Professional Documents
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Planes of Law - Player's Guide
Planes of Law - Player's Guide
...........2 BAAT~ I
InecoaeorLaw ........................ 4 UECEP~ 18
Magic on d e Planes of Law. .............. . 4 Darkspine 21
How to Get from Here to There ............ . 6 Garden. ............................. .22
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Designer: Colin McComb Editors: Michele Cater, Don Hein
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TSR, Inc.
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- 3
L Acheron, Arcadia, Baator, Mechanus, Mount Celestia - some berks have
this notion that the planes of law are stuffy places, full of self-righteous,
bombastic addle-coves spreading conversion, be it good or evil. Well,
forget the stuffy and drop the bombastic. Why? First, the chants
wrong. Second, labeling the natives is a
wlEce
quick way to end up in the dead-book.
@a@m#
Just because theyre lawful dont mean
LAW
Mechanus when they think of the
S planes of law. True, the Clock-
work Universe is the ultimate
place of rigid order, but a berks
got to realize theres actuallyPue
planes practicing the lawful tenets.
Whats more, two
of em aint
exactly on
the side of
goodness and
ght either. Baator
and Acheron are two
of the worst places a body can
find himself, bar none. Some cutters think the Abyss is their worst
nightmare, but theyd be wrong. In the Abyss, the tanarri will just kill a
berk; on Baator, the baatezu will play with his head a while before they
kill him. Acberon aint much better. There the plane itself can get a sod.
Take a look at all the scars marring the iron cubes drifting through the
plane. Watch them smash together from time to time - then imagine
what happens to a body caught between collisions.
On the other hand, Arcadia and Mount Celestia pretty much fit the
image of goodness. Course, some berks disagree with that viewpoint,
pointing out that even the forces of good dont always see eye to eye. Of
the two, the Mounts closer to what most people think of as pure g o o d
(though those whove felt the wrath of the archons there might disagree!).
Arcadias known as the Land of Perfect Good, and its denizens are even
rougher on chaotics and evils. The militia-men there dont suffer law-
breaking as kindly as, say, the denizens of Ysgard might. To Arcadians,
preserving law is as important (if not more so) than fostering goodness.
Still, on Mount Celestia and Arcadia its easier to avoid ending up in the
dead-book than it is on the other three lawful planes . . . but if a berk
cant keep his bone-box from raffling, hell end up there just as fast.
Then theres Mecbanus, the plane of supreme, perfect order -
. except that sometimes it doesnt seem all that precise. The plane of
clockwork and cogs has an order, all right, but its pattern isnt always
obvious to any mind less keen than a powers. Truth be told, even most
of the powers dont have much of an idea what all the gears are for.
Whats more, theres some strange creatures living on those gears, just
odd and nasty enough to give any berk the pause.
The planes of law aint any kinder than the chaos five. They might be
more civilized (at least to prime eyes), but theyre every bit as menacing as
the Abyss. Woe to the cutter who meets up with a baatezu and is taken in
by its polite smile. Just because the baatezu didnt kill him on sight does-
nt mean the fiend hasnt got a heart of darkest evil. A visitor to the law-
ful planes has to tread carefully wherever he goes - some of the lawful
good beings have an attitude problem even bigger than the tanarri.
+2+
tied down by so many rules that no basher could folloi
Theres this misperception that, because theyre called them all. Laws also about identification and classifica-
the planes of law, every aspect of life on Acheron, tion - understanding the nature of the multiverse.
Arcadia, Baator, Mechanus, and Mount Celestia is regu- Laws about definition and trying to see why creature
lated by myopic laws and commandments. Some say act the way they do, why plants grow the way they dc
that the beings of these planes try so hard to avoid and why events take certain turns and twists. Law
offending each other that they end up a great, colorless about discovery and naming and knowledge. Laws th
mass of indistinct nonentities. Well, it just aint so. belief that knowing the way the multiverse is ordere,
What is true is that these five planes are regulated can bring a body power, and that only the strong rise t,
internally by those who believe in the code of law as the top - because they know the order below them
defined for their plane. Even the evil bashers who live Success comes from learning the order above.
on Baator or Acheron are dedicated to making sure Theres good and theres evil in law, just as there
chaos doesnt run rampant through their home, that the good and evil in nearly everything. Some choose tt
integral order of the multiverse is maintained in a accentuate one over the other, while others choose st
coherent fashion. follow law undiluted. The Guvners understand all thi:
Lawful folk dont make up arbitrary laws for and they believe in law fervently. To them, and to many
people to follow; neither do they kill someone just for others, law is everything.
violating a rule (unless its a pretty important rule, of And anyone who says otherwise can pike it
course). Lawfuls leave that to the chaotics. Furthermore,
edicts on the lawful planes are generally established for
the benefit of travelers to those planes; natives intu-
itively know the right way to behave, and they can
catch any outsider whos trying to pass himself off as a + E PLANES e f LAW
fellow citizen simply by observing the way he acts. Since the planes of law are about classification an1
- E - ~
live and die by an codification (among many, many other things), thc
rde, whr e all else. This code inhabitants here have discovered a few more rituals and
t y p i c ~ yL C L ~ C C L SUIC ~ L C U U U L I L U L dditude of the plane, spells to give a planewalker that extra little edge. Spell-
modified by the part of the plane that isnt law but is like spirit wrack, cacofiend, and true name - a1
instead good or evil. Thus, the code of law that rules on detailed below - have been developed on the planes o
hellish Baator is understandably different from the one law. These spellsre especially popular on Acheron
that holds sway on heavenly Mount Celestia. Likewise where theyre put to good use.
