage continues for 1 round. During this time, the targets are blinded, and they must make concentration checks (DC 15 +
Other Locations
spell level) to cast spells.
28–33 The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center
the spell at a random place within range of the spell. To generate direction randomly, roll 1d8 and count clockwise around the
compass, starting with south. To generate range randomly, roll 3d6. Multiply the result by 5 ft. for close-range spells, 20 ft. for
medium-range spells, or 80 ft. for long-range spells.
34–36 The spell functions normally, but any material components are not consumed. The spell is not expended from the caster’s mind
(the spell slot or prepared spell can be used again). Similarly, an item does not lose charges, and the effect does not count against
an item’s or spell-like ability’s use limit.
37–39 The spell does not function. Instead, everyone (friend or foe) within 30 ft. of the caster receives the effect of a heal spell.
40–43 The spell does not function. Instead, a deeper darkness effect and a silence effect cover a 30-ft. radius from the caster for 2d4
rounds.
44–47 The spell does not function. Instead, a reverse gravity effect covers a 30-ft. radius from the caster for 1 round.
48–51 The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Treat this as a glitterdust effect (DC 10 + spell
level).
52–59 Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up; an item
loses charges, and the effect counts against an item’s or spell-like ability’s use limit.
60–71 Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from
the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count
against an item’s or spell-like ability’s use limit.
72–98 The spell functions normally.
99–100 The spell functions strongly. Saving throws against the spell incur a −2 penalty. The spell has an enhanced effect, as if it were cast
with the enlarge, maximize, widen, or extend spell feats (25% chance of each). If the spell is already enhanced with the same feat,
there is no further effect.
Planar Access: The elemental inner planes (air, earth, fire, water) are
Malkuth: The Sefirot of Rulership
now accessible from the Plane of Radiance.
• Normal Gravity
• Finite size: Malkuth is the size of a metropolis.
• Alterable Morphic
Hod: The Sefirot of Glory
• No Gravity
Rulership of one’s self and one’s dominion and respect to another’s
authority are the themes and lessons within Malkuth. The sefirot • Major Positive-Dominant
appears as a city-sized, greenish-black circle of jungle on the • Mildly Law-Aligned
Ethereal Plane. Three massive black tombs break the top of the
canopy: a pyramid, a ziggurat, and a burial mound topped with
menhir. Within the boundaries of the sefirot, beacons of light burn
at the top of each and provide illumination to the jungle below. The
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golden trolls rule here, three tribes based out of each tomb, and Exiting the Plane of Radiance
constantly war with each other. Proud and powerful, the trolls all
vie for personal power and enlist any and all to serve them in their Being co-existent with all other planes of existence, the Plane
endeavors for domination. Submitting to serve, teaching others to of Radiance grants those who travel through it a unique
do so, or forcing others to submit are all ways that this sefirot might benefit: a precise exit. In the Plane of Shadow, travel times
be passed through. Neshamah leads to Yesod from Malkuth. might be shortened, but exiting the plane where travelers
want can be chancy at best. The Plane of Radiance has the
Guardians: The golden trolls are black-skinned, golden-eyed same dimensions of the worlds it illuminates, so travel time
creatures of claw and fang. Treat as normal trolls but with slightly remains the same, but travelers exit exactly where they wish
more civilized manners. Claw and bite attacks ignore any DR/special to be. However, such exits are not subtle and are always
material and weapon damage type (that is, adamantine, slashing, accompanied by an explosion of sound and a flash of light
and so on). that reduces the Perception DC to notice a being’s appearance
from the plane by −15. Additionally, everyone adjacent to
Exaltation: You gain a +2 insight bonus to Will saves and morale the exiting creature, including that creature, is subject to a
checks for 24 hours. glitterdust spell.
Netzach: The Sefirot of Eternity Planar Access: All of creation’s planar roads are available to you. An
• Heavy Gravity overwhelming roadmap of doorways and paths crisscross the prime
material worlds illuminated by the Plane of Radiance.
• Timeless
• Alterable Morphic
• Mildly Chaos-Aligned Gevurah: The Sefirot of Severity
• Heavy Gravity
Netzach is the long walk of time. It appears as an infinite sea of pure
cool water about an inch deep. Its surface is so placid that it reflects • Self-Contained Shape: Gevurah is a single cavernous room
the deep-hued empty sky almost like a mirror, making the horizon with eight exits that each lead to the door opposite.
disappear and giving travelers the impression of walking through • Strongly Law-Aligned
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the sky. Nothing changes here, and the passage of time seems
meaningless. Anything that rests in one place for too long sinks into Gevurah is discipline, the intent of law. It appears from outside as a
the sand beneath the lake’s surface, leaving nothing behind. For each giant courthouse lined with statues of every known lawful race and
Other Locations
day travelers spend here, they must make a DC 12 Will save or age deity. Within its single octagonal chamber there stands a straight-
1d12 years: the DC for this effect increases by 2 for each additional backed wooden chair facing an impressive podium. Travelers must
day. justify their actions, lives, faith, and dreams to their judge. They
must provide proof that their cause is just and that they are true to
Guardians: Sandmen ripple through the dust of ages beneath the themselves. All creatures within Gevurah are subject to a zone of
water’s surface. Using their sand form abilities to appear as figures truth (no save).
in the distance that disappear when approached, to grab at travelers’
feet and wear them down, and to put to sleep anyone foolish enough Guardians: Aeons are the Judges of Gevurah. One of an appropriate
to stop for any significant length of time. CR to the party is always present, presiding over events.
Exaltation: You may use the aging touch oracle revelation a number Exaltation: For 24 hours, all creatures that begin their turn adjacent
of times per day equal to your Wisdom modifier. to you are affected by a zone of truth (no save).
Aging Touch (Su)—Your touch ages living creatures and objects. Planar Access: All of the well-known lower planes are available to
As a melee touch attack, you can deal 1 point of Strength damage you (such as Hell, the Abyss, and so on).
for every 2 levels you possess to living creatures. Against objects
or constructs, you can deal 1d6 damage/level. If used against
an object in another creature’s possession, treat this attack as a Chesed: The Sefirot of Kindness
sunder combat maneuver. • Light Gravity
• Flowing Time: 1 hour on the prime material equals 1 day in
Planar Access: All of the elemental inner planes, including the more Chesed.
esoteric quasi-elemental planes (such as magma, acid, wood, metal,
and so on) are accessible from the Plane of Radiance. • Finite Size: Chesed is the size of a small kingdom.
• Highly Morphic: The mountains of Chesed are constantly
shifting around one another like dancers on an overfilled
Tiferet: The Sefirot of Beauty ballroom floor. Avalanches of rock scree are common. Creatures
• Normal Gravity with the earth type or subtype generate an aura of stable ground
• Static: The Gardens of Tiferet sway in their own winds. equal to 10 ft./level (or HD).
Guardians: Kytons maintain a kingdom here, and it is filled with Chokhmah: The Sefirot of Epiphany
screams. • Objective Directional Gravity: Down is always towards the
Exaltation: For 24 hours, you gain DR as a barbarian of your level planetoid.
(minimum 1), if you already have DR from another source, increase
its value by 1. • Self-Contained Shape: Chokhmah is a colossal planetoid.
