CHAPTER 7:THE OUTERPLANES144<strong>Manual</strong>). In addition, <strong>the</strong>re are flocks <strong>of</strong> bariaurs inEhlonna’s service. The grove is not far from Skerrit’srealm; centaur petitioners are found in Ehlonna’s realmand half-celestial/half-unicorns in Skerrit’s.Ehlonna has taken advantage <strong>of</strong> <strong>the</strong> Beastlands’ divinelymorphic trait to give her realm <strong>the</strong> enhanced magic trait.All spells cast by rangers within <strong>the</strong> Grove <strong>of</strong> <strong>the</strong> Unicornsare extended (as <strong>the</strong> Extend Spell feat), and all spellsthat create food or water are maximized (as <strong>the</strong> MaximizeSpell feat). Ehlonna has <strong>the</strong> power to make o<strong>the</strong>r alterationsto <strong>the</strong> traits within her realm, if she so desires.BruxBrux is <strong>the</strong> second layer <strong>of</strong> <strong>the</strong> Beastlands and a land <strong>of</strong>eternal dusk. The sun is a red ball along <strong>the</strong> horizon, castinglong, ruddy shadows through <strong>the</strong> forest. Where it canbe seen above <strong>the</strong> trees, a silvered moon hovers low over<strong>the</strong> opposite horizon. Time passes normally on this layer,but newcomers <strong>of</strong>ten get <strong>the</strong> eerie sense that <strong>the</strong> world isfrozen at sunset.Brux is slightly cooler than Krigala, and fogs and mistsroil through <strong>the</strong> trees. The animal life on Brux is active inmorning and evening, sleeping during <strong>the</strong> heat <strong>of</strong> <strong>the</strong> dayand getting food when <strong>the</strong> sun is low in <strong>the</strong> sky.Travelers who find <strong>the</strong>mselves on Brux by accidentmay find <strong>the</strong>ir way back to Krigala by following <strong>the</strong>creeks and streams. Many <strong>of</strong> <strong>the</strong>m lead eventually toOceanus; o<strong>the</strong>rs lead to boggy marshes and swamps.KarasuthraThe lowest layer <strong>of</strong> <strong>the</strong> Beastlands, Karasuthra wears acloak <strong>of</strong> continual night. A silver moon whose phaseschange achingly slowly hangs in <strong>the</strong> open sky, surroundedby stars that lazily drift across <strong>the</strong> sky. Only a few beacons<strong>of</strong> moonlight piece <strong>the</strong> thick canopy <strong>of</strong> <strong>the</strong> forest here,forming silver shafts that touch <strong>the</strong> forest floor.Karasuthra is <strong>the</strong> home <strong>of</strong> <strong>the</strong> most dangerous nightcreatures, hunters relentless in <strong>the</strong> pursuit <strong>of</strong> <strong>the</strong>irquarry. Hunters from <strong>the</strong> Material Plane sometimes journeyto Karasuthra looking for <strong>the</strong> most dangerous <strong>of</strong> trophies.Some even survive to try a second time.If you’ve designed a cosmology in which <strong>the</strong> Plane <strong>of</strong>Shadow is coterminous to or coexistent with <strong>the</strong> Beastlands,Karasuthra’s darkness makes it a convenientarrival point from that plane. In such a cosmology, duskbeasts, ecalypses, and umbral banyans could be foundthroughout Karasuthras, as could shadow versions <strong>of</strong>animals and beasts (created by applying <strong>the</strong> shadowcreature template). Evil-aligned creatures would beuncomfortable in <strong>the</strong> Beastlands and hunted mercilesslyby <strong>the</strong> many celestial creatures that catch <strong>the</strong>irscent. But