CHAPTER 7:THE OUTERPLANES140<strong>the</strong> land becomes rougher and more mountainous until<strong>the</strong> traveler reaches <strong>the</strong> cascades <strong>of</strong> Eronia, <strong>the</strong> secondlayer. Here, steep valleys flank <strong>the</strong> river, which surgesthrough narrow passages.Eventually <strong>the</strong> mountains diminish and <strong>the</strong> riverspreads into a great marsh alive with insects and reptiles.This is Belierin. Finally <strong>the</strong> bottom <strong>of</strong> <strong>the</strong> marsh deepensand <strong>the</strong> traveler passes into <strong>the</strong> fourth layer <strong>of</strong> <strong>the</strong> plane,Thalasia, <strong>the</strong> headwaters <strong>of</strong> <strong>the</strong> Oceanus among <strong>the</strong> Isles<strong>of</strong> <strong>the</strong> Blessed.While <strong>the</strong> Oceanus flows between <strong>the</strong> layers <strong>of</strong> <strong>the</strong>plane, it is not a straight journey. The great river splitsinto myriad smaller flows, recombines, and splits again.Occasionally an <strong>of</strong>fshoot <strong>of</strong> <strong>the</strong> river curls around andreenters <strong>the</strong> layer it just left.Vision on Elysium is just as on <strong>the</strong> Material Plane atthat particular time <strong>of</strong> day. Elysium shares a day andnight cycle with <strong>the</strong> Material Plane and has similar (ifgentler) wea<strong>the</strong>r. The days are warm and calm, <strong>the</strong> nightscool and comfortable.The nights are also alive with small lights. Not onlyis <strong>the</strong>re a river <strong>of</strong> stars overhead in imitation <strong>of</strong> <strong>the</strong>River Oceanus, but fireflies dance among <strong>the</strong> trees andfields, and luminous jellyfish swim beneath <strong>the</strong> surface<strong>of</strong> <strong>the</strong> Oceanus.AmoriaAmoria is <strong>the</strong> topmost layer <strong>of</strong> Elysium and one <strong>of</strong> <strong>the</strong>most hospitable places on <strong>the</strong> Outer <strong>Planes</strong>—if youignore <strong>the</strong> plane’s tendency to convert long-term visitorsto full-time petitioners. Small towns dot <strong>the</strong> banks<strong>of</strong> <strong>the</strong> River Oceanus, and islands <strong>of</strong> rolling hills risefrom <strong>the</strong> river itself. Boat travel is common, and <strong>the</strong>bulk <strong>of</strong> <strong>the</strong> population <strong>of</strong> Elysium lives on this layer.Amoria is a relatively peaceful place, but it also a placewhere those who live have ample opportunities to aido<strong>the</strong>rs and demonstrate goodness. There is still misfortuneon Elysium, but it seems to exist only to show <strong>the</strong>collective power <strong>of</strong> goodness. Calamities here, such as avillage fire or a capsized boat, test and identify those whoare from o<strong>the</strong>r planes. Travelers to Amoria are besiegedby small errands and tasks, but if <strong>the</strong>y complete <strong>the</strong>m,<strong>the</strong>y find powerful allies at <strong>the</strong>ir side.Amoria has seasons, though <strong>the</strong>y are so timid that visitorsfrom <strong>the</strong> Material Plane hardly notice <strong>the</strong>m. It is nei<strong>the</strong>rtoo hot in summer nor too cold in winter, and it rarely rainswithout a rainbow appearing immediately afterward. Theguardinals <strong>of</strong>ten upbraid storm giant druids and o<strong>the</strong>r creatureswho can control wea<strong>the</strong>r for causing sudden rainstorms,even if <strong>the</strong>y had a good reason to do so.The rulers <strong>of</strong> <strong>the</strong> guardinals also live on Amoria.These supremely powerful guardinals are as powerful as<strong>the</strong> archdukes <strong>of</strong> <strong>the</strong> Nine Hells or <strong>the</strong> demon princes<strong>of</strong> <strong>the</strong> Abyss. First among <strong>the</strong>ir number is Prince Talisid,<strong>the</strong> wisest and most powerful <strong>of</strong> leonals. Talisid’s lieutenantsare known as <strong>the</strong> Five Companions: <strong>the</strong> lupineDuke Lucan, <strong>the</strong> bearlike Duchess Callisto, <strong>the</strong> wingedDuke Windheir, <strong>the</strong> equine Lord Hwyn, and <strong>the</strong> antleredElysiumEroniaBelierinAmoriaThalasiaLord Rhanok. Toge<strong>the</strong>r <strong>the</strong>y organize <strong>the</strong> efforts <strong>of</strong> <strong>the</strong>guardinals, sending <strong>the</strong>m on missions against evil andeven striking into <strong>the</strong> lower planes to recover those capturedby <strong>the</strong> forces <strong>of</strong> evil.EroniaEronia is a rising land <strong>of</strong> steep hills, sharp-too<strong>the</strong>dmountains, and white