CHAPTER 7:THE OUTERPLANES130space covered with grass, and a single ring <strong>of</strong> trees at<strong>the</strong> very center.The town is one <strong>of</strong> peace and tranquility, a placewhere everything is so ordered and habitual that citizensanticipate <strong>the</strong> course <strong>of</strong> time and flow <strong>of</strong> conversation,interrupting visitors who don’t know what <strong>the</strong>future holds.Those who seek perfect equality and freedom from <strong>the</strong>lower (and higher) passions make <strong>the</strong>ir homes here.The population is a mixed collection <strong>of</strong> every race on <strong>the</strong>Great Wheel, but all are equal and <strong>the</strong>re is no ruler. Manypetitioners also reside within and around Delon-EstinOti, happy to work <strong>the</strong> agricultural plots.The town has a reputation as a place where seers areborn and where fortune-tellers gravitate, so visitorshoping to discover <strong>the</strong>ir fate are common.Fortress <strong>of</strong> Disciplined Enlightenment: This structuresits on its own cog, and its spires and towers risehigh into <strong>the</strong> void <strong>of</strong> Mechanus. The fortress is two milesin diameter, and some <strong>of</strong> its spires reach twice tha<strong>the</strong>ight. Inevitables enforcing <strong>the</strong> “don’t trespass” lawpatrol <strong>the</strong> parapets, keeping a vigilant eye out for fiendishinfiltrators or colonizing formians.A group <strong>of</strong> mortals from <strong>the</strong> Material Plane called <strong>the</strong>Fraternity <strong>of</strong> Order are <strong>the</strong> masters <strong>of</strong> <strong>the</strong> fortress. Themembers <strong>of</strong> <strong>the</strong> Fraternity <strong>of</strong> Order believe that if <strong>the</strong>ycan but tease forth every law <strong>of</strong> <strong>the</strong> cosmos, <strong>the</strong>y willhave <strong>the</strong> power <strong>of</strong> <strong>the</strong> deities. To that end, <strong>the</strong>y built thisstronghold on <strong>the</strong> plane <strong>of</strong> ultimate law.A horde <strong>of</strong> clerks, functionaries, legal aides, translators,ma<strong>the</strong>maticians, philosophers, and bureaucratsstaff <strong>the</strong> Fortress <strong>of</strong> Disciplined Enlightenment. Mostbelong to <strong>the</strong> Fraternity <strong>of</strong> Order, though sometimesvisitors are granted access to study at <strong>the</strong> vauntedlibraries <strong>of</strong> <strong>the</strong> Fortress. The libraries extend throughhundreds <strong>of</strong> rooms and hold tomes <strong>of</strong> legal volumesfrom all over <strong>the</strong> Great Wheel.Mechanus EncountersUse Table 7–7: Hellish Encounters or Table 7–8: HeavenlyEncounters (alternate between <strong>the</strong>m) for randomencounters on Mechanus.PEACEABLE KINGDOMSOF ARCADIAIt is <strong>the</strong> land <strong>of</strong> perfection.It is where laws are made for <strong>the</strong> common good.It is <strong>the</strong> plane where harmony is born.Arcadia thrives with orchards <strong>of</strong> perfectly lined trees,ruler-straight streams, orderly fields, and cities laid out ingeometrically pleasing shapes. The mountains areunblemished by erosion. Everything on Arcadia workstoward <strong>the</strong> common good and a flawless form <strong>of</strong> existence.Here, nothing intrudes on harmony.It is said that everything on Arcadia is as perfect as itcan be, nei<strong>the</strong>r as strictly regimented as Mechanus nor asdevoted to <strong>the</strong> perfection <strong>of</strong> <strong>the</strong> individual as Celestia.But this is not entirely accurate. In fact, <strong>the</strong> inhabitants <strong>of</strong>Arcadia are <strong>of</strong>ten so convinced <strong>of</strong> <strong>the</strong>ir own righteousnessthat <strong>the</strong>y are hard-pressed to recognize <strong>the</strong>ir ownflaws. This likely contributed millennia ago to <strong>the</strong> loss <strong>of</strong><strong>the</strong> bottommost layer <strong>of</strong> Arcadia, Menausus, which spirituallytransmigrated to Mechanus, becoming one with<strong>the</strong> gear-works realm <strong>of</strong> ultimate law.St. Cuthbert <strong>of</strong> <strong>the</strong> Cudgel, deity <strong>of</strong> goodly retribution,has his realm on Arcadia.ARCADIA TRAITSArcadia has <strong>the</strong> following traits.• Normal Gravity.• Normal Time.• Infinite Size: Each layer <strong>of</strong> Arcadia stretches throughan infinite, well-ordered landscape.