with Acheron and Arcadia. Only on Mechanus is the
code of law most purely law - and yet there law is SPI VRACK (Evocation/Abjuration)
taken to a degree almost incomprehensible to non- Lei
natives. Range: 10 feet plus 10 feet per level
Some say that law is logic and chaos is emotion, Components: V,M
that lawful cutters always pause to think before doing, Duration: Special
while chaotics just do it. This aint necessarily so. Law- Casting Time: Special
ful creatures have an ingrained sense of order, and Area of Effect: Special
making them do something that goes against that grain Saving Throw: Special
is almost as hard as making a chaotic give up its free-
dom. Lawfuls know whats right and best, especially A spirit wrack spell is a very strong protection and pun
since their internal rules often echo the code of the ishment spell against the powerful creatures of th
plane on which they live. They arent drones, berk - nether planes, but to employ the magic the spellcaste
they just cant find happiness at the expense of order. must know the name of the target of the spell. Prior t
As is true with all the Outer Planes, belief plays a actually uttering this spell, the wizard must prepare ab
crucial part in defining the planes of law. Just as the illuminated sheet of vellum, carefully inscribing the spell
independent nature of the petitioners of Ysgard holds and the targets name. He must use special inks mad-
the pieces of that plane together, so too do the beliefs of from powdered rubies and the ichor of a slain tanarr
the inhabitants of the five lawful planes keep their then ornament the vellum with gold leaf. This prepara
respective layers from sliding into other planes. tion requires 8 to 32 (ld4X8) hours and costs 6,000 g
Lawfuls will tell a cutter that order underlies for all supplies. If the outer-planar creature is present,
everything, even chaos. They point out that anything the caster can then begin the actual incantation. During
that happens can be traced back to a primal cause, a each round of reading, the target has a 25% cumulativ
reaction to some prior action, and so on, and so on. chance to concede without any inducements.
When the caster begins reading the document, the is to avoid being slain or carried off bodily. The sum-
target creature is immobile unless it makes its magic moned fiend can be coerced to perform some deed in
resistance roll; even if this succeeds, the monster is dis- one of three ways, as follows:
comfited and is 9Wh likely to retreat to its own plane if 1) By threatening to cast a spirit wrack spell, the
it can. Regardless of the rolls result, the target is pow- wizard can force the monster to swear an oath to follow
erless to attack the wizard while he reads the spell. a certain course of action, freeing the fiend only when
Reading the first part continues for 1 round, with the the creature completes the service. This method is
targets discomfiture increasing. During the second extremely dangerous, for a fiend will seize on any
round, the creature loses 1 hit point per Hit Die it pos- minor error in such a bargain to spoil the desired out-
sesses (for example, a 9-Hit Die tanarri loses 9 hit come or to simply kill the summoner. Further, the fiend
points). At the end of this round, the target is in will hear great hatred for the wizard after such forced
extreme pain. The third and final round of the spell obedience.
reduces the creatures remaining hit points by 50%, 2 ) By offering tribute [blood and sacrifices), the
causes excruciating pain, and exiles the creature to its summoner may convince the fiend to serve will-
----
home plane - there to remain imprisoned for the num- ingly. The caster is well advised to have ample
her of years equal to the level of the wizard. protection and power to
Target creatures become the sworn foes of these defend himself,
wizards, a fact few spellcasters care to deal with. Most for the fiend
wizards are far more likely to create the document and
use it as a threat to force a creature into submission the-offer is
rather thqn actually cast the spell itself. insufficient and
not accept the proffered
ZOFIEND (ConjurationlSummoning) bargain. Though the fiend must abide by a pledge, since
its name is known, it must hold only to the exact word
Level: 7 of the agreement, not the spirit. However, only highly
Range: 10 feet evil mages are likely to attempt such a bargain, and a
Components: V,S, M summoned cacofiend might he favorably disposed
Duration: Special toward such a character.
Casting Time: 1-8 hours 3) The summoned fiend can he the target of a trap
Area of Effect: Creature summoned the soul spell. In this case, the wizard will not speak
Saving Throw: Special with or bargain for the creatures service, although the
cacofiend might he eager to reach an agreement with
This perilous spell summons a powerful fiend: a true the mage before being forced into imprisonment.
tanarri, a greater haatezu, or a great yugoloth. (Caco- Attempting to trap the fiend is risky only if proper pre-
jimd isnt powerful enough to summon a unique fiend, cautions are ignored, for failure means only that it
and lesser sorts cant he summoned via this spell.) escapes to its home plane. If trapped, however, the fiend
If the caster is interrupted during the casting time, remains imprisoned until the owner of the confining
his spell fails. If an interruption occurs after the caco- object breaks it and frees the fiend, at which time the
fiend has appeared, there is a 1Wh chance that the fiend wizard must ask the fiend to perform a service before it
can escape its boundaries and attack the wizard. This returns to the Lower Planes. If the person freeing the
percentage is cumulative for each round of intermp- fiend fails to demand a service when the monster asks
tion. A fiend is entitled to a saving throw against this what is required of it, the fiend is under no constraint
spell; if the fiend rolls greater than the casters level on not to slay its liberator on the spot. If a service is
2d10, the spell fails. When this occurs, either the name required, however, the creature must first do its hest to
used was not perfectly correct or the named fiend is perform the task and then must return to its home.
already imprisoned or dead, so the caster must call on The fiend serves only for a limited duration unless
another fiend. it serves willingly. Any action which is impossible or
In any event, the caster must know the requires more than a week to perform is 50Vo likely to
name of the creature he is summoning. A free the fiend from its obligations. A liberated fiend
fiend so summoned is most angry and vilely may seek revenge against the caster, for the creature
disposed. The caster must be can remain on the plane it was summoned to for up to
warded and protected by two years.
a protection from evil The components of the spell include white wax,
spell, and the fiend must mandrake root, a bottle of red wine, a piece of parch-
be confined within a ment inscribed with the targets name, and an offering
magical diagram if the wizard that would tempt a fiend.
