CHAPTER 7:THE OUTERPLANES92YsgardMuspelheimYsgardDen <strong>of</strong>OlidammaraPlain <strong>of</strong> IdaNidavellirValiant Hallharmony with nature among <strong>the</strong> trees and fields <strong>of</strong><strong>the</strong> surface, some elves abide in glittering caves below <strong>the</strong>surface <strong>of</strong> Alfheim.Alfheim has seasons. Summers are long and kind,and its winters are dark and unforgiving. Duringwinter, <strong>the</strong> elves retreat into <strong>the</strong> glittering caves, <strong>the</strong>entrances to which are sealed <strong>of</strong>f and buried during <strong>the</strong>season <strong>of</strong> snows.Den <strong>of</strong> Olidammara: The god <strong>of</strong> rogues, Olidammara<strong>the</strong> Laughing Rogue is an intermediate deity who concernshimself with music, revels, wine, humor, and similarideals. Wood, stone, and stranger substances create agrand but haphazard structure, as if several mansions <strong>of</strong>various cultures were mashed toge<strong>the</strong>r.On <strong>the</strong> inside, mazes, locked doors, blind hallways, andsecret treasuries surround a grand hall where music anddancing are mandatory. Usually, <strong>the</strong> guests <strong>of</strong> this inmostden include rogues, bards, performers, and entertainers<strong>of</strong> all stripes and all places. Wine, romance, and song rulehere, where Olidammara lounges at his ease on a granddivan—unless he is disguised as one <strong>of</strong> his many guestsusing his magic laughing mask. Because some terribleprank <strong>of</strong>ten draws him far away from his den, o<strong>the</strong>rdeities treat Olidammara with deserved caution nomatter where <strong>the</strong>y are.MuspelheimThe middle layer <strong>of</strong> Ysgard, Muspelheim, is made fromribbons <strong>of</strong> floating earth, some continent-sized or larger.Here, though, <strong>the</strong> ground smokes and burns, earning thislayer <strong>the</strong> name “Land <strong>of</strong> Fire.” It’s a hostile layer whereeven <strong>the</strong> ground is sharp volcanic rock. Most <strong>of</strong> Muspelheimhas <strong>the</strong> fire-dominant trait.Muspelheim’s ground rolls toward a ridge <strong>of</strong> fierymountains at <strong>the</strong> highest point. This range, called <strong>the</strong>Serpent Spine, is home to hundreds <strong>of</strong> clans <strong>of</strong> fire giants.Watchtowers and citadels defend <strong>the</strong> mountain passesagainst rival clans and unwanted visitors.The Spire is a towering, needle-thin citadel <strong>of</strong> darkstone in <strong>the</strong> midst <strong>of</strong> <strong>the</strong> Serpent Spine mountains.Devout fire giant maidens are said to inhabit <strong>the</strong> tower,serving as clerics <strong>of</strong> a mysterious intermediate deity <strong>of</strong>fire giants.NidavellirThe third layer <strong>of</strong> Ysgard is Nidavellir. It is an “underground”realm crisscrossed by warm tunnels, heated byhot springs and geysers. The wild regions are crowdedwith underground forests <strong>of</strong> strange woods that need nosun, only heat, to grow. Vast caverns run through veins <strong>of</strong>clear quartz, and deep holds are studded with shiningmica and pyrite. Precious and semiprecious minerals arestrewn across <strong>the</strong> floor <strong>of</strong> some lengths <strong>of</strong> tunnel andeven entire caverns.Dwarven and gnome kingdoms divide up most <strong>of</strong>Nidavellir. Most <strong>of</strong> <strong>the</strong> layer’s inhabitants are mortals, butpetitioners are common as well. It is a place <strong>of</strong> fiery furnaces,ringing anvils, and constant striving for perfectionin <strong>the</strong> crafts <strong>of</strong> smithing, runecrafting, and magic. Itshalls resound with <strong>the</strong> chanting voices <strong>of</strong> dwarves and<strong>the</strong> lilting songs <strong>of</strong> gnomes. Though <strong>the</strong> two races arerivals <strong>of</strong>ten given to war, <strong>the</strong>y unite when confronted by<strong>the</strong>ir underground enemies: dark elves.Svartalfheim: Drow have <strong>the</strong>ir own realm in Nidavellir.Though <strong>the</strong> gnomes and dwarves think <strong>the</strong> worst<strong>of</strong> <strong>the</strong> dark elves, <strong>the</strong> allegiances <strong>of</strong> <strong>the</strong>se particulardrow are not as evil as many travelers might think. Likeo<strong>the</strong>rs <strong>of</strong> this layer, <strong>the</strong>y merely wish to be left aloneand <strong>the</strong>y don’t take kindly to unannounced visitors ortrespassers.Ysgard