• Mildly Chaos-Aligned
Planar Access: All of the lower planes are available to you.
A glossy white planet shot through with smooth tunnels, Chokhmah
looks very much like a round sponge made of wax. Sounds echo
Daat: The Sefirot of Knowledge through its tunnels, the cries of creatures from all of creation that
have experienced unique revelation. Discovering this wisdom is the
• No Gravity doorway to beyond.
An infinite sea of books, scrolls, blueprints, and more obscure Guardians: Shining children wander the tunnels of Chokhmah,
means to record information—all of it free-floating and completely hoarding what they hear and tormenting visitors with flame to
unorganized. Travelers looking for information here have a chance encourage horror-filled epiphanies from them as well.
of finding something relevant equal to their collective Intelligence
modifiers × 1%. Exaltation: You gain a +2 insight bonus to your Wisdom ability
score for 24 hours.
Other Locations
Guardians: The star trees of Daat have bark that resembles pages and
scrolls, leaves that glow with a bright blue light, and a maw hidden Planar Access: The upper planes are revealed upon the Plane of
amongst its twisted roots that drones. Despite their appearance, use Radiance.
the stats for a neh-thalguu if someone interrupts one’s lecture.
Exaltation: You gain a +2 insight bonus to your Intelligence bonus Keter: The Sefirot of Creation
for the next 24 hours. • Normal Gravity
Planar Access: Demiplanes, pocket dimensions, and esoteric planes • Finite Size: Keter is a metropolis whose edge is the Plane of
are revealed to you (such as the Plane of Dreams, the Far Realms, Radiance.
and so on). Keter is the top of the Sephirah. The wellsprings explode outward
from a column of light in the city’s center to spread their energies
across the Plane of Radiance and the Positive Energy Plane. This
Binah: The Sefirot of Understanding is the bustling home of the Planar Devas and is a major hub for
• Limited Magic: Only spells with the cold, fire, light, or shadow commerce across the planes.
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73
Dark Roads and Golden Hells
o matter how much they may superficially resemble their faces, or elemental affinities, deva are as adaptable as they are varied.
N counterparts in the mortal world, planar PCs live in a
fundamentally different world and take different things for
Often mistaken by mortals for gods or demons, those that travel with
them in the chaos of the planes soon find their bravery proves them
granted. They are closer to the planes and more easily touched by so much more.
its various powers but, at the same time, more bound by them too.
Physical Description: Deva tend to be taller than humans, though
Many envy the free will and ignorance of those born on the mortal
more defined and extreme in build. Muscular deva are profoundly
plane.
so; a thin one might be mistaken for a sylph; and an obese deva
Being creatures that walk in Heaven and Hell, the realms of gods
defines the term. Their skin is uniformly vibrant and comes in one
and the Sea of Possibilities, most planar natives are divided into
of six colors: red, magenta, blue, cyan, green, and yellow—but their
two kinds. The pious, who live in the light and glory of their patron
eyes and hair can be of any color and shade. A deva’s facial features
power. And the cynical and worldly, men and women who see the
are as varied as any other race’s but, when at rest, are often set into a
highest good and deepest evil as merely two sides in a big game.
mask of distinct emotion, from the bulging eyes and gaping mouth
of horror to the squinted eyes and rosy cheeks of humor. Clothing
worn by deva usually either perfectly complements their features or
garishly clashes with them.
NEW RACES Society: Generated at random, deva lack much of a society. Often,
they watch the ways of those that spawned them and copy what they
DEVA see.
When a creature leaves the Plane of Radiance, it takes a bit of that Relations: Deva live much of their lives watching the movements
infinite light with it—and sometimes, it leaves a bit of itself behind and habits of other worlds from the safety of the Plane of Radiance,
as well. Deva are born fully formed and appropriately geared, in a so they are somewhat naïve when it comes to other peoples’
flash of light, bursting from the ground or emerging within glittering motivations. They approach most others with a helpful and friendly
mists that appear from nowhere. With animalistic features, multiple attitude unless given reason not to.
Heroes of the Planes
4
• Universal Native: Born from the essence of creation, deva are Elemental Essence: You have a special affinity with one of
considered native to whatever plane they are on, and spells and the elemental energies of the planes. Choose fire, cold, acid,
effects that target extraplanar creatures do not affect them. electricity or sonic. Once this choice is made, it becomes
permanent, and you gain resist 5 against your chosen
• Immortal: A deva is immortal and does not age. It is immune to element. Any weapon you wield also deals 2 additional
spells and effects that would cause it to age or mimic the effects elemental damage of your affinity’s type for every 3 character
of it doing so. levels beyond first. This damage is not multiplied on a critical
• Born Ready: Born fully formed from the stuff of creation but in hit, but it does stack with other elemental damage of its type.
4
any location, all deva begin play trained in one level of a class (as Secondary: You may increase your affinity or gain another.
chosen by their player). Fully geared with armor, weapons, and If you choose to increase, you gain an additional 10 to your
equipment appropriate to their class (also chosen by their player, resistance. If this increases it to 20 you gain immunity to
Society: Maxims are typically born among other races, but where
they exist in sufficient numbers, they strive to control their
settlements, placing them in a state of perfect order: when mixed
with good or evil they achieve utopia or tyranny, but maxims value
order above all. Their communities are rigidly divided by caste and
profession.
Relations: Maxims naturally get on well with any lawful race.
Disorder and disorganization irritate them like nails on a chalkboard.
Many are more concerned with their own affairs, and other races are
treated indifferently, unless they are impeding or helping the maxim
achieve its goals.
Alignment and Religion: Maxims are usually, but not always, lawful
in alignment. They worship many gods but prefer organized worship
and large organizations to fringe cults and individualistic worship. If
they had a unifying religion, it would be the desire to impose perfect
Heroes of the Planes
MAXIM CHARACTERS
Maxims are defined by class levels—they do not possess racial HD.
They have the following racial traits.
• +2 Constitution: Maxims are sturdily built.
• Medium: Maxims are Medium creatures and have no bonuses or
penalties due to their size.
4
4
monks. They favor sorcerer over wizard, and they often
have a level or two in several classes.
Benefit: You are immune to spells and effects that modify or You’re skilled in getting around planar traits that hamper your magic.
remove your memories, including the river Styx. If reincarnated, Prerequisites: Ability to cast arcane spells.
you remember all of your previous life and automatically retain any Benefit: You gain a +2 insight bonus to concentration checks to
prepared spells but still suffer negative levels or Constitution drain. cast impeded magic in the planes and always know if a spell will be
changed or limited by a plane before you start to cast it (but not what
the exact effect will be).
PLANAR CONFORMIST
You know how to walk the walk and talk the talk on hostile planes.
Benefit: Choose one alignment other than your own. You ignore the MONSTER FEATS
penalties inflicted by mild and strong alignment traits of that type.
FRIGHTFUL FORM
You assume a terrifying visage.
PLANAR INFILTRATOR
Prerequisite: Outsider, Cha 13.
You are expert in masquerading as a native of other planes Benefit: The creature manifests a terrifying burst of divine majesty
Prerequisite: You must be able to speak the plane’s native language 1/day. It gains frightful presence, affecting enemies of its faith and
in order gain the benefit below. those it would deem sinful within 60 ft. The DC to resist this effect is
Benefit: You gain a +2 insight bonus to Bluff, Diplomacy, Disguise, 10 + 1/2 the creature’s racial HD + its Cha modifier.
and Linguistics checks when trying to convince someone that you’re
4
4
BORN BLESSED BALANCER
You were born well off. Your belief in neutrality can hold off creatures of extreme alignment.