desperate evildoers could use Karasuthra as ahiding place from o<strong>the</strong>r, more foul creatures on <strong>the</strong>irhome plane.Beastlands EncountersUse Table 7–9: Beatific Encounters for random encountersin <strong>the</strong> Beastlands.OLYMPIAN GLADESOF ARBOREAIt is a plane <strong>of</strong> passion and peace.It is abundant nature in its patchwork glory.It is <strong>the</strong> domain <strong>of</strong> <strong>the</strong> Elven Lords.The Olympian Glades <strong>of</strong> Arborea are a crazy quilt <strong>of</strong> climatesand environments, all <strong>of</strong> which thrive. Arboreacontains great woods <strong>of</strong> towering maples, birch, and oak.These great deciduous trees strain skyward, leaving aforest floor relatively free <strong>of</strong> undergrowth and brush. Theground beneath <strong>the</strong> canopy itself is a rolling landscape <strong>of</strong>velvet moss and ferns. But <strong>the</strong> forestscape sometimesretreats before open glades <strong>of</strong> wildflowers, fields <strong>of</strong> swayingwheat and barley, and neat rows <strong>of</strong> fruit treesuntended by any human hand. Here are trees that havenever seen <strong>the</strong> woodsman’s axe, fields rich with grain,and orchards heavy with fruit.The very air <strong>of</strong> Arborea seems charged with anticipationand excitement. Sudden squalls brew up out <strong>of</strong>nowhere, beating <strong>the</strong> tree-lined paths with heavywinds. They pass within minutes and leave behindwarm, sunny arcs <strong>of</strong> light filtering through <strong>the</strong> forestcanopy. In <strong>the</strong> distance <strong>the</strong>re always seems to be music;sometimes <strong>the</strong> elves and <strong>the</strong> fey are playing, but just as<strong>of</strong>ten <strong>the</strong> faint tune is merely <strong>the</strong> wind curling through<strong>the</strong> boles <strong>of</strong> <strong>the</strong> great trees.Arborea is a place with flowers in bloom and treesbearing fruit simultaneously. There are uplands coveredwith snow, but even <strong>the</strong> snow shines beneath a crystalbluesky. Arborea is almost overwhelming in its beauty,and <strong>the</strong> land embodies both wilderness and lovelinessin one package.Yet only <strong>the</strong> top layer <strong>of</strong> Arborea has <strong>the</strong> great forestimplied in <strong>the</strong> name <strong>of</strong> <strong>the</strong> plane. Arborea’s second layeris an endless ocean, and its third layer a borderless desert<strong>of</strong> white dust. All three layers are places <strong>of</strong> mercurialwea<strong>the</strong>r, sudden attacks, and strong passions. Arborea is aplane <strong>of</strong> joy and sorrow.ARBOREA TRAITSArborea has <strong>the</strong> following traits.• Normal Gravity.• Normal Time.• Infinite Size: The part <strong>of</strong> Arborea best known to visitorsfrom <strong>the</strong> Material Plane is <strong>the</strong> home <strong>of</strong> <strong>the</strong> ElvenCourt. There may be realms beyond it presided overby deities unknown.• Divinely Morphic: Deities can change <strong>the</strong> traits <strong>of</strong> <strong>the</strong>plane and remake <strong>the</strong> landscape; mortals must usespells and physical effort to change <strong>the</strong>ir environment.• No Elemental or Energy Traits.• Mildly Good-Aligned and Mildly Chaos-Aligned:Evil or lawful characters suffer a –2 penalty on allCharisma-based checks. Lawful evil characters suffer a–4 penalty.• Normal Magic.
