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Manual of the Planes

Manual of the Planes

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CHAPTER 7:THE OUTERPLANES114falls everywhere like dread snow, <strong>of</strong>ten dropping visibilityto zero.Nimicri: From <strong>the</strong> slopes <strong>of</strong> Chamada, Nimicriappears as a small moon about 2,000 feet in diameter. Itfloats in splendid isolation above <strong>the</strong> burning mount,covered with spires, steeples, and less dramatic structuresconnected by a weblike network <strong>of</strong> streets. Everything isclean, <strong>the</strong> buildings are comfortable and in excellentrepair, and every citizen <strong>of</strong> Nimicri is quite polite. Excellentgoods <strong>of</strong> all sorts can be had at <strong>the</strong> trading post, andNimicri is an established stop along several tradingroutes that crisscross <strong>the</strong> Outer <strong>Planes</strong>.What most visitors never realize is that Nimicri—buildings, people, and all—is one vast creature thatmimics a town. Sometimes Nimicri absorbs a visitor intoitself completely, but o<strong>the</strong>r times it allows visitors toleave completely unharmed. If even a single drop <strong>of</strong> a visitor’sblood spills onto any surface in <strong>the</strong> city, Nimicri isable to duplicate that visitor exactly, including memoriesup to <strong>the</strong> point when <strong>the</strong> blood was spilled. If a “citizen”<strong>of</strong> Nimicri is ever forcibly removed from <strong>the</strong> town, itimmediately dies like a limb severed from a body.Tower Arcane: This tower rises high above <strong>the</strong> lavaflows and ash clouds <strong>of</strong> Chamada, decorated with bladesand spikes that promise pain and death to unwelcomevisitors. Yugoloth wizards control <strong>the</strong> tower, which functionsas <strong>the</strong> record vault for <strong>the</strong> yugoloth race.The history <strong>of</strong> <strong>the</strong> yugoloths can be found here, though<strong>the</strong> information is well protected and heavily encryptedwith glyphs <strong>of</strong> warding, symbols, and o<strong>the</strong>r protective spells.The interior halls <strong>of</strong> <strong>the</strong> Tower Arcane support <strong>the</strong> bodies <strong>of</strong>flayed petitioners dangling from chains. The wizards use <strong>the</strong>blood <strong>of</strong> <strong>the</strong>se petitioners (and <strong>the</strong> occasional unwelcomevisitor) to pen <strong>the</strong>ir history. Torture paraphernalia line anywalls not given over to bookshelves and sealed archives.Deep below <strong>the</strong> tower lies a vast library <strong>of</strong> particularlyghastly contracts with mortals, extending for miles. Themost potent protective spells in <strong>the</strong> wizards’ arsenal protect<strong>the</strong> sanctity <strong>of</strong> <strong>the</strong> library from encroachment bymolten rock or extraplanar thieves. Each contract isinscribed on <strong>the</strong> living skin <strong>of</strong> a petitioner, burned in withmagic and branding irons. Petitioners are strung on chainslike popcorn on a string for miles in parallel lines <strong>of</strong> agony.The only thing on <strong>the</strong> mind <strong>of</strong> any given petitioner is itsown particular contract and its personal pain.MungothThe third mount is far less volcanically active thanei<strong>the</strong>r Chamada or Khalas. In fact, it is quite cold andpqsACIDIC SNOWThe snow-ash mixture on Mungoth deals 1d4 points <strong>of</strong> aciddamage per minute <strong>of</strong> exposure. Only artificial structures orcaverns <strong>of</strong>fer any lasting protection against <strong>the</strong> snowfall, whichblows through any given area 80% <strong>of</strong> <strong>the</strong> time.pqs<strong>of</strong>ten covered by snowfalls. The light <strong>of</strong> scattered volcanicvents is akin to <strong>the</strong> light cast by a full moon, makingnavigation across Mungoth’s icy slopes difficult. Eventhat light is sometimes snuffed out by a heavy snow andash fall. The combined snow and acidic ash are dangerousto travelers without shelter.The ice that accumulates on Mungoth’s slopes gives a–4 circumstance penalty on Climb checks.Valley <strong>of</strong> <strong>the</strong> Outcast: A deep chasm contains awell-hidden realm sheltered from <strong>the</strong> ever-presentacidic snow. Built <strong>of</strong> equal parts basaltic rock and giantbones is a rough castle. The castle is scaled to <strong>the</strong> proportions<strong>of</strong> its master, an outcast fire giant wizardnamed Tastuo. Her eight siblings, fellow outcasts, alsoreside in <strong>the</strong> castle. Like <strong>the</strong>ir sister, all are ei<strong>the</strong>r wizardsor sorcerers.Yugoloths <strong>of</strong> <strong>the</strong> layer have several interlocking contractswith Tastuo, which helps ensure <strong>the</strong> valley’s safetyshould her enemies ever find her. Tastuo never namesthose enemies, but her predicament makes her sympa<strong>the</strong>ticto <strong>the</strong> plight <strong>of</strong> travelers seeking asylum. Thus, <strong>the</strong>Valley <strong>of</strong> <strong>the</strong> Outcast doubles as a way station for visitorsin need, but only if <strong>the</strong>y can find it.KrangathThe fourth mount <strong>of</strong> Gehenna, <strong>the</strong> Dead Furnace, isdevoid <strong>of</strong> volcanic activity; it went inactive millennia ago.The great mountain <strong>of</strong> <strong>the</strong> layer is a darkened pillar tumblingin <strong>the</strong> night. The layer is shrouded in silence. Nowind stirs and no light glimmers. Krangath is dead.Petitioners are rare, and those that move about on thislayer have learned to keep quiet, lest Melif hear <strong>the</strong>m.Hopelorn: An artificially maintained ledge holds aprecisely fashioned complex <strong>of</strong> obsidian. Dim, reddishlights are visible in tiny, slitlike windows throughout <strong>the</strong>complex. This is Hopelorn, <strong>the</strong> stronghold <strong>of</strong> Melif <strong>the</strong>Lich-Lord.Hopelorn is a mortuary city where sarcophagi glowlike streetlights and necromantic energies dance wisplikeover every boulevard. Here undead are welcome, butnot so <strong>the</strong> living or petitioners, whom Melif regards aspa<strong>the</strong>tic losers unable to properly manage <strong>the</strong> passage <strong>of</strong><strong>the</strong>ir mortal lives.In Hopelorn, Melif and a cabal <strong>of</strong> liches and o<strong>the</strong>rpowerful undead spellcasters conduct <strong>the</strong>ir undyingresearch into <strong>the</strong> nature <strong>of</strong> life, death, and being. SometimesMelif and his assembly capture fiends for outrageousexperiments, though <strong>the</strong>y are careful never tocapture yugoloths, lest <strong>the</strong> wrath <strong>of</strong> that race fallsquarely on Hopelorn.Besides, it is rumored that Melif was once a yugolothhimself, before he steeped himself in <strong>the</strong> eldritch artsand eventually lichdom.Gehenna EncountersUse Table 7–7: Hellish Encounters for random encounterson Gehenna.

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