CHANNELLING HELL
PATRONAGE FEATS Devils and demons back your channel energy, blasting enemies with
Many factions in the planes court the service and devotion of hellfire when you call upon your pact.
mortals, and some even share a portion of their power in order to Patronage: Hell.
bring prospective assets more firmly into their camp. Patronage feats Prerequisites: Ability to channel energy.
represent these pacts, deals, bargains, and blessings. Benefit: Instead of its normal effect, you can choose to have your
Patronage feats work similarly to achievement feats, but rather channel energy ability heal all evil-aligned outsiders or harm all
than a specific test or task to be completed, the character must make good-aligned outsiders.
the 1st level domain spell 1/day for every four character levels you immediately select it again, or substitute another appropriate feat.
possess, using your character level as the CL.
LORD’S PROTECTION
FANGS
A powerful lord of a plane (usually your home plane or one you are
Your teeth become iron-hard fangs. strongly tied to) extends to you their personal protection.
Patronage: Mordiggian. Patronage: Any.
Benefit: You can make a bite attack, doing normal damage for your Benefits: A mortal creature with this ability is considered to be under
size plus your Strength modifier. You’re considered proficient in this the effects of a planar adaptation spell while on their patron’s home
attack and can apply feats or effects appropriate for natural attacks plane. Other effects, even on similar planes, affect them normally.
to it. If used as part of a full attack action, the bite is considered
a secondary attack and is made at your full base attack bonus −5,
NUMINOUS FORM
adding 1/2 your Strength modifier to damage.
Special: Disguising your fangs counts as concealing a minor feature. Your physical form radiates the presence of your god.
Patronage: Any deity.
FIDELE STYLE Benefit: You can radiate the power of your patron deity 1/day with a
radius of 50 ft. For 1 minute/level or HD, all allies of the same faith
Blessed by the fideles, your mutual bond lets you fight as one. You are (or part of the same hierarchy) gain a +1 morale bonus on attack rolls
probably destined to join the ranks of the fideles when you both die. and on saving throws against fear effects. You also gain a +5 sacred
Prerequisites: Both you and your partner must select this feat.
4
4
You believe in an idea or conceptual plane with the same reverence
SCORN OF MORALS
that others reserve for gods. You always know when you’re standing
You have the knowhow to force the angels and demons of on that plane. When subject to a spell that would be impeded on
TRUESPEECH Planeborn
You grew up among outsiders and learned the hard way that mortals
Your words can be understood by any creature.
often need to be discreet in the planes. You gain a +1 trait bonus to
Patronage: Heaven.
Bluff and Stealth checks made against outsiders.
Benefit: You can speak with any creature that has a language, as
though using a tongues spell.
Skilled Pawn
You’re an experienced agent in the Psychomachia and know that
VOICE OF FREEDOM even celestials can’t always be trusted. You gain a +1 trait bonus to
No bonds hold you for long. attempts to Sense Motive on good or evil outsiders, and a +1 trait
Patronage: Chaos. bonus on Knowledge (planes) checks.
Benefit: You may use knock or freedom of movement on yourself, 1/
day as a spell-like ability. Use your character level as the CL. Soulless
You are empty. You may be a cosmic accident, born without a soul
or may have been brought back to life by powerful magic (such as
VOICE OF HEAVEN
miracle or wish) after you died and your soul was claimed by some
Your soul is bright with the goodness of Heaven. power. You are immune to spells such as soul bind or trap the soul,
Patronage: Heaven. but also to raise dead and reincarnate. You are worthless to the
Benefit: You may use light, bless, or bless water as a cleric of the same Psychomachia.
level 1/day for every 4 levels you possess, plus 1.
Warrior of Heaven
VOICE OF HELL They trained you to fight the forces of Hell. You gain a +1 trait bonus
to damage rolls against evil outsiders.
Your voice has the seductive lure of a devil.
Marketplacer
REGION TRAITS You gain a +1 trait bonus to Appraise and Diplomacy checks when
These traits are drawn from the planes and locations detailed in haggling. Appraise is always a class skill for you, and you start with
Chapters 2 and 3. +20% starting cash.
4
4
Knowledge (arcana), one success DC 28; Knowledge (planes), one
the Children’s Table. Although nightmares may leave you trembling,
success DC 28.
little else does: you receive a +1 trait bonus to saves against fear.
Components M (500 gp), S, V
Your eyes fill with a pure white glow, equal to a candle. During this • You may strike a second target within 15 ft. of your primary
time, mundane objects, creatures neither good nor evil, or those target, making a separate attack roll with all the previous bonuses
not powerful enough to have a good or evil aura (see detect evil and penalties but doing half damage.
for details) become shadowy and translucent: such things are only
vaguely discernible and have concealment (20% miss chance) from Confutation
you. Things good and evil however, stand out unmistakably.
You reinforce a target’s beliefs, regardless of whether they are correct.
Any creature that would be detected by detect good/detect
School illusion (phantasm); Level bard 2, cleric/oracle 2
evil is clearly visible, wreathed in either a golden halo or flickering
Components S, V
hellfire, as if you were detecting them with detect evil/detect good.
Casting Time 10 minutes
You always perceive good and evil creatures in their true form.
Target one creature
Angel eyes defeats invisibility and detects creatures even if they are
Range close (25 ft. + 5 ft./2 levels)
ethereal.
Duration 1 day
Saving Throw Will negates (see text); Spell Resistance no
Chaos Ball
You reinforce the target’s certainty in a belief, delusion, or magical
You unleash a ball of barely controllable chaos energy, which moves
illusion, preventing them from being dissuaded or from seeing
mostly at your command and shifts its form each round.
things as they truly are. Their belief need not be true, but the target
School evocation; Level sorcerer/wizard 3, summoner 3
must believe that it is at the time of casting—appropriate beliefs
Components S, V
Heroes of the Planes
4
You tap the possibilities of a parallel universe to escape damage. both good and evil alignments. The amount of information revealed
School conjuration [chaos]; Level sorcerer/wizard 4, summoner 4 depends on how long you study a particular area or subject.
Casting Time 1 standard action You must be in the good graces of your patron in order to cast this
Target personal spell.
Duration 1 hour/level Your appearance changes to resemble your patron god: for
Saving Throw Will negates (harmless); Spell Resistance yes example, a cleric of Wotan would look ancient and imperious with
(harmless) a missing eye and a spear wreathed in lightning. This functions
similarly to disguise self but only provides a +5 bonus on the Disguise
You exhale your fated last breath, which orbits invisibly around you.
check since you’re still somewhat similar in appearance. Your patron’s
If at any point you are disabled or dying during the spell’s duration,
appearance is never subtle or unassuming, and it clearly resonates
your last breath re-enters you at the start of your next turn and
divine power for all who see it.
restores a number of hp equal to your level.
You gain a +5 sacred bonus to all Charisma-based checks made
You may only have one last breath active at any time. If this is
with followers of your faith. Creatures of enemy or rival faiths within
dispelled, you may not cast it again for 24 hours.