+5
+ Domination: The target is allowed a single savc
if unsuccessful, the target must serve the caster to th
Level: 7 best of its ability for a single day. If its required to pel
Range: 30 feet form an act highly against its code of ethics (for exam
Components: V, S ple, a paladin being forced to slay a village of inno-
Duration: Special cents), the targets allowed another save. Every failed
Casting Time: Special save means that its next save is made at a cumulative
Area of Effect: Thing named - 1 penalty. Those under domination are aware of what
Saving Throw: Neg. their bodys doing, but are helpless to stop it. Failure t
save doesnt affect their alignment i n any way, bu
True name grants a wizard great power over any living most good creatures want to atone for any atrocities
thing that has a name, generic or individual, known to committed.
the caster. Naturally, most true names arent known, If the subject is willing, it makes no saving throw
even by the creatures themselves, for the common or magic resistance roll. If the caster is interrupted dur-
names of most things arent their true and secret names. ing the casting of true name, the magic fails and the
True names are discovered through hard work, spying, spell is lost. The would-be victim can then do whatever
extensive use of legend lore, and diligent sagecraft. it likes to the caster, for its no longer bound by the
Casting a true name spell requires the wizard to call out restrictions of the spell. Thus, most mages using this
the trne name of the subject and then begin reciting a spell make sure theyve got plenty of guards against
verse which describes the nature and history of the sub-
ject. This involves a casting time of 3. Thereafter, in
rhyming verse, the caster must describe the desired
result of the spell. The results are variable and have
varying casting times, as noted below.
+ Multiple suggestion: The verses can contain
from one to four suggestion spells, each treated as a The planes are infinite, right? So how does a ooay get
separate spell. Each verse requires a casting time of 1 to from one point to another? More important, how does a
_. planewalker get off a particular plane without going
+ Werikness and sur r: Each subsequent verse through a portal? The answers easy: paths. Paths wind
reduces the targets MR, attack rolls, damage rolls, and through every known plane, aiding the traveler in his
then saving throws by 1. With each verse, the target or her quest to get somewhere. In some places, paths
must save versus paralyzation or meekly surrender. The are just what the name suggests, trails worn into th
meekness lasts as does a charm person spell. plane by the passage of many feet. In other place:
+ Polvmorph: The verses change the target into paths are nearly invisible or might not even be physi-
something else, just as if a polymorph other had been cally present. In the infinite distances of the cosmos,
cast. No system shock roll is required. The number of without paths a traveler could literally walk forever.
verses and the casting time vary depending on the Of course, everyone knows ahout the four Great
degree of change: mineral to animal = 10, mineral to Paths, the routes that span planes. These are the Rivers
vegetable = 9, vegetable to animal = 8, animal to ani- Styx and Oceanus, the Tree Yc!adrasil, and
mal = 4, vegetable to vegetable = 3, and mineral to Mount Olympus.
mineral = 2. The subject returns to its natural form in
time; the spell lasts for 6 turns per level of the caster
minus 1 turn for every verse required for the transfor-
mation.
wants to use
i
+ Transport: The target is teleported without error.
The number of verses required depends on the destina-
tion: same olane = 5 , one plane removed = 6, two
these paths to get from one place t
another; furthermore, a number or
these paths dont even cross the lawful
planes. As such, taking a Great Path is best
used as an interplanar route.
So how does a planewalker figure out which
way to go, what to do? Theres several ways. A body
can always hire a guide. There are (of course) guides
found in each of the five lawful planes whore only too
a1
happy to sign on with a party, explaining lo
flora and fauna as well as local customs and
k:z i laws. The midesre often Guvners or other natives
whore looking to make a quick bit of jink - irritating
berks who want to make sure a party doesnt muck up are far harder to find.
the natural order. But some adventurers - particularly The guides who know where
green primes - prefer to go it alone. This sort of hap- the paths are can only he
hazard guessings not a sure way to get anywhere, trusted as far as the literal word - a herks got to make
especially on the lawful planes. No, the best way to certain the terms of his agreement are exact, with no
travel the planes of law is to understand how travel room for intelpretation by the guide. Otherwise, theres
works there. a good chance a cutters going to get bobbed or sold as
See, every lawful planes got its own system for slaves to the haatezu. By the way, these guides are
determining how people travel and how fast they get notoriously expensive, and anyone using them had bet-
there. However, one aspect is the same for all of them: ter have deep pockets.
o get around on the planes In some places on the plane, how long a body
Jnless chaotic planewalkers takes to get someplace is dependent on his age - age in
are accompanied by lawful companions, theyll find years equals the number of days it takes to reach a des-
their journey made longer by a factor of two or three tination. In other places, travel depends on the focus of
times. They just aint got the proper mindset to appreci- the traveler - that is, how much hes concentrating on
ate how travel works on each plane, which is outlined reaching his destination. Those who dont focus on
below. their destination dont reach it. In still other places, a
4 : This planes probably the most bodys got to avoid thinking about his destination.
shightforward of the five lawful planes, at least travel- Theres also a part of the plane where a body has to
wise. The cubes, being finite in size, all have a certain have a guide, where the amount of garnish given to the
distance to them. Though the plane they float in is infi- guide reduces the number of days traveled. Thats the
nite, the cubes themselves arent. Of course, its not a value of a guide on Baator: pricey but worth it.