granite valleys, which divert <strong>the</strong>river again and again. Rugged foothills coil at <strong>the</strong> bases<strong>of</strong> <strong>the</strong>se mountains, high bluffs, plateaus, and mesas.Communities tend to congregate on <strong>the</strong> plateaus or insmall towns hunched between <strong>the</strong> mountains and <strong>the</strong>River Oceanus.The wea<strong>the</strong>r is fierce on Eronia; great windstorms andsnowfalls with lightning are common. The summers arehotter and <strong>the</strong> winters more bitter than on <strong>the</strong> MaterialPlane. Eronia is for <strong>the</strong> good souls who still want to bechallenged in <strong>the</strong>ir afterlife.Those who live here do so at <strong>the</strong> whim <strong>of</strong> <strong>the</strong> mountains<strong>the</strong>mselves. Often parts <strong>of</strong> great hills slide into <strong>the</strong> river,blocking it in some locations and forcing it into new channelsin o<strong>the</strong>rs. Eronia is a place <strong>of</strong> rugged peace, its mountainslost in luminous clouds above and a challenge to anyclimber. Here <strong>the</strong> wind whips around mightily, and even<strong>the</strong> winged avoral guardinals have some difficulty flying.All creatures with a fly speed have <strong>the</strong>ir maneuverabilityreduced to <strong>the</strong> next lower category (perfect to good, goodto average, average to poor, poor to clumsy). Clumsyfliers remain clumsy.
BelierinBelierin is a land <strong>of</strong> misty swamps and fog-boundmarshes, quite <strong>the</strong> opposite <strong>of</strong> what one might expect ina plane <strong>of</strong> ultimate goodness. Here <strong>the</strong> river is no morethan a tangled braid <strong>of</strong> slow-moving water throughuncountable channels, with low, flooded sandbars andtangles <strong>of</strong> mangrove rising from it.Still, <strong>the</strong> positive nature <strong>of</strong> Elysium shines throughthis desolate place. The fog itself seems to spread lightwith each wispy tendril, surrounding every torch andlantern with a luminous nimbus.The few communities that exist on Belierin rise fromrocky spurs that jut from <strong>the</strong> swamp. These small townsare usually built around a ca<strong>the</strong>drallike lighthouse whosebeacon pierces <strong>the</strong> mildly luminous fog, bringing travelersto dock safely.Belierin is <strong>the</strong> prison <strong>of</strong> some deadly creature or creatures.Some tales say <strong>the</strong> prisoner <strong>of</strong> Belierin is a powerfulmonster along <strong>the</strong> lines <strong>of</strong> <strong>the</strong> tarrasque or monster <strong>of</strong>legend. O<strong>the</strong>rs say that it is a deadly archduke <strong>of</strong> <strong>the</strong> lowerplanes, a deposed elemental prince, or even a woundeddeity. The indisputable fact is that evil creatures are sometimescaught lurking here, and <strong>the</strong> native guardinals areconstantly fighting back attacks against this layer.The true nature <strong>of</strong> <strong>the</strong> prisoner <strong>of</strong> Belierin depends onyour cosmology and your campaign. The layer does makea dangerous prison and is a perilous region to cross.ThalasiaThis layer is <strong>the</strong> headwaters <strong>of</strong> <strong>the</strong> River Oceanus, <strong>the</strong>start <strong>of</strong> <strong>the</strong> great river that flows through <strong>the</strong> layers <strong>of</strong>Elysium, dodges <strong>the</strong> sun-dappled trees <strong>of</strong> <strong>the</strong> Beastlands,and plunges into Arborea. Thalasia is dotted with islandsand sprinkled with small communities.These islands are variously known as <strong>the</strong> Isles <strong>of</strong> <strong>the</strong>Holy Dead, <strong>the</strong> Isles <strong>of</strong> <strong>the</strong> Blessed, <strong>the</strong> Hills <strong>of</strong> Avalon, <strong>the</strong>Islands beyond <strong>the</strong> World, and <strong>the</strong> Heroic Isles. Here <strong>the</strong>best <strong>of</strong> <strong>the</strong> good-aligned petitioners make <strong>the</strong>ir homes,retaining some knowledge and perhaps some power from<strong>the</strong>ir previous lives. Here hero-kings wait for <strong>the</strong> daywhen <strong>the</strong>ir nations need <strong>the</strong>m again, and religious scholarsresearch great mysteries in huge libraries.Often <strong>the</strong>se great petitioners made <strong>the</strong> journey to Thalasiawhile still alive but approaching death, whe<strong>the</strong>r fromage or from wounds taken in noble battle. Elysium <strong>the</strong>nslowly converted <strong>the</strong>m to powerful petitioners, and <strong>the</strong>yscarcely felt <strong>the</strong> pang <strong>of</strong> death. In Thalasia <strong>the</strong>y retain <strong>the</strong>irpowers and memories but are at peace with <strong>the</strong>mselvesand with o<strong>the</strong>rs, <strong>the</strong> ultimate reward for good.The purpose <strong>of</strong> Thalasia may be to provide a good andjust reward. It may also be to produce recruits to becomeguardinals, to create wardens for whatever is locked up inBelierin, or to muster an army <strong>of</strong> goodness for an eventuallast battle against <strong>the</strong> forces <strong>of</strong> evil.The Fortress <strong>of</strong> <strong>the</strong> Sun: Once known as Light’sBlessing, this stronghold is <strong>the</strong> domain <strong>of</strong> <strong>the</strong> deity Pelor,also known as <strong>the</strong> Sun Fa<strong>the</strong>r and <strong>the</strong> Shining One. Thisgreater deity is <strong>the</strong> master <strong>of</strong> sun, light, strength, andhealing. Pelor’s realm, once a vast manor surrounded byorchards, vineyards, and farmland for miles, is now agold-plated citadel that forms a beacon atop Krigala, <strong>the</strong>largest island in Thalasia.The Fortress <strong>of</strong> <strong>the</strong> Sun dominates <strong>the</strong> land for a hundredmiles around and is clearly visible from <strong>the</strong> shores<strong>of</strong> <strong>the</strong> Oceanus. It glows like a beacon day and night, providingcontinual daylight for a hundred miles in everydirection. Creatures are affected as if in full daylightwithin Pelor’s realm, regardless <strong>of</strong> where <strong>the</strong>y hide.Pelor sits in a great audience chamber at <strong>the</strong> highestspire, where he confers with guardinals, planetars, andsolars, dispatching <strong>the</strong>m to deal with <strong>the</strong> forces <strong>of</strong> evil.Because Pelor is one <strong>of</strong> <strong>the</strong> most powerful deities on<strong>the</strong> Great Wheel, he has correspondingly more controlover Elysium’s morphic nature. Everywhere his goldenlight reaches has <strong>the</strong> light gravity trait. Within <strong>the</strong> samerange, <strong>the</strong> enhanced magic trait maximizes (as <strong>the</strong> MaximizeSpell feat) all spells <strong>of</strong> <strong>the</strong> Sun domain and thosewith <strong>the</strong> light descriptor. The impeded magic trait affectsall illusions <strong>of</strong> <strong>the</strong> figment, pattern, or glamer subschools.Pelor has <strong>the</strong> power to make additional changes in <strong>the</strong>magic trait if he wishes.Elysium EncountersUse Table 7–8: Heavenly Encounters and Table 7–9:Beatific Encounters (alternate between <strong>the</strong>m) forrandom encounters on Elysium.WILDERNESS OF THEBEASTLANDSIt is a domain <strong>of</strong> natural savagery and plenty.It is <strong>the</strong> forest eternal.It is where <strong>the</strong> most loyal animal companions go when<strong>the</strong>y die.The Wilderness <strong>of</strong> <strong>the</strong> Beastlands is a plane <strong>of</strong> natureunbound. It is a plane <strong>of</strong> forests ranging from mangroveshung heavy with moss to snowfall-laden pines to acres <strong>of</strong>sequoias so thick that no light penetrates <strong>the</strong>ir canopy. Oak,birches, spruces, firs, and maples are common here, andexplorers into <strong>the</strong> plane’s distant corners find great forests <strong>of</strong>giant fungi and mushrooms. There are vast deserts as well,though <strong>the</strong>y are hardly barren wastelands. Cactus, aloe, ando<strong>the</strong>r desert plants thrive in <strong>the</strong> arid parts <strong>of</strong> <strong>the</strong> Beastlands.The air <strong>of</strong> <strong>the</strong> Beastlands is ideal for anything thatgrows. It is humid and warm in <strong>the</strong> swampy regions, calmand cool beneath <strong>the</strong> sequoias, breezy and clear among<strong>the</strong> beeches, and arid and hot in <strong>the</strong> more open lands.The Beastlands consists <strong>of</strong> three layers, each layerfrozen at part <strong>of</strong> <strong>the</strong> day. The top layer is a place <strong>of</strong> eternaldaylight, its second layer a domain <strong>of</strong> perpetual twilight,and its third layer a land <strong>of</strong> night illuminated only by apale moon.The most important aspect <strong>of</strong> <strong>the</strong> Beastlands is how itfavors animals <strong>of</strong> all kinds. Like Arcadia, it is a planeheavily populated by animals, beasts, and magicalbeasts. Traditional towns, cities, and strongholds are fewCHAPTER 7:THE OUTERPLANES141
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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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CHAPTER 7:THE OUTERPLANES87Beastlan
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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