60 ft. who see you must make a Will save, or they become shaken
while in your presence for the duration of the spell.
4
All divination spells have a flat 50% chance to not detect the Lawful Average Chaotic Result
target, and the target has a 50% chance of being both invisible and Plane Plane Plane
insubstantial to any given observer or effect each round. If the target 01–83 01–67 01–50 Arrives exactly as specified
5 Gamemastering Infinity
various afterlives, but stay on it long enough and sooner or later, you connecting Midgard with the Bright Lands by a myriad of extra-
can get anywhere. That’s not to say the river will be safe or unguarded, dimensional trails. They drove back shade hounds and other beasts,
though, and it’s slow going. The river moves at its own pace. laid down walls and river passages, and forged mithral bridges
across bottomless chasms. At the height of their empire, they passed
through Shadow at will, as readily as a human crosses a drawbridge.
PLANAR TRAITS But always, there were things in the moat that is Shadow, waiting.
The Ever River has the following standard traits although individual The patience of the things in shadow was rewarded when the elf
sections may have different or additional qualities. empire in Midgard disappeared. For reasons unknown—though
• Normal Gravity everyone speculates—the elves pulled back from the mortal world.
The fey roads fell into disrepair and mortals walked their path only
• Erratic Time: Roll randomly for each new section of river, or at their own peril.
apply the time traits of the plane(s) it’s bordering. The fey roads are also called shadow roads, and they are nothing
• Infinite Shape: The river varies from a trickle to miles wide. less than passages bored through the transitive plane of Shadow,
Whatever the width, however, it is usually infinitely deep. linking Midgard with the Fair Place on the far side of the world.
The Fair Place is the original home of the elves, gnomes, and other
• Mildly Neutral-Aligned fey. These passages have a discreet, permanent connection to specific
• Water-Dominant places on each side. In the Shadow Realm, however, the roads cross
and re-cross. One may move from place to place within the plane
• Enhanced Magic: Spells and spell-like abilities that have the
and between the planes, if one knows the correct passages.
water descriptor or that use or create water (including those
of the Water domain or the elemental [water] bloodline) are
enhanced. PLANAR TRAITS
• Impeded Magic: Spells function normally on the Ever River Each shadow road is a separate demiplane, following the same
itself, but it embodies division. No matter how narrow the general rules as the Shadow Plane, except as noted below:
crossing, treat its banks and islands as on a different plane for the
• Timeless
purposes of magical effects.
• Mildly Evil- or Neutral-Aligned: Shadow roads are often
tainted by the dark acts that anchor them.
USING THE EVER RIVER • Self-Contained Shape: Creatures striking off from the road
Traveling the river is easy, at least in theory. Find a dock, a quay, a port find themselves looped back to it after 1d100+300 ft. In some
city, or riverside shanty, and hail some passing watercraft. Countless cases, however, one shadow road may intersect with another or
vessels ply its mystical waters, from devilish pleasure barges to the connect to the natural terrain of the Shadow plane.
ships of gods: Hel’s longship of traitors, Baldur’s great golden galleon
to the Court of the River King, are still patrolled by elves and, as out steps a creature, the likes of which you cannot imagine. Sometimes
such, are safe (at least for these peoples). For the rest of the world, the doors open and try to entice you through to whatever lies beyond
such roads are few and far between. Their portals are abandoned, them.
broken, and where they do function, they are often are the birthplace “Oh, you can resist all you like, but at some point, you’ll realize
of horrors that leak out into the world. you have no exit back to your world. You are trapped. If you don’t
move forward, you’ll go crazy at some point. If you starve there, you’ll
become a house wraith. Or, if you stand still too long, you become a
USING A FEY ROAD door in the wall. I’ve seen it happen.
The Grand Duchy of Dornig uses the old fey roads to hold their “How did I get out? I was always moving, and I watched when
empire together. The roads do not reach the Fair Place but, rather, doors opened, seeing where they went, what walked out. I saw an
bypass the rest of the world, allowing the empire to communicate angel! I saw an angel, and I thrust myself into its celestial realm before
and move small groups easily. Such connections are more it closed the door.
commonly called ley lines since they do not reach the Bright Land. “Now, I’m a scribe in Mammon’s hell. The angel, it seems, was
The imperitrix has arranged with the shadow fey, for they do not merely escaping one Hell for another. I hope she chose a better door
bother small groups along the paths (never more than 20 people). than I.”
The exception is the Great Procession, where the imperitrix herself, —Galeford, infernal scribe of Mammon
holding the Phial of Khor in her hand, leads the Moveable Feast from
city to city in Dornig. She keeps the shadow creations and evil fey at The House of Infinite Doors is a portal to anywhere. It can also be
bay through sheer force of will, and allows her court safe passage. an insidious trap, one much worse than any maze or tesseract. The
Those who make the trip can return to their previous locations house lives: an intelligent manifestation of Chaos that trickles into all
through Shadow at will. worlds, though we try to ignore it or deny its presence.
It takes 1d3 days to pass from Arbonesse to the Courts of the
River King, and 1d3 days to pass between the cities of Dornig (or
from Dornig to Arbonesse or to the courts). Add 1d6 days if one PLANAR TRAITS
is traveling from further away (to another domain of Midgard— The house superficially resembles a gothic manor, both inside and
Dornig to Zobeck, for example), but known and functioning gates out.
are few and far between. Add an addition 1d12 days of travel time
• Transitive Plane: The house connects to many planes and may,
if one is traveling to the Great Wastes or similar lands, where Mage
in fact, be a manifestation of the Sea of Possibilities (p.15).
Wars or other disasters have warped the realm of Shadow.
• Self-Contained Shape: Although it’s finite on the outside, within
the House is an infinite maze, feeding back into itself.
DANGERS
• Sentient Morphic: The house has its own capricious will and
If one intends to travel through Shadow merely for adventure, they
alien mentality. It never lets visitors take advantage of spells or
will find it an overgrown chaos of hedge mazes, twisting passages,
mundane efforts to map or track their progress.
5 Gamemastering Infinity
Extra-dimensional pathways running somehow “behind” the
cults who believe they can find the perfect afterlife somewhere normal fabric of the planes, the Nine Stairways look like the collision
within. Maddened travelers and wandering monsters who have of nine different Escher drawings, each a stony path or stairs that
staked a claim to some level or series of chambers are the most twists and turns at sharp angles. Each staircase radiates one of the
common dangers. nine alignments. Whenever two staircases meet, it corresponds
to a place on some plane where both alignment traits apply. The
junctions also serve as entrances and exits to the Stairways although
NINE STAIRWAYS access is possible only via plane shift and similar magic, permanent
Mortal architecture frequently contains almost invisible servant’s gates, and obscure incantations.