uniform distance from cube to cube, so if a bodys 4 MECHANUS: The only secret here is learning the
crossed one and wants to get to another, hell have to dark of the Labyrinthine Portal, or the Labyrinth as its
find a way himself. Fortunately, such travel isnt too also called. Its a maze of gates, conduits, and portals
difficult. Theres portals to the other cubes, if a body thatll deposit a body anywhere on Mechanus - if that
can find em, and theres also spells that allow a herk to person knows where hes going, and if hes got the right
traverse the cube. Theyre pretty much common knowl- frame of mind. A person whose mind is organized is a
edge on Acheron, though a basher might have to pay a lot more likely to get where hes headed than a person
steep price for one, depending on whos doing the ask- whose mind runs off on all sorts of tangents.
ing and who the selling. The Labyrinth isnt a collection of walls. Its all in
The distance from one place to another on Acheron how a body chooses to go through the gates - the order
is simple. Its measured in days marches. A place close of the gates, which side of the gate a body enters, and
by is a quarter-day march, while something on a differ- the frame of mind a body travels with. All of these
ent cube might be a three-day march. parameters are important, for they can determine where
4 ARCADIA: All a body has to do on Arcadia is find a gate deposits a hasher. If the Labyrinth is traversed
one of the numerous roads that cross the plane and correctly, a cutter can make a gate take him somewhere
start walking. Unfortunately, unless a bodys lawful or that the gate never went before. Its all in knowing how
travelingwith someone who is, its going to take him to fit through the loopholes of the Labyrinths law.
longer to get where hes going - the roads just dont 4 MOUNT CELESTIA:This ones tricky. First off, a
carry chaotics and neutrals well. bodys got to choose a path to travel, which is a way of
Rumor has it therere path keys that activate the virtuous living as well as a physical trail. Only when a
various roads of Arcadia. If the correct word is uttered cutters learned from this path can he get to the next
while standing on the right path (or so goes the chant), layer of the Mount. Then, he can either choose a new
the cutter and his frieudsll get whisked to his destina- path or continue on the old one. When he gains the
tion. Where a body learns these words is uncertain, for next layer, he can choose yet another path to follow.
theyre a well-guarded secret. They cant be bought; Its not easy following a path - try to imagine
they can only be earned from someone who knows learning perfect valor, perfect love, perfect anything.
them and whos willing to reveal the secret. Yet its a lot easier for a planar than a petitioner. A pla-
+ BAATOR:Theres all sorts of devious ways for a nar can quit the path simply by leaving the plane. A
body to get around Baator. The planes laced with the petitioner doesnt have that choice - it has to continue
hidden paths common to all planes, but those on Baator along until its reached union with its power.
cheron is the place where evils an after- impose their will on all U L I I C I J . I CYY i c a i u c uiai LILCLI
thought in the quest for organization and struggles are pointless and futile, that the wars they
order. Advancement in the military lifes what fight can never he over.
these sods strive for. Theres no emotions on Acheron Acherons got four layers: Avalas, the battle-
but the darker flames of anger and hatred, jealousy and ground; Thuldanin, the layer of waste; Tintibulus, the
envy. Here its function over form, use over beauty. No layer of perfect geometry; and Ocanthus, layer of the
one cares for jeweled swords or works of art, except in whirling razors. Each layer has its own perils and,
their use against the enemy. This place is the death of strangely, each has its own savage beauty. When most
hope and the crushing of compassion. folks speak of Acheron, they mean Avalas. Its the most
Every layer of Acherons got some sort of solid inhabited of all the layers, despite being one of the
that floats through the air. Its on these pieces of flot- most outwardly dangerous. Still, Avalas does have
sam and jetsam that the creatures of Acheron live. realms and cities, just about all of which are in direct
Some of these solidsre cubes, somere plates, and opposition to each other.
somere other geometric shapes - regardless, theyre all The other three layers are equally had places to be,
called cubes here. The sizes of cubes vary even within a by all accounts. For more details, though, a berks
layer. Some are hundreds of miles across, while others going to have to visit the place himself - though if he
are scant feet. The cubes aint stationary, and they run does that he might get tangled up with one of the many
into each other enough that being crushed between powers that makes Acheron its home. Theres the goblin
them is a real danger. Cubes hurt - a lot - when they and orc pantheons, each locked in a n eternal war
smash into a body. If a berk sees an accident about to against each other. Theres also oriental human deities,
happen, hed better either
dive into a tunnel or, if he
cant, take cover in some of
- 1 I I
and then theres Laduguer, the patron of the
duergar dwarves. Hes led them to the second
layer, where they pro-
the pitted craters. If he gets
I CCYKIL
duce some of the finest
inside a tunnel, hes safe, H Ab Iw ? weapons on Acheron.
though a bit bruised from being , _- Course, these weapons
bounced around after the impact. * QUI+ are just turned around and
If he opts for a crevice to hide in, used for the next baffle held
he gets a saving throw versus death Pe1N.E on Acheron. Theres not much
magic for half damage. And if the point in making a fine weapon for a
poor sod gets caught empty-headed, hes red paste. pointless war, but some of duergar weapons make their
Size is generally unrelated to how fast a cube way to other planes.
moves - even the largest can move fast enough to give The Mercykillers, ruthless in their pursuit of law-
a body serious pause. The strange thing is, once a breakers but considering themselves above the law,
bodys on a cube, it seems as if the cubes stationary. have established a serious presence in Avalas, Acherons
Its the other cubes that look l i e theyre moving about first layer. Theyre not evil, hut they know that showing
at incredible speeds. Oddly, no one can prove which is considerable power on Acheron ensures that their brand
which. The wind doesnt whistle about a bodys head, of philosophys welcome somewhere.
whichd sure be the case if the cube were moving. Chalk Magic on Acheron has a few twists to it, but theres
it up to another mystery of the planes. no going halfway with a spell. Its either all or nothing.