ARBOREA LINKSArborea borders <strong>the</strong> Beastlands and Ysgard. Natural portalsbetween <strong>the</strong>se locations are common, as are shiftingborders that automatically switch travelers from oneplane to its neighbor.ARBOREA INHABITANTSCelestials are common in Arborea, especially <strong>the</strong> eladrin,powerful elflike protectors <strong>of</strong> <strong>the</strong> plane. The best knownand most common <strong>of</strong> this breed is <strong>the</strong> ghaele, which are<strong>of</strong>ten found hunting in <strong>the</strong> wilderness <strong>of</strong> this plane. Inaddition to ghaele eladrin, <strong>the</strong> firre eladrin, guardians <strong>of</strong>beauty and art, are common here. Both appear elven, but<strong>the</strong>y have a more noble demeanor than elves <strong>of</strong> <strong>the</strong> MaterialPlane. Though regal-looking, <strong>the</strong> eladrin are fierce incombat. Evil creatures lurking in Arborea quake in <strong>the</strong>irboots at <strong>the</strong> thought <strong>of</strong> an eladrin hunting party.Many lillends make <strong>the</strong>ir homes in Arborea, thrivingon <strong>the</strong> emotions that ripple through <strong>the</strong> plane.Arborea is also <strong>the</strong> home <strong>of</strong> many celestial or anarchicversions <strong>of</strong> creatures found on <strong>the</strong> Material Plane. Celestialcreatures tend to leave travelers alone unless crossed,at which point <strong>the</strong>y fight with relish. Anarchic creatures,on <strong>the</strong> o<strong>the</strong>r hand, are as unreliable and unpredictable asyou’d expect.Arborea PetitionersArborea has two common types <strong>of</strong> petitioners. The firstare <strong>the</strong> spirits <strong>of</strong> <strong>the</strong> elven dead, whose souls havemigrated to Arborea and <strong>the</strong>ir final reward. Some infuse<strong>the</strong> plane itself, o<strong>the</strong>rs are reformed into celestial or anarchiccreatures, and still o<strong>the</strong>rs serve as petitioners in <strong>the</strong>elven realm <strong>of</strong> Arvandor, <strong>the</strong> first layer <strong>of</strong> Arborea.These last act as scouts and wardens for <strong>the</strong> communitieson <strong>the</strong> plane, serving <strong>the</strong> Elven Court in <strong>the</strong>ir magic gladesand great castles. The deity <strong>of</strong> <strong>the</strong> elves, Corellon Larethian,rewards worthy souls in <strong>the</strong> afterlife with elven form andservice in his oak-lined halls. Here <strong>the</strong>y enjoy an afterlife <strong>of</strong>hunts, trysts, and celebrations in <strong>the</strong> elven fashion.These petitioners, known as <strong>the</strong> Chosen <strong>of</strong> Arvandor,have <strong>the</strong> following special petitioner qualities:Additional Immunities: Electricity, poison.Resistances: Cold 20, fire 20.O<strong>the</strong>r Special Qualities: Damage reduction 10/+1.O<strong>the</strong>r petitioners may be found in Arborea besides <strong>the</strong>elven souls on <strong>the</strong> plane. Called bacchae, <strong>the</strong>se petitionersare wild mobs <strong>of</strong> drunken revelers found reclining inglades or running through <strong>the</strong> forest in raving, winesottedcelebrations.The bacchae are satyrlike, caught in mid-transformationbetween man and beast. Bacchae are spirits <strong>of</strong> equalmeasures good and chaos, living for <strong>the</strong> moment andmaking it <strong>the</strong> best moment possible. The greatest danger<strong>the</strong>y