corridors weaving between the halls and chambers of nobility. Castle Accessing the Nine Stairways requires a site strongly aligned
walls and dungeon rooms are riddled with secret doors and discreet to one or more of the nine alignments. Not every such site is a
boltholes. Here, the servants that keep a palace running move and connection to the stairways, but casting plane shift or the ritual call
transport goods without disturbing the eyes of the castle’s inhabitants. of the nine or similar plane-breaching magic at that point allows the
The Nine Stairways appear to exist for the same reason but on a caster to travel the stairways. Once on a stairway, you can travel as far
cosmic scale. How or what its builders were, and if they still use the as your stamina and provisions allow. To leave, you must merely find
stairways, is unknown. a junction and cast the spell or ritual once more. The trick is finding
a junction that connects to the place you want to go before you die of
PLANAR TRAITS old age. Most junctions contain a few bits of terrain or other features
from the place they lead to, but knowing whether a crossroads truly
• The Nine Stairways run from and to each other in a shifting maze leads where you want to go is still as much guesswork as observation.
like an infinite Escher drawing. The void they’re in also loops
back on itself, eventually dropping fallers back onto their road at
terminal velocity. DANGERS
• Coterminous Points: Whenever two stairways meet, they are The Nine Stairways are relatively empty, but there’s always a chance
coterminous with a point on another plane that has a strong aura of encountering other travelers on the same or a nearby stairway.
of both those alignments. Many creatures use these timeless stairways as refuge, hidey-holes,
storerooms, and secret passages. Most are exiles or criminals on the
• Objective Directional Gravity: Down is always towards the run and don’t welcome visitors.
road’s surface. Stairways twist in all directions, and it’s perfectly The main dangers are falling from a stairway—falling characters
possible to traverse either side. typically take 1d20 × 10 ft. before impacting on another stairway—
• Timeless: Time passes normally for creatures using the Nine or starving or dehydrating during the journey. Another danger is
Stairways, but when they emerge, they find that no time has blindly leaving via a junction without knowing where it leads.
passed outside.
crust of bread given by a poor man who can ill afford it. fantastic locations that fly in the face of mortal design constraints.
To: Plane of Spears, realm of Mars Mithras; Key—A paladin’s Use the following to complement the settlement rules detailed in the
sword. Pathfinder Roleplaying Game GameMastery Guide.
Connection Point: House of a poor knight’s squire in the city
of Triolo, in the shadow of its cathedral. NEW GOVERNMENT TYPES
From: Hell, realm of Asmodeus; Key—A valid contract for • Hierocracy: A hierarchy of outsiders rules (devotees of a
devilish services. particular god, concept, or alignment). Lore +2; Economy and
To: Hell, realm of Arishkagel; Key—Corpse of a murder Society −2; increase spellcasting by 2 levels.
victim. • Factions: Two or more rival factions are forced to share power.
Connection Point: Sewers of Zobeck, a cistern used by the Each attempts to undermine the other while trying to solidify
Cloven Nine to dump bodies. their own rule. Individuals may or may not shift sides regularly.
Corruption +1; Crime +1; Law −2. Members of rival factions
From: Elemental Plane of Earth; Key—A ball of adamantium.
must pay 150% of the normal price for goods and services and
To: Plane of Air; Key—Jumping.
may face mockery, insult, or even violence.
Connection Point: Summit of the Cloudwall Mountains.
• Individualists: Various individuals and groups organize society,
but there’s a complete absence of formal government. People
may actively embrace a philosophy of random chaos or value
individuality and freedom above all other virtues. If this stops
PLANAR TRAITS working, use the anarchy disadvantage instead. Crime +1; Law
The road of doors does not have planar traits, as such, but each end −4; Lore +2; Society +1; Danger +5.
of a portal road obeys the normal rules for its plane, and between the
two is Midgard.
• Alterable Morphic: Powerful magic can create, control, or
NEW SETTLEMENT QUALITIES
dispel a portal if conditions are right. Afterlife: The settlement is primarily inhabited by dead souls and is
more concerned with the spiritual state of its populace than material
• Aligned: A portal radiates the alignment traits of the plane it
things. Many inhabitants may just be “going through the motions.”
leads to.
Outsiders are common. Mortal visitors often find such places deathly
boring.
USING THE ROAD OF DOORS Corruption −4; Economy −2; Law +2; Lore +2; Society −2
The Road of Doors is made up of permanent gates, each opened and Visitors whose beliefs significantly differ from the community’s are at
best unwelcome and at worst outlawed. Obvious believers in other
Fractal: Two opposite powers (such as Law and Chaos or gods of Sanctuary: The settlement enjoys magical protection or a fortuitous
Night and Day) make their home here and somehow manage to location or a powerful NPC protector that largely wards inhabitants
cooperate. from the inherent dangers of its home plane.
Lore +2; Society +2 Law +1; Lore +1; Danger −10
Natives receive a +2 bonus to Sense Motive checks. Increase spellcasting by 1 level.
The settlement ignores or amends a local planar trait.
Heavenly: Basking in the glorious purity of Heaven, this settlement
is undeniably beautiful and usually exists in harmony. The people are Shifting: The settlement is a sprawl, random and unplanned. Strange
rather trusting and non-materialistic. Celestials may be a common events and wild magic ensure that nothing stays the same for long,
sight. thanks to it being located on a shifting chaotic plane or regular visits
from chaotic outsiders or mischievous fey.
Corruption −3; Crime −2; Lore +2 Society +3
Increase spellcasting by 2 levels Law −2; Lore +1; Society +1
Reduce base value by 20%; reduce purchase limit by 20% Roll 1d3 each month: 1—treat purchase limits and magic item
availability as if a settlement of one size category smaller; 2—
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Hellish: Baking in the eternal flicker of Hellfire, this is a cruel locale treat as normal; 3—treat as one size category larger.
designed to spurn and mock the tenets of goodness. Daemons,
demons, or devils likely comprise the higher echelons of society and NEW SETTLEMENT DISADVANTAGES
ruthlessly enforce their dominion over those below.
Lost: Difficult to find, even for those who know it’s location. The
Corruption +3; Crime +3; Lore −3; Society −3; Danger +10
whole settlement is effectively covered by obscure objects. Illusions
Increase spellcasting by 2 levels
or terrain make the settlement effectively invisible to those outside.
Kafkaesque: The rules are as uncompromising as they are inscrutably Economy −4, Society −2
bizarre, marked by a senseless, disorienting, often menacing Reduce base value by 50%; decrease purchase limit by 50%
complexity… at least to foreigners.
Mazed: The streets confuse and disorientate. It’s a labyrinth of
Corruption +2; Law +4; Lore −3; Society −3
twisting mazes and possible non-Euclidean geometry.
Characters must make a DC 15 Knowledge (local) check each day or
A Knowledge (local) check (DC 10 + 1d10) is required to avoid
unknowingly break one of the settlements prohibitions.
becoming lost while traversing the settlement.
Moribund: The dead are everywhere, and undead do much of the
Paranoid: Because of vicious infighting, civil war, witch-hunts,
manual labor (basic tasks and crafting can be done 24/7, but fine
heresy, or just the paranoid nature of the inhabitants, everyone
work is beyond them). High levels of undead population make the
suspects everyone else of being up to no good.
city highly insular—they have few needs and concerns.
NPC reactions start one level more hostile than normal.
Crime +1; Economy −3; Lore +2; Society -4; Danger +10
Increase base value by 20%; decrease purchase limit by 20%
Accommodation and other necessities for the living cost 200% SAMPLE PLANAR SETTLEMENTS
of normal.
BERUTHEA, KINGDOM OF CATS: Everyone knows that cats
have nine lives, but whose are they and where do they get them?