The cubes are riddled with tunnels and caverns, Even if a spell doesnt take full effect on the enemy, its
like a bad apple. The tunnels are uniform and are going to drain whats possible to drain from the caster.
always circular, while the caverns tend to be the shape The chant is that theres a conservation of energy on
of the solid theyre in. They provide at least a measure Acheron. Its said that what one mage gains, another
of protection when the cubes collide; theyre also excel- must lose. The truth of this hasnt been determined, nor
lent hiding places for any loot the inhabitants may is it exactly clear what this means. But it sounds nasty.
have gathered over time. On the really big cubes, the And if its nasty on Acheron, its probably true.
tunnels and caverns can serve as marshaling points for
armies, even holding entire fortresses. Some tunnels he second layer of Acheron, Thuldanin, is the
run straight through a cube, while others curve and dumping ground of the multiverse. The chant is
wind their way to dead ends. A that anything destroyed and discarded ends up
Though the berks here are constantly struggling, here. Toppled buildings, huge ships smashed asunder,
theres no real point to it, and they know it. They fight and crippled flying devices of every description stock
because thats what theyve been led to do, and because these open blocks. Everythings inoperative, turned to
theres precious little else to do on Acherons vast stone by the long exposure to the magical nature of the
emptiness. They fight to become victorious and to plane. Sometimes living creatures, perhaps wayward
,urvivors of a shipwreck or building demolition, are with thousands of shafts and cluttered by mounds of
caught by the planes insidious magic and transformed squarish iron tailings - all genuine mining refuse. T h e
into cold statues. best-kept secrets in all of Acheron are which mineshafts
i
Weapons and devices of war are also transformed. lead to the interior caverns, those echoing, hollow
--
(which, naturally, leads to the Abyss) is jum-
bled and disorganized, with viper trees and
other malevolent flora growing all over the
place. Other sides of the cube will take a berk
to Carceri, Gehenna, Limbo, and Pandemo-
nium. Its the same on these sides, with no
attributes intruding on the others. When the
river flows over the edge of the block, its not
sharing water with the other sides - its going straight
to the plane indicated. Course, a berk traveling the Styx and both physical and mental coercion. Some say he
on Acheron is going to know which of six planes he can learned his spells from the baatezu. Others disagree,
choose as his destination, but only the marraenoloths telling stories as to how he really is a baatezu, herding
patrolling the Styx know the way to Achero- the villagers in such a way that he can take them
through to Baator one at a time. Of course, theres no
meSK way to test this, since Endals not going to let anyone
do anything to him that he hasnt asked for, and even
(Town) then hes going to he peery. Its lonely at the top, espe-
Theres only one town on Wreychtmirk (everyone else cially on Acheron, but its better to be lonely than dead.
was too smart to come here unless they were needing The law of Mesk is simple: Give a laugh and get
the Styx). Its a horrid little place called Mesk, and the the rope. Disagreements between townsfolk go right to
1,000-plus people arent any friendlier than they have Endal, who mediates the right of it. Even if hes wrong,
to be in order to get by. Mesk is nestled in a crack on hes right; theres no berks in the village whore addle-
the cube face, its series of docks leading to where the coved enough to challenge him. Typical disputes are
Styx flows over the edge. Mesk is in a rusting valley, over fishing rights or interference with anothers catch.
with the ever-present tang of oxidizing metal in the air. Regardless of whether its a serious offense, Endal usu-
The people make a living by fishing the Styx, ally decrees a sentence of death for one of the two
hauling slimy, scaly fishlike creatures from the polluted antagonists. Keeping the peace is easy in Mesk.
river. After serious preparation, the fishre sometimes The villagers are allowed a measure of indepen-
even edible, though the fish are typically caught for dence, which is probably what keeps the village together
their scales, which are usable as thin metal. The Meskers - if they didnt get it, theyd probably kill each other.
trade scales and cuts of fish to the other cubes in Theyre also held under a tight rein while theyre in the
exchange for materials that cant be found in Wreycht- village, and Endal brooks no dissent. He has no com-
mirk. They also charge a modest fee just for stepping on punction about killing those who cross him, which usu-
their docks; of course, this fees paid by the passenger, ally cows those who might like to voice a problem with
not the boatman. him. Though theyd like to see him scragged, they dont
The leader of Mesk is a short, slender man with a dare lift a finger. Besides, anyone
fringe of white hair. He enforces the law through magic would probably be worse.
I
. .
A rcadias a place where everythings hound by The petitioners of Arcadia come in all shapes and
-
little fanatic about the way the world ought to be. They Arcadian magic, and no one - not even the Harmo-
feel the greatest good comes when an individual makes nium - is likely to pass that information on, so listen
a sacrifice for the greater number, and Arcadians are close. The most important thing anyone should know
willing to see that folks make that sacrifice. All Arcadi- about magic cast on Arcadia is that it takes twice as
ans are willing to sacrifice themselves to save others; its long to cast a spell here as anywhere else,
no crime to them to go down in defense of good. regardless
- of the spell or spell-
caster. Also, theres a
number of spells that
cant be cast if the
casters thinking only of
the benefits to himself. This is
F
aators like an inverted mountain. The nine layers retain their human form, though sometimes theyre
[or three times three; remember the Rule of given a new form by their power. Sometimes shades
I
- Threes?) feel wider toward the upper reaches of wander away from their power or are kidnapped and
Baator, and they become steadily more claustrophobic taken away. If they leave their realm, theyre in a world
as a body heads down toward Nessus, the ninth layer. of pain, because shades are a favorite victim for the
The River Styx flows through three layers, and is baatezu to torment.
extremely powerful in Stygia, the fifth layer. [Anybody Theres other petitioners here on Baator, and theyre
trying to muck with the Styx is hereby warned.) The more or less fodder for the baatezu. Theyre the larvae
nine layers, from top to bottom, are Avernus, Dis, and lemures, gross beings whose spirits were twisted by
Minauros, Phlegethos, Stygia, Malbolge, Maladomini, the evil in their hearts when they came to the Nine Hells.