EncountersUse Table 7–9: Beatific Encounters for random encounterson Ysgard.EVER-CHANGING CHAOSOF LIMBOIt is where everything, and nothing, is possible.It is where raw chaos see<strong>the</strong>s.It is where <strong>the</strong> elements come to die.Limbo is a plane <strong>of</strong> pure chaos. Untended sectionsappear as a roiling soup <strong>of</strong> <strong>the</strong> four basic elements and all<strong>the</strong>ir combinations. Balls <strong>of</strong> fire, pockets <strong>of</strong> air, chunks <strong>of</strong>earth, and waves <strong>of</strong> water battle for ascendance until <strong>the</strong>yin turn are overcome by yet ano<strong>the</strong>r chaotic surge. However,landscapes similar to ones found on <strong>the</strong> Material
Plane drift through <strong>the</strong> miasma: bits <strong>of</strong> forest, meadow,ruined castles, and small islands.Limbo is inhabited by living natives. Most prominent<strong>of</strong> <strong>the</strong>se are <strong>the</strong> githzerai and <strong>the</strong> slaadi. In Limbo, mostpetitioners take <strong>the</strong> form <strong>of</strong> unthinking, ghostly spheres<strong>of</strong> swirling chaos.Limbo has no layers. Or if it does, <strong>the</strong> layers continuallymerge and part, each is as chaotic as <strong>the</strong> next, and even<strong>the</strong> wisest sages would be hard-pressed to distinguish onefrom ano<strong>the</strong>r.LIMBO TRAITSLimbo has <strong>the</strong> following traits.• Subjective Directional Gravity: The strength <strong>of</strong> gravityis <strong>the</strong> same as on <strong>the</strong> Material Plane, but individualschoose in which direction it pulls. Limbo has no gravityfor unattended objects, but worn, held, or carriedobjects share <strong>the</strong> subjective gravity <strong>of</strong> <strong>the</strong>ir owner. Thiscan be very disorienting to <strong>the</strong> newcomer.• Normal Time.• Infinite Size: Limbo goes on forever, though it hasfinite components (including big chunks <strong>of</strong> stabilizedearth and githzerai monasteries and cities).• Highly Morphic: Limbo is continually changing, andkeeping a particular area stable is difficult. A givenarea, unless magically stabilized somehow, can react tospecific spells, sentient thought, or <strong>the</strong> force <strong>of</strong> will.Left alone, it continually changes. For more informationon stabilization, see Controlling Limbo, below.• Sporadic Element-Dominant: No one element constantlydominates Limbo. Each element (Earth, Water,Air, or Fire) is dominant from time to time, so anygiven area is a chaotic, dangerous boil. The elementaldominance can change without warning.• No Energy-Dominant Traits.• Strongly Chaos-Aligned: Nonchaotic characterssuffer a –2 penalty on all Charisma-, Wisdom-, andIntelligence-based checks. However, <strong>the</strong> stronglychaos-aligned trait disappears within <strong>the</strong> walls <strong>of</strong> githzeraimonasteries (but not githzerai cities).• Wild Magic: Spells and spell-like abilities in Limb<strong>of</strong>unction in wildly different ways. They function normallywithin permanent structures or on permanentlystabilized landscapes in Limbo.But any spell or spell-like ability used in anuntended area <strong>of</strong> Limbo, or an area temporarily controlled,has a chance to go awry. The spellcaster mustmake a level check (1d20 + spellcaster level) against aDC <strong>of</strong> 15 + <strong>the</strong> level <strong>of</strong> <strong>the</strong> attempted spell. If <strong>the</strong> casterfails <strong>the</strong> check, roll on Table 1–1: Wild Magic Effects.LIMBO LINKSPermanent portals exist between various planes andLimbo. However, a huge ball <strong>of</strong> fire, a pile <strong>of</strong> boulders, ora terrible windstorm could surround <strong>the</strong> Limbo side <strong>of</strong><strong>the</strong> portal. Thus, entering Limbo can be quite dangerousfor visitors unprepared to deal with <strong>the</strong> plane <strong>of</strong> chaos.CONTROLLING LIMBOThere are three kinds <strong>of</strong> terrain in Limbo: uncontrolledraw areas, controlled areas, and stabilized areas. Raw areasmake up most <strong>of</strong> <strong>the</strong> plane, while <strong>the</strong> controlled areas(also called tended areas) and stabilized areas are tinyislands in comparison.Raw Limbo: Uncontrolled areas <strong>of</strong> Limbo are dangerous,but most sentient creatures can exert a localizedcalming influence (see Controlled Limbo, below). Butsometimes <strong>the</strong>re’s no control, such as when a visitor firstenters Limbo or when a traveler is knocked unconscious.When