CHAPTER 7:THE OUTERPLANES138excellent flour and meal. Towns here lack protectivewalls, but paved roads link <strong>the</strong>m in well-ordered lines. Itis a land <strong>of</strong> barns and beekeeping, <strong>of</strong> wool and milk, and<strong>of</strong> small shops and smithies. Most <strong>of</strong> <strong>the</strong> workshops thathuddle along <strong>the</strong> roadside are privately owned, and <strong>the</strong>owners swear no allegiance beyond “<strong>the</strong> common good. ”Dothion’s wea<strong>the</strong>r tends to be mild, and it has regular,mostly benign seasons. Often a heavy storm from Shurrockbreaks through <strong>the</strong> border between <strong>the</strong> two layers,wreaking havoc. In general, <strong>the</strong> layer is an ideal paradisefor those who prefer <strong>the</strong> quiet life.The Golden Hills: Garl Glittergold and his court holdsway over a large section <strong>of</strong> Dothion. It is a region <strong>of</strong>rolling hills dominated by one or more larger tors—onefor Garl Glittergold and one for each <strong>of</strong> his assistants. Thespace among <strong>the</strong> tors is a gnome’s paradise <strong>of</strong> small communities,quiet industry, and farms.A single tower or citadel tops each <strong>of</strong> <strong>the</strong> tors, containing<strong>the</strong> audience- and feast-halls where deities receivevisitors. In some cases, <strong>the</strong>se very towers have been abandonedas <strong>the</strong>ir powerful owners have taken up with wanderlustand sought out new treasures, new adventures,and new ideas. Some <strong>of</strong> <strong>the</strong> gnome deities leave guardinals,planetars, and solars as caretakers <strong>of</strong> <strong>the</strong>ir tors.O<strong>the</strong>rs leave more mundane traps to confound intruders.Garl Glittergold has mined out most <strong>of</strong> <strong>the</strong> regionbeneath <strong>the</strong> tors to provide warrens for gnome petitionersand forges for craftsmen. Deep within <strong>the</strong> mines arevortices to <strong>the</strong> Elemental Plane <strong>of</strong> Earth and ElementalPlane <strong>of</strong> Fire, which <strong>the</strong> gnomes mine and use for energy.As a result, outsiders and elementals from <strong>the</strong>se twoplanes are more likely to be found near <strong>the</strong> Golden Hillsthan elsewhere.All <strong>the</strong> plant life in this region has a s<strong>of</strong>t, golden tint toit that gives <strong>the</strong> landscape a s<strong>of</strong>t radiance. Celestial animalsare common here, with golden plumage and fur.ShurrockShurrock is Dothion’s wild counterpart. While Dothion iswell mannered, Shurrock is savage. Where Dothion iscalm, Shurrock is extreme. It is a land <strong>of</strong> rough countryand harsh wea<strong>the</strong>r, divided by deep, snow-filled wintersand dry, parching summers.The land <strong>of</strong> Shurrock is filled with raw materials.Seams <strong>of</strong> gold and gems are found just beneath <strong>the</strong> surface,<strong>the</strong> tangled woodlands are rich in timber, and allmanner <strong>of</strong> wild game thrives throughout <strong>the</strong> layer. Quarriesand mills are common, usually with small communitiescrowding <strong>the</strong>m. These towns are <strong>of</strong>ten walled andguarded, for on Shurrock walk <strong>the</strong> more powerful creatures<strong>of</strong> Bytopia such as celestial versions <strong>of</strong> animals andmagical beasts.Shurrock is a land <strong>of</strong> continual challenge. For thosewho seek to prove <strong>the</strong>mselves and <strong>the</strong>ir ability to survive,it is a very different type <strong>of</strong> paradise from its tame sibling,Dothion. Occasionally some foul beast breaks loose fromShurrock and reaches Dothion, but in general <strong>the</strong> challenges<strong>of</strong> this layer stay on <strong>the</strong>ir side <strong>of</strong> <strong>the</strong> border.Bytopia EncountersUse Table 7–8: Heavenly Encounters for randomencounters on Bytopia.BLESSED FIELDSOF ELYSIUMIt is <strong>the</strong> source <strong>of</strong> <strong>the</strong> River Ocean.It is a place <strong>of</strong> ultimate goodness.It is a land so pleasant you may never want to leave.Elysium is <strong>the</strong> most strongly good-aligned plane <strong>of</strong> <strong>the</strong>Great Wheel, a place <strong>of</strong> good untrammeled by issues <strong>of</strong>law or chaos. On this plane doing well by o<strong>the</strong>rs is morehighly valued than any o<strong>the</strong>r ideal.The first layer <strong>of</strong> <strong>the</strong> plane is a riot <strong>of</strong> color. Visitorsmarvel at brilliant green meadows dotted with starburstflowers, pools as deep blue as a jay’s plumage, and silverclouds drifting against a perfect sky. The plane itselfseems to vibrate with its own sense <strong>of</strong> life and intensity. Itis usually a peaceful place, and tranquility seems to seepinto <strong>the</strong> bones and souls <strong>of</strong> those that cross it.Elysium consists <strong>of</strong> four layers strung toge<strong>the</strong>r by <strong>the</strong>myriad courses <strong>of</strong> <strong>the</strong> River Oceanus. The first layer ismost like <strong>the</strong> Material Plane, with sweet-smelling pinesand flowering trees along its banks giving way to openmeadows and rolling fields. The second layer is rougherand more mountainous, and rapids and falls are commonalong <strong>the</strong> channels <strong>of</strong> <strong>the</strong> river. The third layer is a greatmarsh awash with life. The deepest layer is <strong>the</strong> sea itselfand <strong>the</strong> headwaters <strong>of</strong> <strong>the</strong> great river, dotted with islandswhere veteran heroes <strong>of</strong> good relax for eternity.The size <strong>of</strong> <strong>the</strong> River Oceanus varies from a braid <strong>of</strong>smaller side channels to a mighty flow that tops its banksand floods <strong>the</strong> surrounding area. Along <strong>the</strong> river areislands, low gravel bars, and rocky promontories, whichare <strong>of</strong>ten <strong>the</strong> homes <strong>of</strong> petitioners and o<strong>the</strong>r more powerfuldenizens.ELYSIUM TRAITSElysium has <strong>the</strong> following traits.• Normal Gravity.• Normal Time.• Infinite Size.• Divinely Morphic: Elysium is easily altered by deities.O<strong>the</strong>r creatures find that <strong>the</strong>ir spells and physicalefforts work normally here.• No Elemental Traits.• Minor Positive-Dominant: Characters on Elysiumgain fast healing 2.• Strongly Good-Aligned: Nongood characters suffer a–2 penalty on all Wisdom-, Intelligence-, and Charismabasedchecks. As a result, neutral and evil creatures shunElysium except in dire emergencies.• Entrapping: This is a trait unique to Elysium, althoughHades has a similar entrapping trait. A nonoutsider onElysium experiences increasing joy and satisfactionwhile <strong>the</strong>re. Colors become brighter and more vivid than
on <strong>the</strong> Material Plane, sounds more melodious and s<strong>of</strong>t,and <strong>the</strong> nature <strong>of</strong> o<strong>the</strong>rs seems more pleasant and understanding.At <strong>the</strong> conclusion <strong>of</strong> every week spent on Elysium,any nonoutsider must make a Will saving throw(DC 10 + <strong>the</strong> number <strong>of</strong> consecutive weeks on Elysium).Failure indicates that <strong>the</strong> individual has fallen under <strong>the</strong>control <strong>of</strong> <strong>the</strong> plane, becoming a petitioner <strong>of</strong> Elysium.Travelers entrapped by <strong>the</strong> inherent tranquility andgood <strong>of</strong> Elysium cannot leave <strong>the</strong> plane <strong>of</strong> <strong>the</strong>ir ownvolition and have no desire to do so. Memories <strong>of</strong> anyprevious life fade into nothingness, and it takes a wishor miracle spell to return such characters to normal.• Normal Magic.ELYSIUM LINKSElysium borders <strong>the</strong> neighboring Outer <strong>Planes</strong> <strong>of</strong>Bytopia and <strong>the</strong> Beastlands. Natural portals exist between<strong>the</strong>se locations, and <strong>the</strong> shifting borders between Elysiumand its neighbors mean that travelers may find<strong>the</strong>mselves on ano<strong>the</strong>r good-aligned plane without realizingit. Portals from Elysium to o<strong>the</strong>r planes <strong>of</strong>ten take<strong>the</strong> form <strong>of</strong> caverns.Elysium has four layers, each with a radically differenttype <strong>of</strong> terrain. Inhabitants move between layers througha portal, or by following <strong>the</strong> River Oceanus—probably<strong>the</strong> easiest method.The River Oceanus originates in <strong>the</strong> deepest layer <strong>of</strong>Elysium and flows through all four layers, emptying from<strong>the</strong> first layer, Amoria, into <strong>the</strong> Beastlands. There arerapids at <strong>the</strong> border where <strong>the</strong> river crosses <strong>the</strong> boundarybetween layers, but no serious waterfalls or o<strong>the</strong>r perils.Most <strong>of</strong> <strong>the</strong> activity on Elysium takes place along <strong>the</strong> borders<strong>of</strong> <strong>the</strong> great river.ELYSIUM INHABITANTSAll types <strong>of</strong> good-aligned outsiders can be found on Elysium,including those <strong>of</strong> lawful or chaotic dispositionand even natives <strong>of</strong> <strong>the</strong> Elemental <strong>Planes</strong> such as djinn.While all types <strong>of</strong> celestials can be found here, <strong>the</strong> dominanttype is <strong>the</strong> guardinal, which includes <strong>the</strong> wingedavoral guardinal and <strong>the</strong> powerful leonal guardinal.The plane is also aswarm with celestial creatures andhalf-celestials. Celestial creatures have golden skin andsilvery eyes, and <strong>the</strong>y seem to shine with power andnobility. Unlike <strong>the</strong> creatures <strong>of</strong> <strong>the</strong> neighboring Beastlands,celestial creatures have <strong>the</strong> same Intelligencescores as <strong>the</strong>ir counterparts on <strong>the</strong> Material Plane,although <strong>the</strong>y seem more empathic and understanding.Elysium is also <strong>the</strong> home <strong>of</strong> deities devoted to <strong>the</strong>cause <strong>of</strong> good. The most powerful <strong>of</strong> <strong>the</strong>se deities is Pelor,<strong>the</strong> sun deity, who rules from a gold-plated fortress on <strong>the</strong>fourth layer <strong>of</strong> Elysium.Elysium PetitionersThe petitioners <strong>of</strong> Elysium ei<strong>the</strong>r venerate a particulardeity <strong>of</strong> that plane, or are merely souls that naturally gravitatedto <strong>the</strong> plane <strong>of</strong> ultimate goodness and peace. Petitionersappear as <strong>the</strong>y did in life (goodness cares little foroutward appearance), but most have a nobler and calmerdemeanor as petitioners.Only when evil actions besmirch <strong>the</strong> plane do <strong>the</strong> petitioners<strong>of</strong> Elysium take up arms, and <strong>the</strong>n <strong>the</strong>y are moredangerous than most o<strong>the</strong>r petitioners. Unlike o<strong>the</strong>rpetitioners, those who call Elysium home retain someknowledge <strong>of</strong> <strong>the</strong>ir past, which usually manifests itself aswistful nostalgia. Sometimes <strong>the</strong>ir memories are morepractical: Petitioners who had character levels before<strong>the</strong>y became petitioners retain up to four character levels(multiclass characters can choose levels from any classes<strong>the</strong>y held in life).Petitioners <strong>of</strong> Elysium have <strong>the</strong> following special petitionerqualities:Additional Immunities: Electricity, cold.Resistances: Cold 20, fire 20.O<strong>the</strong>r Special Qualities: Retain up to four characterlevels acquired prior to becoming a petitioner.Planar travelers are common on <strong>the</strong> shores <strong>of</strong> <strong>the</strong> RiverOceanus, and merchants ply <strong>the</strong>ir wares up and down<strong>the</strong> river between towns inhabited by petitioners andhalf-celestials.Evil and morally neutral creatures tend to become lostalong <strong>the</strong> riverbanks, unable to cope with <strong>the</strong> goodnessthat infuses <strong>the</strong> landscape. This makes such interlopersprime targets for avoral scouts. If <strong>the</strong> scouts face determinedevil foes, <strong>the</strong>y’ll call on <strong>the</strong> more august leonals tojoin <strong>the</strong> battle; evil creatures are slain on Elysium.Morally neutral visitors are <strong>of</strong>ten questioned closely by<strong>the</strong> avorals, who determine <strong>the</strong>ir intentions and <strong>the</strong>nei<strong>the</strong>r aid or expel <strong>the</strong>m. Aid or expulsion is accompaniedby a gentle (but long) lecture.MOVEMENT AND COMBATThe Great River Oceanus and its side channels dominatemuch <strong>of</strong> <strong>the</strong> plane, so boat traffic is common. TheOceanus current is normally 3 miles per hour and flowsfrom <strong>the</strong> deepest layer, Thalasia, through Belierin andEronia to Amoria.Celestial animals haul rafts and keelboats upstream,and all manner <strong>of</strong> mundane and fantastic seagoing vesselsstray into deeper waters. In places, <strong>the</strong> Oceanuswidens to a great, calm lake or fen with no appreciablecurrent, while in o<strong>the</strong>rs, <strong>the</strong> river splits and tumblesthrough sharp-rocked rapids, particularly on <strong>the</strong> mountainoussecond layer.Elysium CombatElysium does not present any inherent benefit or penaltyto combat. There is very little tolerance for evil, and most<strong>of</strong> <strong>the</strong> celestial natives have <strong>the</strong> ability to smite evil.Fights tend to last longer and be less <strong>of</strong>ten fatal due to <strong>the</strong>positive energy that infuses <strong>the</strong> entire plane.FEATURES OF ELYSIUMThe top layer <strong>of</strong> Elysium is Amoria; it is more like <strong>the</strong> MaterialPlane than <strong>the</strong> o<strong>the</strong>r levels. Upstream on <strong>the</strong> Oceanus,CHAPTER 7:THE OUTERPLANES139
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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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Red TidesA dangerous contagion has
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• Impeded Magic: Spells and spell
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Class abilities that use positive e
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Illus. by A. Swekelf the Inner Plan
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- Page 137: BYTOPIA INHABITANTSBytopia is home
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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