Cania, and Nessus. Descriptions of most of them are These creatures are the building blocks of the baatezu
available, but the information on Nessus is mighty army. Whenever the upper ranks of the baatezu hierar-
scarce, since the layers the meeting place of the Dark chy need filling, lemures are drawn at random, being
Eight, overseers of the Blood War. promoted to spinagon, a form of least baatezu.
No sod in his right mind would ever want to visit Some say the baatezu are even worse than the
the Nine Hells. Even the most addle-coved barmy from tanarri. Hard to believe, but it just might be true. The
Pandemonium has enough sense not to go near Baator. tanarri are passionate and full of fiery hatred, and
But if a planewalking berk has it in his head he wants to would just as soon tear a berks guts out as look at him.
go sightseeing, the text in this chapterll hopefully dis- But the haatezu take it a step further. Theyll trick a sod
suade him . . . though there is a town where a hashers into selling body and soul for some foolish mortal
likely to he safe, if hes gotten into Baator legally and bauble, and then tear his guts out.
can prove it. Its called Darkspine, and its located not While the tanarri trade on sensation and immedi-
far from the Cursed Gate by Ribcage. It used to be lo- ate gratification, the baatezu work on more intellectual
rated out in the Outlands, til it got sucked in by Baator evils such as pride, greed, and power. Theyll cut a deal
- the plane itself, not its powers or inhabitants. Theres with any berk they can, and woe to the sod who agrees
,nore about Darkspine on the next page. to their terms - and dire woe to any sod who thinks he
Contrary to popular belief, theres more than just can skirt the agreement! The baatezuve been making
baatezu living on Baator. Theres a host of powers and deals since before most Prime worlds cooled from the
their petitioners, and theres also the remnants of pla- heat of creation; theyve learned just about all the loop-
nars clustering together in the ruined Darkspine. Traders holes. A basher with the best chance of outwitting a
occasionally traverse the plane, risking their spirits to baatezud he a Guvner, but the factions learned enough
trade with the baatezu for untold profits. More power to about laws not to even hy it.
em, but a sensible cutters going to keep his deals to The baatezu have a s strict a hierarchy as the
himself. Engaging in dealmaking on Baators a sure archons or modrons, but the ranks arent as clear-cut.
shortcut into the dead-book. Sometimes a fiend has to be demoted to a lower form
The powers known to live here include Bargrivyek before it can rise to a higher form. Iheyre always look-
of the goblin pantheon; his enemy [and the enemy of ing out for themselves, trying to impress their superiors
most every other power) Kurtulmak of the kobolds; enough to advance them, and theyll do whatever they
Sekolah of the sahuagin; Set of the Egyptian pantheon; can get away with under baatezu law to gain another
Hecate of the Greek pantheon; Takhisis from Krynn; and level. See, baatezu struggle to advance so they can reach
Tiamat of the evil dragon pantheon. These powersve all the point where they inflict pain, rather than have it
lot petitioners in the form of shades, which usually inflicted on them.
In general, low-level baatezu are cruel and stupid.
Those that show some intelligence are the ones pro-
moted to a higher level. The midlevel fiends are still
cruel, but theyre more likely to play with a bodys mind
before resorting to physical harm. The highest ranks of
baatezu focus almost exclusively on subversion through
psychology; ironically, theyre also the most powerful in
physical combat.
Curiously, illusion magic works just fine on this
lawful plane, though wild magics almost completely
useless here. Speculation bas it that deception is such an
integral part of life on Baator that such spells are
required. Othemise, theres not much in the way of sur-
prises here, magically anyway.
O+
Heres what they believe in Darkspine: Strength rules
over everything. Hide from those a body cant destroy,
and crush those a body can. Its a sure bet a Darkspiner are taken away for a gentle
will come after a cutter, just like hyenas slinking talking to. Theres precious few whove returned from
toward a carcass. these heafi-to-heart chats whole and in one mind. Most
Darkspines the latest in a long line of gate-towns come back blasted in body and spirit, with the sigil of
recently sucked into Baator. Its a blasted town now, Bel branded onto them. If a body volunteers to pay up
torn apart by intrigue, hatred, and jealousy. Fires or swear fealty, he can usually get away without harsh
reduced much of the town to ashes, and lootings punishment - he retains the use of his limbs, doesnt
ruined almost all the rest. Survivors of the transfer from get burned with the branding iron, and still has free
the Outlands to Baator huddle in the rubble, hunting for will. All in all, a decent trade, eh?
whatever valuables might remain i n the ruins and Theres traders (hapless fools) who make Darkspine
fighting viciously for whatevers found. their base; they leave their goods and wares here while
The nominal ruler of Darkspine is Lord Alfredo they travel through the rest of the plane looking to
Mazillik. He was the leader of the town on the Out- make deals with fiends. Theres a few shops set up in
lands side of the Cursed Gate, and the baatezu continue Darkspine, most of which sell equipment for surviving
to let him rule on this side - the price he requested in the lower layers. Heres a little secret: Ask the mer-
return for his aid in helping deliver the town to Baator. chants for warranties regarding the quality of their
But Mazilliks become a shattered man, for in his eyes wares, and see if they dont hustle into the back to
the baatezu turned stag on the rest of the agreement. bring out better gear. The merchants here accept gems
(Which aint exactly true: Mazillik just forgot to read and gold as payment if theyre traveling back to the
the fine print.) He does almost nothing to rule the town, Outlands, or services and spirits if theyre traveling
save for watching it crumble around him. His lackeys deeper into Baator. The baatezu like gems well enough,
have abandoned him, and he sits alone in the Great but they prefer more intangible assets.