no one’s trying to control a given area <strong>of</strong> Limbo, itexhibits <strong>the</strong> qualities noted on <strong>the</strong> table below. For <strong>the</strong>purposes <strong>of</strong> this table, an area is everything within a 25-foot-radius sphere, though areas can drift and movearound randomly. For a given area, roll on <strong>the</strong> table onceevery 1d10 minutes.Table 7–1: Uncontrolled Limbod% Effect01–10 Air-dominant11–20 Earth-dominant21–30 Fire-dominant31–40 Water-dominant41–50 Mixed dominant: Air and earth51–60 Mixed dominant: Fire and earth61–70 Mixed dominant: Water and earth71–80 Mixed dominant: Water and air81–90 Mixed dominant: Air and fire91–100 Balance (as if air-dominant)Element-Dominant: The indicated type <strong>of</strong> element surges in<strong>the</strong> given area. The previous dominant element is wiped awayin <strong>the</strong> first round, and <strong>the</strong> effects <strong>of</strong> <strong>the</strong> new dominant elementcome into play immediately. For <strong>the</strong> effects <strong>of</strong> <strong>the</strong> elementdominanttrait, see Elemental and Energy Traits in Chapter 2.Limbo’s subjective gravity trait overrides elemental gravitytraits that conflict with it.Mixed Dominance: Two elements mix toge<strong>the</strong>r, creating ahybrid effect. All effects <strong>of</strong> both element-dominant traitssimultaneously affect <strong>the</strong> area. In addition to <strong>the</strong> traiteffects, <strong>the</strong> region develops a chaotic mix <strong>of</strong> both elements.For example, where earth and fire mix, a boiling ball <strong>of</strong>magma results.Balance: The elemental forces come into exact balance, andtranquility results (for 1d10 minutes). Treat a balanced area asair-dominant, because that trait has no dramatic effects.Controlled Limbo: Controlling a raw area <strong>of</strong> Limbo isan exercise <strong>of</strong> <strong>the</strong> mind. A Wisdom check (DC 16) establishescontrol within part <strong>of</strong> a raw area <strong>of</strong> Limbo, and <strong>the</strong>check can be repeated once per round as a free action. Atraveler who has failed checks twice in a row gains a +6circumstance bonus on subsequent checks. If entering anarea <strong>of</strong> raw Limbo from a controlled or stabilized area, acharacter can make a control check just prior to steppinginto <strong>the</strong> boil.If <strong>the</strong> Wisdom check succeeds, <strong>the</strong> creature has establishedcontrol over part <strong>of</strong> <strong>the</strong> area and can reshape it asshe desires, allowing a desired element or a mixture <strong>of</strong>elements to become dominant. A favorite among travelersfrom <strong>the</strong> Material Plane is a chunk <strong>of</strong> earth surroundedby a small atmosphere <strong>of</strong> air.CHAPTER 7:THE OUTERPLANES93
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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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without touching the ground. The Be
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ARBOREA LINKSArborea borders the Be
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CHAPTER 7:THE OUTERPLANESOUTLANDS I
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OutlandsExcelsiorSigilTradegateEcst
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CHAPTER 7:THE OUTERPLANES152Table 7
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CHAPTER 8:DEMIPLANES154to multiple
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of naivete. Neth doesn’t know how
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Illus. by A. Swekelhe planes suppor
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BARIAURMedium-Size OutsiderHit Dice
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precious and lovely, firres take up
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Summon Tanar’ri (Sp): Tanar’ri
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Spinagon (Baatezu)Narzugon (Baatezu
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Xag-YaXeg-YiMedium-Size Outsider (I
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dull black orbs that reflect noligh
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DaoMaridLarge Outsider (Air, Evil)L
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is drawn in melee, the blade transf
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When an inevitable is created, it r
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matter at hand. They use alter self
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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