pose to travelers is enticing newcomers to join in<strong>the</strong>ir celebrations.Bacchae have <strong>the</strong> following special petitioner qualities:Additional Immunities: Electricity, polymorph.Resistances: Acid 20.O<strong>the</strong>r Special Qualities: Entice.Entice (Su): A traveler within 100 feet <strong>of</strong> a mob <strong>of</strong> bacchaemust make a Will saving throw (DC 10 + <strong>the</strong>number <strong>of</strong> bacchae within range; maximum DC 25) orelse join <strong>the</strong> party. While partying among <strong>the</strong> bacchae,those who failed <strong>the</strong>ir saves drink, eat, and engage in allmanner <strong>of</strong> pranks and foolery. But <strong>the</strong>y take no sustenance,and suffer <strong>the</strong> effects <strong>of</strong> being without food andwater. The bacchae entice ability lasts ei<strong>the</strong>r for 101 daysor until <strong>the</strong> enticed character collapses from lack <strong>of</strong> sustenance.Moving <strong>the</strong> character more than 100 feet from<strong>the</strong> bacchae ends <strong>the</strong> entice effect, but those under itssway do not leave <strong>the</strong> bacchae revelers willingly.Bacchae petitioners are generally nonviolent, fleeing ifattacked—or more likely <strong>of</strong>fering bread and mead to<strong>the</strong>ir assailants. In previous lives, bacchae were <strong>the</strong> spirits<strong>of</strong> gourmands, gluttons, well-meaning drunkards, ando<strong>the</strong>rs who relished <strong>the</strong> act <strong>of</strong> living.MOVEMENT AND COMBATArborea does not present any penalty to movementbeyond what travelers from <strong>the</strong> Material Plane expect.On Arvandor, paths snake through <strong>the</strong> undergrowth andclear glades are as common as patches <strong>of</strong> briar and tangles.Creatures that can climb or brachiate (swing frombranch to branch) move through <strong>the</strong> forested sections <strong>of</strong>Arborea without touching <strong>the</strong> ground.Aquallor, <strong>the</strong> second layer, is entirely aquatic, so charactershave to swim from place to place.Arborea Combat: The plane does not present anyinherent benefit or penalty to combat. Cover and concealmentare plentiful in <strong>the</strong> forests <strong>of</strong> Arvandor, whilecombats in Aquallor use <strong>the</strong> same water combat rules ason <strong>the</strong> Elemental Plane <strong>of</strong> Water.FEATURES OF ARBOREAArborea is divided into three layers. The top is <strong>the</strong> bestknown layer: Arvandor, home <strong>of</strong> <strong>the</strong> Elven Court and <strong>the</strong>final resting place <strong>of</strong> many good elven spirits and <strong>the</strong>irallies. The second layer, Aquallor, is made entirely <strong>of</strong>water. The third and deepest <strong>of</strong> <strong>the</strong> known layers is calledMithardir, a plain <strong>of</strong> white dust.ArvandorMost travelers know Arvandor as <strong>the</strong> realm <strong>of</strong> <strong>the</strong> ElvenCourt <strong>of</strong> Corellon Larethian, <strong>the</strong> mythical Seldarine.Arvandor is a place <strong>of</strong> great open spaces beneath <strong>the</strong>trees. Within <strong>the</strong>se canopied clearings lie <strong>the</strong> settlements<strong>of</strong> <strong>the</strong> Chosen <strong>of</strong> Arvandor, engaged in an idealized elvenlife. In <strong>the</strong> day <strong>the</strong>re are hunts and challenges, in <strong>the</strong>evenings feasts and tales told around <strong>the</strong> fire.The cycle <strong>of</strong> day and night matches <strong>the</strong> Material Plane,with a golden sun beaming above <strong>the</strong> treetops in <strong>the</strong> dayand a white moon nestled among a milky river <strong>of</strong> stars atnight. The nights are warm in Arvandor. Even beneath<strong>the</strong> trees, great fireflies form <strong>the</strong>ir own elastic constellationsamong <strong>the</strong> huge oaks and lindens.CHAPTER 7:THE OUTERPLANES145