Ordered: Every aspect of the settlement is meticulously planned and
Everyone knows that cats seem to see things that others can’t, but
rigidly ordered. “A place for everything and everything in its place” is
what are they looking at? Everyone knows that cats disappear and
their motto. Thieves and lawlessness aren’t tolerated, and what crime
reappear, but where do they go? The answer to all these riddles is
survives is very well organized indeed.
Beruthea, Realm of Mice and Milk, Kingdom of Cats. Inhabited both
Crime −1; Law +2; Danger −5 by the souls of dead cats, planar immigrants, and dreaming felines
Increase base value by 20%; increase purchase limit by 20% of all races, Beruthea is shaped like a human city but is entirely
(although many goods will be illegal) occupied (conquered?) by feline races. Mongrel housecats form the
+2 circumstance bonus to Knowledge (local) checks due to the general population while celestial lions rule from its palaces. Setting
efficient organization. out from Beruthea, cats slink into Heaven and Hell to steal souls.
CITY OF CHITIN WALLS: This planar metropolis is built out of NOTABLE NPCS
the left-behind exoskeletons of plane-shifting cicadas the size of See rulers
mastiffs. The hot and airy land which surrounds it buzzes with the
drone of a million insects, both miniscule and dire while its fertile MARKETPLACE
earth is home to cicada nymphs that arise and fly in plane-spanning Base Value 24,000 gp; Purchase Limit 150,000 gp; Spellcasting 9th
swarms every 17 years. The city’s artificers specialize in charms that Minor Items *; Medium Items 3d4; Major Items 4d4
protect against hostile environments.
If you sail the planar rivers long enough, you’ll find the city with junks
CITY OF SILENT IRON: Silent Iron is a walled town and fortress of in its docks, great tori marking its portals, and artificers delighting in
strange architecture and design. The city is populated by gearforged origami. Children laugh as they ride origami horses past parchment
beings of metal and crystal, which stand motionless as if the entire dragons branded with brush strokes of sacrosanct ink. Currency
city had suddenly stopped dead. The obvious wealth and opulence from vaults, orders for food delivery, and even scholarly drafts take
of the city draws in the occasional planar explorer, but despite its flight in the shapes of birds and dragonflies and gliders. Much gossip
inanimate inhabitants, none who has entered has ever emerged centers around the foodstuffs often enclosed within such constructs,
5 Gamemastering Infinity
again. for a gift can connote blessing or threat depending on the morsel
received.
CITY SACRED & PROFANE: This city contains a shrine, grove, To the artificers, the word-tattooed page is prized more highly
temple, or cathedral to every god that’s ever existed. Houses of the than gold. Vellum homunculi made from scholarly treatises serve
great powers soar to impossible heights while the shabby alcoves of as consultants and tutors while songbirds folded from sheet music
forgotten demigods huddle in the nooks and crannies of its alleys. give impromptu concerts from the branches of cherry blossom trees.
Buildings grow or shrink in majesty as the fortunes of their patron Boats crafted from travelogues are tied to the junks, leading them to
wax and wane. Faith is mandatory within its walls, but a different the places penned upon their forms. Animals born from the pages
church law applies within each god’s shadow. of a wizard’s spellbook can counter or sometimes even cast the spell
scribed across their bodies.
EMBRACER OF CITIES: This banyan grows in a dark, airy void, If you gamble on the kite battles or back alley construct
stretching out in all dimensions. Nocturnal animals of all kinds tournaments, you’ll come to hear about the more clandestine
and sizes inhabit the humid plane, ranging from bats to squirrels to offerings of the City. Sheets of seemingly innocuous paper are spread
serpents. In the thickest tangles of the great tree’s twisting roots and throughout the planes, only to fold themselves and return with
branches lie hollow spheres of translucent quartz in which cities have stolen secrets now written all over their skin. Paper creatures marked
been built upon the inner circumference. Each city has a central star by someone’s handwriting can be tracked across the multiverse. And,
that shines a heatless light, and from the outside the spheres seem of course, mysteriously set fires and poisoned paper cuts are the
like cradled moons. They are the plane’s only illumination. specialty of the city’s saboteurs and assassins.
RULERS
An elected council of seven members is voted into office every 5
years. The current council members are:
5 Gamemastering Infinity
All the great music of the planes can be heard here: the echoes
of creation songs, the Voice of Sedara whose lieder terrified all fiends MARKETPLACE
for reasons unrevealed, screams arranged and amplified in the hyper- Double the base value and purchase limit for items relating to sound
mazes of insane tesseract realms, the womb songs of the Anatan that and music.
lead souls to prophesied stillborns. All of these and more reverberate Base Value 2,400 gp; Purchase Limit 10,000 gp; Spellcasting 7th
in ever-varying volumes through darkness and mist-moistened rock. Minor Items 3d4; Medium Items 2d4; Major Items 1d4
PLANAR TRAITS Built on the Throat’s vertical shaft of lustrous rose and fuchsia hued
• Light Gravity crystal, the City of Singing Throat has many levels. Edifices such
as the Woodwind Tree, the Echo Distilleries, and the Onyx Tower
• Self-Contained Shape: The Throat itself is finite, but travel
of Silence rise through multiple ledges and resonant caverns. The
outward through its caverns eventually leads back to the central
Throat’s light gravity permits extravagantly delicate and outstandingly
shaft.
beautiful filigreed architecture impossible on the mortal plane. With
• Coterminous Plane: Several caves have coterminous flight heavily regulated, even winged races normally use balloons or
connections with different conceptual planes: Sound, Music, magical transport to traverse the levels. For the wealthy, the current
Fugue, Inspiration, and so on. fashion (and Singing Throat is always a fashionable town) is for
• Positive-Dominant. There may not be much native plant and undead spiders with hollowed out abdomens to serve as transport.
animal life, but creative energies thrum in this crystalline realm. Their luminous silver webbing thrums with the echoes in the air,
adding to the city’s melodious cacophony.
• Mildly Neutral-Aligned: The fractal dance of Order and Chaos Singing Throat was built to cater to the needs of musicians and
is courtly and cooperative here. Chaos provides the inspiration, songsmiths of a hundred different races, giving it an eclectic and
Order arranges the symphonies. bohemian style. Beauty is everywhere, however, designed by creative
• Enhanced Magic: Magic that primarily creates sound is geniuses and enforced by vicious artistic coteries and judgmental
enhanced. Unique acoustics also ensure that all such spells are critics. With so many talented performers, standards are high, but
extended and widened (as per the metamagic feats but without the truly great need never fear destitution. Here, rewards from a
increasing spell level). simple drink to a sparkling diamond, or even a soul or a second
chance at destiny, can be garnered as payment for a song.
• Impeded Magic: Silence and similar magic is impeded here.