Hall brooding about his lost plans. The chant is theres a small resistance gaining new
None of the berks in Darkspine are willing to ground in Darkspine. Its not sure who they are or
accept responsibility for their fate, declaring it was where theyre hidden, or even if its a true dark, but the
others whose evil ways pushed the town over the edge. baatezu overlords seem to be more than just a little
(Interestingly, the Darkspiners are especially kind worried about it. Even honest citizens (or as honest as a
toward travelers, though whether that proves their body gets on Baator) are being harassed by the militia.
point or theyre hying to atone for past actions is any- Even jink wont keep the baatezu from pestering a body
ones guess.) Those who were willing to admit their nowadays, and people who try to give the militia the
evils stepped forward long ago and were taken away by laugh are hunted down.
the baatezu. Its said the people were killed and made The Darkspiners have taken to gathering in some
into lemures, but the haatezu probably put them to of the blasted taverns. Its being whispered about that
work conveaing the folks in Ribcage to law and evil. theres a disturbance growing near the gate, that the
Darkspine has no militia, though there are numer- baatezu are massing there. The locals figure it means
ous squads of four abishai each marching through the one of two things: either Darkspines going hack
streets. The squads look for three types of interlopers: I) through to the Outlands, or Ribcage is getting ready to
those who cant prove theyre new to Baator, 2) those be sucked into Avernus, Baators first layer. Either way,
who havent sworn fealty to Bel (the warlord of the it probably means a chance to return to the Outlands
armies of Avernus), and 31 those who havent paid their for those who live in Darkspine.
by the shortest route they can find. Its almost like they
think theyre going in the dead-hook if they stay too
long. Who knows - maybe they are?
Baators full of ugliness and hatred, right? Theres noth- An interesting side effect of the Garden is that 1
ing redeeming about the place (except as a crucible for makes any violence impossible. Theres just no way t
law and evil), right? Thats the chant at least. How, attack someone here, whether physically, mentally, o
then, does a body explain the Garden, hidden away in magically. Anything thats got a harmful intent won
Avernus? work, and thats that. That might he why the fiend
Despite its distance from the other landmarks of the steer clear of the place. Then again, it might not. Stil
First Layer, such as the River of Blood, the Pillar of it instills a mighty sense of confidence in the hashe1
Skulls, or Darkspine, the Garden still manages to draw a who come this way - with no threats to a body, whats
fair number of planewalkers far from the beaten path. there to worry about? All earthly cares go by the way-
Rumor has it that the Gardens a safe place in the middle side, because theres no need to hunt for food, drink, a
of Avemus, a place where baatezu fear to tread. a place to sleep. Everything a body needs is here. Par
What is the Garden? A place of beauty in the adise, right?
blasted temin of the First Layer? A spot where the nor- People are happy here in the Garden, maybe a littl-
mal laws of Baator dont apply? Its this, and more. Here, too happy. Evely now and then it seems as if someone
trees grow to heights rivaling the trees of Arborea, and bodys seen just a day or two before has vanished. It
bushes groan under the weight of hemes. Its a known usually one of those herks who seem happiest here, th
fact that travelers can subsist on these bemes alone for ones with glazed stares who look more like harmie
weeks at a time. Unfortunately, the bemes have a slight than planewalkers. Most visitors to the Garden figur
soporific effect, so its not wise to eat too many at once, the hasher just got tired of the place and left for the rest
hut otherwise theyre said to he vely good. of Baator, or perhaps he found a way to get back home.
No one suspects foul play, because violence cant h
r m . . r A \ , -
committed in the confines of the Garden.
The sods who disappear are always alone when
IU , they vanish, leaving behind most of their possessions.
? There might he a pile lying at the base of a tree, or
folded neatly at the edge of a lake. Of the person, how-
ever, theres no sign. Tracks lead only a short way an
RS then disappear, as if the berk had been swallowed h
IN DARKSPINE the ground. People checking the lakes find nothing - i
the barmy drowned, the colpse sank through the silt a
the bottom of the lake, because theres no finding th
The Garden has meandering brooks, with willows bones.
trailing their fronds in clear, pure water. Theres hits of Most bashers who aint actually in the Garden ar
swamp and rolling hills, as well as wide lakes touched peery of the whole idea of this place right in the middl
with a red glimmer from Avernuss sky overhead. Trees of Avernus. For one thing, if its a place of beauty an,
of all shapes and sizes march across the landscape, their rest, whats it doing on Baator? Wouldnt the fiend,
fruits and flowers hanging well within reach. The scents have destroyed it long ago if it offered solace? And why
of blossoms fill the air. The drone of insects can lull a do they so willingly allow cutters to travel here?
body to a comfortable, dreamless sleep, and the trill of Theres plenty of theories as to the Gardens pur
birds can awaken one refreshed. Its said that the more pose, though none have been verified yet. Some specu
often people travel to the Garden, the larger it gets. Its lators say Garden was designed to lull planewalker
also said that more and more people are venturing to into a false sense of security so that theyll he easy pre
this paradise of the Nine Hells. for the baatezu. Others say the Garden itself is a gian
Its no dark that the Garden is a place a body can living creature, one that feeds selectively so as not t
flee to when the hordes of Bel are nipping at his heels, scare off its prey. So say the Gardens detractors, ex
or when hes angered the petitioners of Draukari. The plaining away the disappearances of so many of thos
Garden welcomes anyone, and theyre free to stay as whove vanished into the depths of the place.
long as theyve got the need. Theres always someone Naturally, the haatezu plead ignorance about the
wandering around in the Garden, apparently content Gardens origin and reason for existence, and theres
with his lot, because hes not rattling his hone-box to nothing that can wrest the answer from them. Maybe,
anyone. Every once in a while, a body can even run for once, theyre telling the truth, but those who h o w
across a baatezu thats lost its way, but the fiendsre the baatezu believe theres something more sinister
always frantic to leave the Garden as soon as possible, about the whole setup.
about
" 1
w.ithjust .I
everything
on Baator,
the truth of
the Garden is
a well-hidden
puzzle, and the
olilywayto 1
.uncover it is to .
investigate it person':
ally. Many have'tried,
but none, so far; have ..