- Page 2 and 3:
MANUAL OF THE PLANESJeff Grubb, Bru
- Page 4:
INTRODUCTIONIntroductionThis book i
- Page 7 and 8:
of the universe (earth, air, fire,
- Page 9 and 10:
within a plane where the rules are
- Page 11 and 12:
Shapes of the PlanesinfiniteGreat W
- Page 13 and 14:
save (DC 25) or gain a negative lev
- Page 15 and 16:
Illus. by A. Swekelven if a plane i
- Page 17 and 18:
Planar RelationshipsPlaneAPlane ACo
- Page 19 and 20:
Creatures that use positive or nega
- Page 21 and 22:
GETTING FROM PLANETO PLANEThe plane
- Page 23 and 24:
Illus. by A. Swekelhe planes are la
- Page 25 and 26:
Spot (Wis), and Use Magic Device (C
- Page 27 and 28:
Direction (Wis), Jump (Str), Knowle
- Page 29 and 30:
damage bonus does not apply to crea
- Page 31 and 32:
to a limited extent. On planes with
- Page 33 and 34:
Greater planar bindingHoly wordLess
- Page 35 and 36:
elemental form to put out nonmagica
- Page 37 and 38:
Audible Alarm: An audible portal al
- Page 39 and 40:
On planes you create yourself, safe
- Page 41 and 42:
Illus. by A. Swekelhe Material Plan
- Page 43 and 44:
Oerth’s cosmology is laid out in
- Page 45 and 46:
Illus. by A. Swekelhe Transitive Pl
- Page 47 and 48:
spells and spell-like effects that
- Page 49 and 50:
often used by astral travelers who
- Page 51 and 52:
There is no day or night on the Ast
- Page 53 and 54:
Table 5-3: Astral Encountersd% Enco
- Page 55 and 56:
try to lure adventurers away from e
- Page 57 and 58:
even if prisoners escape, they’re
- Page 59 and 60:
Any creature becoming ethereal (inc
- Page 61 and 62:
The Plane of Shadow does not connec
- Page 63 and 64:
describes some typical abilities an
- Page 65 and 66:
Illus. by A. Swekelhe Inner Planes
- Page 67 and 68:
positiveElementalPlane ofWaterThree
- Page 69 and 70:
A maximum of 20d6 points of damage
- Page 71 and 72:
of material and have his life crush
- Page 73 and 74:
Table 6-2: Elemental Plane of Earth
- Page 75 and 76:
MOVEMENT AND COMBATThe Elemental Pl
- Page 77 and 78:
ELEMENTAL PLANEOF WATERIt is an oce
- Page 79 and 80:
Red TidesA dangerous contagion has
- Page 81 and 82:
• Impeded Magic: Spells and spell
- Page 83 and 84:
Class abilities that use positive e
- Page 85 and 86:
Illus. by A. Swekelf the Inner Plan
- Page 87 and 88:
CHAPTER 7:THE OUTERPLANES87Beastlan
- Page 89 and 90:
everything within a ten-mile radius
- Page 91 and 92:
Only those who suffer mortal wounds
- Page 93 and 94: Plane drift through the miasma: bit
- Page 95 and 96: FamiliarityVery familiarStudied car
- Page 97 and 98: Every word, scream, or shout is cau
- Page 99 and 100: oulders, and worked stone, as if a
- Page 101 and 102: directional gravity. Unless stated
- Page 103 and 104: sun no brighter than the Material P
- Page 105 and 106: and Colothys confines liars whose u
- Page 107 and 108: OthrysCathrysMinethysColothysPorpha
- Page 109 and 110: Normal petitioners in Hades gain on
- Page 111 and 112: PlutonThe third gloom of Hades is a
- Page 113 and 114: Gehenna CombatCombat on Gehenna is
- Page 115 and 116: NINE HELLS OF BAATORIt is Hell, whe
- Page 117 and 118: added to the Bronze Citadel. Work g