The Throat grants all vocal and musical performance a +2
circumstance bonus, but the DC of any Perform check to earn
Many agents of Order and Chaos identify closely with music, and money from the populace is raised by 5. Locals respect only the
both sides consider this a sacred place. In the Throat’s reverberating very best talent.
chambers can be heard echoes of the multiverse’s greatest songs,
mingling and breeding, reproducing new sounds and harmonies. In charge of the city are the Shriveled Instruments, undead aboriginal
Celestials and fiends seeking dominance over the ideals of Song or bards, whose music long ago replaced the blood in their veins. They
back the sold quality, which may have all manner of repercussions. never obtain another unless they are available to “bearer” or similar
entities. Arrest warrants, if you earn any, are usually for “the unnamed
Body person responsible.” Certain spells—at the GM’s discretion, but at
Many creatures relish the experience of even just a few hours in another least including arcane mark, refuge, planar ally series, or anything
body. Devils love to include this “bonus” in the small print of contracts. that requires you be known by name—no longer function for you or
Price: 7,000 gp when applicable, upon you.
Effects: You loan your body out to an outsider as if you voluntarily
submitted to a magic jar spell lasting 24 hours. Privacy
Magical voyeurism is a surprisingly common pastime in the planes.
Destiny Price: 3,000 gp
You trade away a moment of triumph you were supposed to have. Effect: You are a walking, talking amulet of inescapable location. You
When the moment comes, your hitherto assured success is replaced never know who is watching you.
with abject failure. Demons and angels, saints and dark apostles, all like to observe
Price: 200 gp mortals—sometimes to learn about them, often just to pick choice
Effect: The next time you roll a 20 (taking 20 is not included) in targets for their schemes or gain some leverage. Most devilish
a stressful situation or other important moment (GM’s discretion), contracts include this for “free” as a way of keeping track of their
treat it as if you had rolled a 1. You can only have one moment of victims, but characters can also offer up their lives to observation by
destiny sold at any given time. outsiders of all kinds, from imps to demigods.
Memory Service
It might be your first kiss or the first smile you recognized on your Of course we’ll loan you money. In exchange all we ask is that one day
mother’s face. It might be your first kill or betrayal or this very meeting. you help us, if we ask…
It all depends on what the client is looking for. Price: Varies.
Price: 10–5,000 gp Effect: You are affected with a geas/quest (no save) to serve the
Effects: You no longer remember either an event or person. This does purchaser for up to 1 day/level you or they possess, whichever
not affect your skills and intelligence, but you’d walk past your best is greater. The geas/quest remains dormant until invoked.
friend or lover or worst enemy without a blink. Also, if you regularly Unfortunately, a service can be sold on by the purchaser, in which
buy memories, you might become unsure whether what you recall is case the new owner gets to decide the geas/quest. A wise seller
actually yours or someone else’s. specifies exactly what they will and will not do during their time of
service.
5 Gamemastering Infinity
Destruction: Successfully eating a meal of fate-eater’s flesh destroys
MAGIC ITEMS it. It also instantly withers if an outsider serving fate touches it.
NEW TEMPLATES
6
rolls and damage bonus equal to HD against living foes; persists until
target is dead or the ankou rests); Spell-Like Abilities Constant—
deathwatch, At Will—coterminous vision, ethereal jaunt. The template for fallen celestials and risen fiends is pretty
Bestiary
broad and simple because every such creature is unique.
What causes one demon to rise or angel to fall may not trouble
Hit Resist Cold, Positive, and DR their neighbors at all. Certainly, no one knows for sure how
Dice Negative energy to make a celestial fall or a demon rise—and Heaven and Hell
1–4 5 — and various gods have been trying for centuries.
5–10 10 5/magic The primary decision you must make is “what caused the
creature to fall.” Was it pride or cruelty, mercy or honor that
11+ 15 10/magic
made it outcast? Once you know what happened, you can
build around the new theme. Outsider racial subtypes and
cleric domains are both good guides to what powers might
be lost or what new one’s might be gained.
FALLEN/RISEN CREATURE (CR VARIES) Use the rules here and the base creature’s statistics as
When an outsider—a soul made flesh—experiences moral turmoil a jumping off point. Take a look at its special attacks and
or breakdown of its faith, the result scars them physically. Given spell-like abilities, removing and changing them for more
sufficient “infections” of guilt, pride, or a thousand other alien ideas, thematically appropriate powers, and reselect feats to better
their very race can change. It’s a painful process, transforming into a represent the creature’s new form. Select new abilities of
different creature—a unique outsider or an existing race more suited roughly equivalent level to the old ones to preserve the
to their new ideals. Either way, exile is the best they can hope for. original CR.
Both Heaven and Hell hunt down betrayers and failures zealously. Also remember that falling and rising isn’t just about
Celestials and fiends have even been known to combine their efforts good or evil. Beings can embrace order or chaos and the
to purge the infection and impurity from their ranks. fractal border between them as well.
See Circerone the Upfallen’s statistics for a sample fallen
angel.
ALGORITH
A genderless, metallic humanoid with crystalline eyes and a glowing
silver nimbus. Intricate mathematical equations pattern its skin.
Sometimes known as folding angels, algoriths are lawful beings made
from sheer force, pure math, and universal physics. They are the
border guards of the Conceptual Realms, warding subjective beings
from the Realms of the Absolute. They are the sentries of the Ivory
Towers of Logic, the watchmen of the Plains of Coherence, and the
guardians of the Wells of Knowledge. They are eternal, remorseless,
and unceasingly vigilant. Legend says they guard against unnamed
monstrosities that lurk in the multiverse’s more obscure dimensions,
far from the habitable angles of mortals. They fight with conjured
blades of force and can summon universal energies that deconstruct
randomness, weakening enemies or reducing them to finely ordered
crystalline dust.
Sometimes an algorith’s experiences lead his personal equation
to become good or evil, but they always remain highly lawful. They
always move as one and are almost identical in appearance (only
tiny variations in their formulae identify one from another). Five is
a number of extreme importance to all algoriths, but few are able (or
willing) to adequately explain why.
Algoriths may have castes, ranks, or commanders, but no mortal
has yet figured out how to decode the meanings of the mathematical
blazons adorning their flesh.
ALGORITH, CR 10
XP 17,200
LN Medium outsider (algorith, extraplanar, law)
Init +0; Senses darkvision 60 ft., deathwatch; Perception +12
6
DEFENSE
AC 26, touch 21, flat-footed 24 (+4 armor, +5 deflection, +2
Bestiary
Dex, +5 natural)
hp 84 (8d10+40)
Fort +17, Ref +11, Will +15 Skills Diplomacy +6, Fly +4, Heal +17, Intimidate +12,
Resist acid 10, cold 10, electricity 10 Knowledge (planes) +18, Perception +12, Spellcraft +14;
Languages Celestial, Common, Draconic, Infernal; truespeech
OFFENSE
ECOLOGY
Speed 40 ft., fly 40 ft. (good)
Melee logic razor +12 (2d6+2; ignores invulnerability) Environment any (outer planes)
Special Attacks cone of negation (ranged touch, 5d6 DC 18), Organization solitary (1), quintet (5), squared quintet (25), or
reality bomb (6d6, DC 18) cubic quintet (125)
Spell-Like Abilities (CL 10th; concentration +13) Treasure none
Constant—deathwatch, mage armor SPECIAL ABILITIES
At Will—aid, blink, blur (self only), detect magic, dimension Cone of Negation (Sp) An algorith can project a devastating 60-
door, hold person (DC 16) ft. cone of negating energy 5/day, causing 5d6 damage (Reflex
5/day—combat geometry, de-randomize, dispel magic, DC 18 halves but evasion and improved evasion are bypassed).
slipstream Those failing must make a Will save (DC 18) or have any ongoing
enchantments or transmutations dispelled. (Affected creatures
1/day—commune (5 questions), dimensional anchor, order’s
can choose to give up their save and be affected automatically.)
wrath, wall of force
The algorith can choose to use this ability without causing damage
STATISTICS as a free action.