I succeeded. Who knows? It
could just be a beautiful place, *:,
built to withstand the depreda- I
x
~
dont recognize coming in or out of Haven. against any Guvners who come this way. If that were to
Of course, if there were a portal back to Sigil i en, its a sure bet the Guvners would ignore
Haven, the Guvners wouldnt be able to do anything t just invade.
. .
. . . . . . . . . . .
,. % ..
he top of all seven layers on the Mount is serpents, Yondallas pantheonofhalflings, andBahamut
wreathed about with fog, preventing a body of the good dragons. The human daities includd Pala-
- from seeing into the next layer from the one dine of Krynn, Amaterasu, Berrenor, Brihaspati, Chung
below. Each layers fog shines down on the layer below, Kuel, Kuan Yin, Mitra, Surya, the Shifukujid, and
which provides light as the sun and moon for those Trishina.
T 30 4
TH8 kC3WER C3F
(Site)
,
D R A W I N G H I S SWB)RD
fnem + H E H A P L E S S
Flyers cant get to the Tower, nor can any enter the
by trying to teleport or use some other arcane
method. Flyers are knocked out of the air by a mighty
-
v I c .E I m s B D Y
slap of water; teleporters find themselves appearing
about 200 feet above the waves, to he deposited ignobly
in the churning waters below; and boats develop mys-
terious holes, sinking rapidly into the silver
waves. There really is no way to approach
without enduring a good soaking in the Sil-
very Sea, hut theres no danger of drown-
ing. As soon as a hashers immersed in the h
water, hes lifted by the waves to a door at
the base of the tower, where the heat
instantly dries him and his equipment.
Once he enters the tower, hell find
that the interior is made of blue fire. This
fire doesnt burn, even when someone
puts his hand straight through it. The
flames gives off an eerie blue light that
makes everyones skin ghastly pale. The
ceiling of the foyer in the tower rises hun-
dreds of feet above the ground, yet seems
lose and comfortable as the ceiling in
room.
Several schools of thought abound
regarding the purpose of the tower.
One says that the Tower of Fire was
built eons ago as a beacon for ships
on the Silvery Sea, both those head-
ing for the shores of Lunia and those
leaving its ports. As with so many
other mysteries, its purpose isnt
likely to he unraveled any time soon,
though enterprising explorers are
doing their best to be the ones to find
the dark of it.
Countless rooms in the tower havent
been explored yet, for the structure seems
to shift as fire shifts - without apparent
rhyme or reason, but obeying laws of its own.
The rooms change their shapes every sevenday,
some disappearing into the void from which
I
I
I 2
I I
5%
A P
they came, 7
others reappearing periodically.
r
The tower calls forth new rooms,
destroys old ones, and occasionally reveals or
treasure-troves previously unfound. Its the lure of a the fiends
treasure hoard that brings the curious and the gullible figured out a i
flocking to the tower, as well as those whore more sen- way to get !
ous about their search for monetary gain. past the holy
The tower might also be a reward to those whose water surround-
hearts and minds are pure, for its no dark that the pal- ing the place. Either way, theres
adin Syklo Valis found himself a weapon of power in cause for wony. Still, the
the upper levels of the tower. Though he later perished archons havent been a
in Dis, his legacy remained. This kind of thinking, too, seen approaching
keeps the inquisitive coming round. the tower, A
Theres still another chant, one that says the tower
was designed to bum away impurities and thoughts of
which they
surely would if c-
greed. If thats the case, its an excellent temptation for tanarri or
anyone who doesnt mind getting wet. The only ques- haatezu had really found a
tion is, how do the greedy go away without being way into Mount Celestia.
cleansed? Is the tower more subtle in its teachings? Per- Finally, its being
1
haps its designed to make the greedy think ahout their bandied about that those who
motives, because, without exception, they leave empty- spend too much time in the Tower of
handed if they dont let go of all thoughts of gain while Fire begin to take on the attributes of blue flame.
theyre in the tower. Sometimes its only hair color that changes, while other
Lately, theres been a group of primes whove times the tower kindles a flame in a cutters eyes thats
holed up in the tower. They say theyre searching for never extinguished, even in death. Some have even had
something, but they dont rattle their hone-boxes about fingertips turn into blue flame, which, though it doesnt
I
it any more than that. They dont dissuade others from burn, can cause damage to the undead. Such a new
coming to the tower, hut they do break off whatever found ability also destroys gloves and the like,
theyre doing when someone comes into a room theyre making a body none too pleasant to be
in. Some say that the primes are getting closer to what around. The chant is that the more fiery a
theyre looking for, though what that might be is any- bodys temperament, the more likely the
ones guess. Others claim the primes are getting close to changell be something noticeable and
unlocking the towers secrets; they say the towers permanent. As with all transformations,
fighting hack, that members of the group have been theres good and bad points walking hand in
vanishing with the changing rooms. This has never hand. The course of such a transformation is
happened before in the history of the tower, at in the purview of a higher power - if indeed
least as far as anyone knows, so its taken as a such a transformation actually occurs to
sign that the clueless actually have a adventurers staving at the Tower of Fire.
clue. Regardless i f what happens in the tower,
Theres some who have reported
that theyve seen creatures looking
suspiciously like fiends lurking in the
=--
A
1I
Mount Celestias got a lot of intrigue to offer -
and a lot of pitfalls most green primes
just aint going to see.
dark recesses of the towers lowest
levels. If thats true, then theres got to
be some other way into the tower,
.
..