- Page 119 and 120: dribble of slimy water sluices into
- Page 121 and 122: StygiaThe fifth layer of the Nine H
- Page 123 and 124: they first enter the downdraft or b
- Page 125 and 126: are big enough for whole cities and
- Page 127 and 128: the truth, the ice sheet has object
- Page 129 and 130: Scion Queen Mother at all times, an
- Page 131 and 132: they have three possible courses of
- Page 133 and 134: always find themselves in the surf
- Page 135 and 136: amid treasure gathered over eons—
- Page 137 and 138: BYTOPIA INHABITANTSBytopia is home
- Page 139 and 140: on the Material Plane, sounds more
- Page 141 and 142: BelierinBelierin is a land of misty
- Page 143: without touching the ground. The Be
- Page 148 and 149: CHAPTER 7:THE OUTERPLANESOUTLANDS I
- Page 150 and 151: OutlandsExcelsiorSigilTradegateEcst
- Page 152 and 153: CHAPTER 7:THE OUTERPLANES152Table 7
- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
- Page 157 and 158: of naivete. Neth doesn’t know how
- Page 159 and 160: Illus. by A. Swekelhe planes suppor
- Page 161 and 162: BARIAURMedium-Size OutsiderHit Dice
- Page 163 and 164: precious and lovely, firres take up
- Page 165 and 166: Summon Tanar’ri (Sp): Tanar’ri
- Page 167 and 168: Spinagon (Baatezu)Narzugon (Baatezu
- Page 169 and 170: Xag-YaXeg-YiMedium-Size Outsider (I
- Page 171 and 172: dull black orbs that reflect noligh
- Page 173 and 174: DaoMaridLarge Outsider (Air, Evil)L
- Page 175 and 176: is drawn in melee, the blade transf
- Page 177 and 178: When an inevitable is created, it r
- Page 179 and 180: matter at hand. They use alter self
- Page 181 and 182: Ice Paraelemental, Small Ice Parael
- Page 183 and 184: Magma Paraelemental, Huge Magma Par
- Page 185 and 186: succeed at a Fortitude save or inha
- Page 187 and 188: CanolothMezzolothMedium-Size Outsid
- Page 189 and 190: strange and often distasteful rites
- Page 191 and 192: Climate/Terrain: Any land and under
- Page 193 and 194: Elemental: Immune to poison, sleep,
- Page 195 and 196:
Skills: Water element tigers receiv
- Page 197 and 198:
Damage: Bite 1d6+3, claw 1d3+1; spi
- Page 199 and 200:
Alignment: Always chaotic (any).Adv
- Page 201 and 202:
Appendix: VariantPlanes & Cosmologi
- Page 203 and 204:
Region of DreamsDreamscapesDreamsca
- Page 205 and 206:
A mirror-self is created somewhere
- Page 207 and 208:
ever-shifting ice floating on a fro
- Page 209 and 210:
Time onTime ond% Material Plane Tem
- Page 211 and 212:
FAERIE INHABITANTSThe Plane of Faer
- Page 213 and 214:
are needed to swim through it. Movi
- Page 215 and 216:
Myriad PlanesCosmologyplanar clumpp
- Page 217 and 218:
sends that character’s double fro
- Page 219 and 220:
WINDING ROAD LINKSPlanar travelers
- Page 221 and 222:
Planar Rips: Planar rips are holes
- Page 223:
Lolth 100, 103Lucid Dreaming 203Lun
- Page 226 and 227:
Table 1: Modron CastesCaste No. of
- Page 228 and 229:
4pursuit of order is particularly b
- Page 230 and 231:
THE MODRONCATHEDRALDeep in the hear
- Page 232 and 233:
drones have limited conversational
- Page 234 and 235:
10tually any environment, withstand
- Page 236 and 237:
12Modron Traits: Immune to mind-inf
- Page 238 and 239:
Face/Reach: 5 ft. by 5 ft./10 ft.Sp
- Page 240 and 241:
16Spell-Like Abilities: At will—c
- Page 242 and 243:
Wholeness of Body (Su): A secundus
- Page 244 and 245:
2of the common room into other part
- Page 246 and 247:
credence to this theory by occasion
- Page 248 and 249:
PLAY MOREFREE D&D® V.3.5 ACCESSORY
- Page 250 and 251:
Table of ContentsThe Nature of the
- Page 252 and 253:
Pandemonium: Electricity and sonic
- Page 254 and 255:
Manual of the Planes MonstersFeats