Str 21, Dex 14, Con 19, Int 13, Wis 16, Cha 18 Reality Bomb (Sp) The algorith can summon forth a tiny version
Base Atk +14; CMB +12; CMD 19 of an aleph 5/day (see Shadow Planes & Pocket Worlds PDF) and
Feats Combat Reflexes, Great Fortitude, Improved Initiative, throw it as a weapon. It does 6d6 damage to any creature within
Iron Will, Lightning Reflexes, Mobility, Throw Anything, 30 ft. of the square where it lands (Reflex DC 18 halves but evasion
Toughness and improved evasion are bypassed). Those who fail are stunned
(Fort DC 18) for 1 round.
XP 3,200 Alternate Form (Su) At will, a fidele may change between its mortal
LG Medium outsider (angel, extraplanar, good, lawful) form and that of an eagle. Eagle forms of mated fideles are always
Init +3; Senses darkvision 60 ft., low-light vision, Perception the same species, though the humanoid forms are often not.
+12 (+20 in eagle form) Ever Touching (Su) Fideles are constantly aware of their mate’s
Aura protective aura state as per the status spell. They experience a constant magnified
version of shield other—splitting any damage and sharing other
DEFENSE
effects as well. Neither fidele is disabled until both are. Any other
AC 23, touch 14, flat-footed 15 (+4 armor, +4 Dex, +5 natural
6
6
Inflict Disease (Ex): When the
Speed 40 ft.
Cambium strikes successfully in
Melee needle fingers +21 (3d6+6 plus combat, it can attempt to inflict
Bestiary
ability damage) the disease dyscrasia on the
Special Attacks ability damage, target (Fort DC 21 negates).
imbalance humors, inflict disease
Spell-Like Abilities (CL 14;
concentration +18)
Constant—air walk, deathwatch
At will—alter self, detect thoughts,
hold person, plane shift (self only,
evil planes only)
3/day—cure critical wounds,
enervation, inflict critical wounds,
neutralize poison, remove disease
1/day—heal, slay living
STATISTICS
Str 21, Dex 16, Con 23, Int 17, Wis 16, Cha 18
Base Atk +21; CMB +19; CMD 23
Feats Combat Reflexes, Diehard, Great Fortitude, Improved
Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Bluff +17, Craft (alchemy) +28, Diplomacy +16,
Disguise +12, Escape Artist +11, Heal +17,
Intimidate +19, Perception +16; Racial
Modifiers +8 Craft (alchemy), +8
Disguise, +8 Escape Artist
OFFENSE
Speed 30 ft., climb 40 ft.
Melee spectral bite +9 (4d6/19–20 plus special)
Special Attacks
Spell-Like Abilities (CL 10th; concentration +13)
Constant—true seeing
At Will—quickened dimensional anchor
6
STATISTICS
Str 10, Dex 12, Con 14, Int 18, Wis 16, Cha 9
Base Atk +9 ; CMB +9; CMD 20
Feats Alertness, Improved Critical (bite), Improved Initiative,
Iron Will, Quicken Spell-Like Ability (dimensional anchor),
Weapon Focus (bite)
Skills Bluff +16, Diplomacy +12, Knowledge
(arcana) + 20, Knowledge (history)
+20, Knowledge (planes) +30,
Knowledge (religion) +20,
Perception +16, Sense Motive +20,
Stealth +14
Languages telepathy 100 ft.
SQ sound mimicry (voices)
ECOLOGY
Environment the Loom
6
becoming confused for 1 round.
XP 38,400
Dance of Creation (Sp) Hundun can perform
CG Large outsider (chaotic, extraplanar)
an act of magical creation almost unlimited in
Bestiary
Init +5; Senses blindsight 60 ft.; Perception +18
scope every 1d8 days (equivalent to a wish),
DEFENSE but the effect must be to create something.
AC 24, touch 14, flat-footed 23 (+4 deflection, Enlightening Befuddlement (Su) whenever
+1 Dex, +10 natural, −1 size) a hundun makes a target confused, it may
Hp 143 (19d10+38) elect to use the table below rather than the
Fort +17, Ref +11, Will +20 standard one:
Defensive Abilities brainless, cloak of chaos
(included in statistic block), entropic shield,
freedom of movement
Immune acid, mind-affecting effects; Resistance
electricity 10, sonic 10 SR 25 1d100
OFFENSE 01–10 Inspired: +2 circumstance bonus to skill checks, saving throws,
and attack rolls.
Speed 40 ft., fly 40 ft. (perfect) 11– 20 Distracted: −2 penalty to skill checks, saving throws, and attack
Melee 4 slams +24 (1d6+5) rolls.
Space 10 ft.; Reach 10 ft. 21–50 Incoherent: Target does nothing but babble or scribble incoherent
Special Attacks dazing assault notes on new idea.
Spell-Like Abilities (CL 19th; concentration +24) 51–75 Obsessed: Target is target of geas/quest to create a masterwork
Constant—cloak of chaos (DC 22), detect thoughts, entropic quality object.
76–100 Suggestible: Subject receives a suggestion from the hundun.
shield
At will—quickened confusion (DC 20), create water, Maker’s Gift (Ex) Hundun have an innate gift for creation. They
dancing lights, distracting cacophony, guidance, mending, use Wis instead of Int as a modifier for all Craft skills, and are
prestidigitation considered to have maximum ranks for their Hit Dice in any Craft
skill they attempt.
pursues any trespassers unless they leave the scrap yard it safeguards. Environment the Casino
Organization network (5–10)
CONSTRUCTION Treasure none
The original junkyard clockwork dogs were built by the Dismantlers SPECIAL ABILITIES
from the gears and scrap metal amassed within the Junkyard of Blink (Ex) While an observer is not able to flee its location, it is
Broken Cogs, a district of Rusty Gears. These misshapen dogs are capable of protecting itself by “blinking.” The lids of the eyes close,
basic but efficient guardians fully adapted to their environment. protecting it from harm with improved cover. While closed, the
Assembling one requires crude material worth 100 gp and three DC observer cannot make gaze attacks, but it gains a +8 armor bonus
15 Craft (clockwork) checks. to AC, a +4 circumstance bonus on Fortitude and Reflex saves,
CL 3th, Craft Construct, animate construct II, inflict light and improved evasion. In addition, the observer gains a +10 racial
wounds. bonus to Stealth checks.
Gaze Attack (Su) Observers have a charm monster gaze attack with
a range of 150 ft. (DC 16; CL 6th). Charm monster is common to
most observers, but some advanced observers in higher security
areas of the Casino have additional powers.
6
Bestiary
SPECIAL ABILITIES
Fateful Face (Ex) A spinning hag can halt and resume her physical
aging process whenever she wants and doesn’t suffer ability
damage from age. Moreover, she cannot be magically aged.
Know My Destiny (Ex) A spinning hag is never surprised.
Spider Symbiosis (Ex) A spinning hag usually has a spider or
spider-like construct for an animal companion. They possess wild
6
TM
TM