• Divinely Morphic: Lesser deities can transform Arcadiawith a wave <strong>of</strong> <strong>the</strong> hand, but <strong>the</strong> plane has <strong>the</strong> alterablemorphic trait for o<strong>the</strong>r creatures.• No Elemental or Energy Traits.• Mildly Law-Aligned: Chaotic characters on Arcadiasuffer a –2 penalty on Charisma-based checks.• Normal Magic.ARCADIA LINKSPortals to o<strong>the</strong>r planes are few on Arcadia, but <strong>the</strong>y are permanent,clearly identified fixtures. Arched trellises <strong>of</strong> floweringivy, holly, or some o<strong>the</strong>r lush, verdant growth markeach gateway to ano<strong>the</strong>r plane. Portals also connect farflunglocales on Arcadia, as well as running between its twolayers. Portals between <strong>the</strong> layers are usually set betweenhuge, rune-carved plinths standing 40 to 50 feet tall.ARCADIA INHABITANTSMany mortals from <strong>the</strong> Material Plane live on Arcadia,settling among such o<strong>the</strong>r creatures as archons, aasimar,devas, and <strong>the</strong> ever-present einheriar militias (see ArcadiaPetitioners, below).Arcadia is also home to peaceful animals: golden foxes,coppery hares, and silver-wooled sheep, as well as allmanner <strong>of</strong> organized insects such as wasps, bees, and ants.Giant-sized versions <strong>of</strong> <strong>the</strong>se animals and insects also canbe found throughout Arcadia.Formians have a few hive-cities on Arcadia, but <strong>the</strong>irexpansionist ethic is muted (at least outwardly). Arcadia’sharmony would be spoiled should warrior formiansbegin to march.Arcadia PetitionersThe petitioners <strong>of</strong> Arcadia are called einheriar. The einheriarappear much as <strong>the</strong>y did in <strong>the</strong>ir previous lives,though <strong>the</strong>y are markedly more healthy and robust. Theyare all fanatically devoted to making sure <strong>the</strong> commongood is maintained.Using <strong>the</strong>ir abilities to discern <strong>the</strong> alignment <strong>of</strong> all<strong>the</strong>y meet, einheriar make it <strong>the</strong>ir business to police <strong>the</strong>plane. If <strong>the</strong>y catch any nonlawful or nongood creature,
<strong>the</strong>y have three possible courses <strong>of</strong> action. Chaotic goodor neutral good visitors are tolerated so long as <strong>the</strong>yfollow <strong>the</strong> laws <strong>of</strong> Arcadia. Those who are truly neutralare asked to finish <strong>the</strong>ir business and leave. Those whoare tainted with evil in any aspect are immediately andremorselessly attacked.The einheriar have <strong>the</strong> following special petitionerqualities:Additional Immunities: Sonic, acid.Resistances: Cold 20, electricity 20.O<strong>the</strong>r Special Qualities: Detect chaos, detect good.Detect Chaos/Good (Ex): Einheriar can detect chaos ordetect good at will (as <strong>the</strong> spells cast by a 5th-level cleric).FEATURES OF ARCADIAThere is nothing native to Arcadia’s two layers that doesnot contribute toward perfection and peace. The fields andforests are swollen with grain and fruit, all growing withouttending or fear <strong>of</strong> infestation. Even <strong>the</strong> “wild” flowersgrow naturally to create <strong>the</strong> most harmonious blend.The trees <strong>of</strong> Arcadia are wondrous specimens. Thesegreat plants grow in both neat forests and straight-rowedorchards. Their bark has a copper, gold, silver, or ironsheen. Their leaves range from deep green to fiery red,but <strong>the</strong> leaves never fall. Fruit is always in season. Onrare, wondrous occasions a plucked fruit suddenly manifestsmagical properties, mimicking <strong>the</strong> effects <strong>of</strong> a randomlydetermined potion (see Chapter 8 <strong>of</strong> <strong>the</strong> DUNGEONMASTER’s Guide). The fruit is nonmagical until picked.Vision is normal on Arcadia. Night and day are determinedby <strong>the</strong> Orb <strong>of</strong> Day and Night atop Arcadia’s tallestpeak. Half <strong>the</strong> orb radiates light, and <strong>the</strong> o<strong>the</strong>r half isdark. It rotates evenly and without fail, lighting part <strong>of</strong><strong>the</strong> infinite plane while ano<strong>the</strong>r part falls into naturaldarkness. There is no dusk or dawn, just day or night.AbellioThe first layer <strong>of</strong> Arcadia is mostly flat, though <strong>the</strong>re aremountains and hills arranged just so. Forests, lakes, fields,and streams are all found here. It is a layer <strong>of</strong> plenty, andeverything, even common beasts, is dedicated to <strong>the</strong>good <strong>of</strong> all.Mandible: Formians are rightly feared for <strong>the</strong>ir dedicationto spread to all planes and all worlds. Not so <strong>the</strong>colony <strong>of</strong> formians on Arcadia, or so <strong>the</strong> myrmarchs andqueen are quick to demonstrate to <strong>the</strong> paranoid einheriar.Their hive-city is called Mandible.THE STORM KINGSThe Storm Kings (actually three kings and one queen) are fouronce-mortal beings who have assumed <strong>the</strong> mantles <strong>of</strong> Rain,Wind, Lightning, and Cloud. Though <strong>the</strong> Storm Kings are notdeities, <strong>the</strong> power each <strong>of</strong> <strong>the</strong>m commands rivals that <strong>of</strong> ademideity. The Storm Kings control <strong>the</strong> wea<strong>the</strong>r on Arcadia,and <strong>the</strong>y work in tandem according to precisely laid plans. It’sMountClangeddinOrb <strong>of</strong>Day and NightAbellioBuxenosArcadiaBasilica <strong>of</strong>St. CuthbertUnlike a common hive-city, Mandible is open andmostly above ground. From <strong>the</strong> outside, <strong>the</strong> hive lookslike an appealing geometric mix <strong>of</strong> two- and three-storybuildings, parks, and spires. The tunnels hidden below<strong>the</strong> city are rarely seen by nonformians. Still, visitors arewelcome above in <strong>the</strong> markets and inns.The Queen Mo<strong>the</strong>r K’l’tk’thra (called Clarity by nonformians)rules Mandible from her royal chamber deepwithin <strong>the</strong> tunnels. Clarity spends her days overseeing<strong>the</strong> business <strong>of</strong> <strong>the</strong> hive, breeding, and protecting <strong>the</strong>Place <strong>of</strong> Eggs.Mount Clangeddin: A perfectly conical mountain,standing apart from any range, rises at least thirty thousandfeet above <strong>the</strong> fields below, its peak wrea<strong>the</strong>d inclouds and storms. This edifice was raised by <strong>the</strong> greatdwarven hero Clangeddin Silverbeard.The mountain’s interiors are riddled with great halls, galleries,and dwarven-carved roads paved with flagstones.pqqqqrs<strong>the</strong>ir task to ensure that every part <strong>of</strong> <strong>the</strong> plane receives aperfect blend <strong>of</strong> rain and shine.The Storm Kings live in citadels around <strong>the</strong> Orb <strong>of</strong> Day andNight spaced evenly at <strong>the</strong> compass points. Each citadel reacheshigh into <strong>the</strong> sky until <strong>the</strong> tallest spires are lost in <strong>the</strong> brighthaze. Wea<strong>the</strong>r appropriate to each Storm King surrounds his orher castle.pqqqqrsCHAPTER 7:THE OUTERPLANES131
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MANUAL OF THE PLANESJeff Grubb, Bru
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INTRODUCTIONIntroductionThis book i
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of the universe (earth, air, fire,
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within a plane where the rules are
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Shapes of the PlanesinfiniteGreat W
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save (DC 25) or gain a negative lev
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Illus. by A. Swekelven if a plane i
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Planar RelationshipsPlaneAPlane ACo
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Creatures that use positive or nega
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GETTING FROM PLANETO PLANEThe plane
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Illus. by A. Swekelhe planes are la
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Spot (Wis), and Use Magic Device (C
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Direction (Wis), Jump (Str), Knowle
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damage bonus does not apply to crea
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to a limited extent. On planes with
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Greater planar bindingHoly wordLess
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elemental form to put out nonmagica
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Audible Alarm: An audible portal al
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On planes you create yourself, safe
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Illus. by A. Swekelhe Material Plan
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Oerth’s cosmology is laid out in
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Illus. by A. Swekelhe Transitive Pl
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spells and spell-like effects that
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often used by astral travelers who
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There is no day or night on the Ast
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Table 5-3: Astral Encountersd% Enco
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try to lure adventurers away from e
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even if prisoners escape, they’re
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Any creature becoming ethereal (inc
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The Plane of Shadow does not connec
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describes some typical abilities an
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Illus. by A. Swekelhe Inner Planes
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positiveElementalPlane ofWaterThree
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A maximum of 20d6 points of damage
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of material and have his life crush
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Table 6-2: Elemental Plane of Earth
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MOVEMENT AND COMBATThe Elemental Pl
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ELEMENTAL PLANEOF WATERIt is an oce
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Ice Paraelemental, Small Ice Parael
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Magma Paraelemental, Huge Magma Par
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succeed at a Fortitude save or inha
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CanolothMezzolothMedium-Size Outsid
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strange and often distasteful rites
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Climate/Terrain: Any land and under
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Elemental: Immune to poison, sleep,
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Skills: Water element tigers receiv
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Damage: Bite 1d6+3, claw 1d3+1; spi
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Alignment: Always chaotic (any).Adv
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Appendix: VariantPlanes & Cosmologi
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Region of DreamsDreamscapesDreamsca
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A mirror-self is created somewhere
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ever-shifting ice floating on a fro
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Time onTime ond% Material Plane Tem
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FAERIE INHABITANTSThe Plane of Faer
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are needed to swim through it. Movi
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Myriad PlanesCosmologyplanar clumpp
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sends that character’s double fro
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WINDING ROAD LINKSPlanar travelers
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Planar Rips: Planar rips are holes
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Lolth 100, 103Lucid Dreaming 203Lun
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Table 1: Modron CastesCaste No. of
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4pursuit of order is particularly b
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THE MODRONCATHEDRALDeep in the hear
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drones have limited conversational
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10tually any environment, withstand
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12Modron Traits: Immune to mind-inf
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Face/Reach: 5 ft. by 5 ft./10 ft.Sp
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16Spell-Like Abilities: At will—c
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Wholeness of Body (Su): A secundus
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2of the common room into other part
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credence to this theory by occasion
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PLAY MOREFREE D&D® V.3.5 ACCESSORY
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Table of ContentsThe Nature of the
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Pandemonium: Electricity and sonic
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Manual of the Planes MonstersFeats