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A 1

...........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

ACHFRON:CLASH A h D CONFLICT . . . . . . . . . . . . . . .8 MECHANUS:


L The Mines of Marsellin. .................. 11 ORDER.. . . . . . . . . . . . . 24
UNFEELING
ULTIMATE 7
Mesk ................................ 13 Haven ............................... 27

h C A D l 4 : MLh . . . . . . . . ..14 CELESTLA:RICH


MOLFNT 28
The Ghetto. . .......... 17 TheTower of Fire. . 31 7

m
I'
1
b +
Designer: Colin McComb Editors: Michele Cater, Don Hein
Project Coordinator: Andria Hayday
I +
Cover Artist: Robh Ruppel Interior Artist: DiTerlizzi 4 Cartographer: Rob Lazzaretti I
+
Graphics Coordinator: Sarah Feggestad Art Coordinator: Peggy Cooper
Electronic Prepress Coordinator: Tim Coumbe 4 Typography: Angelika Lokotz
F Border Art Robert Repp 4 Graphic Design: Dee Barnett, Dawn Murin

TSR, Inc.
201 Sheridan Springs
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WI 53147
U.S.A.
- 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

they take insults.


Most sods only envision

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

! Creations of science, technology, blind luck, and magic


are all jumbled together in these huge hollow blocks.
spaces filled with the castoffs of the multiverse. Most
shafts are dead ends, sunk into the black iron cubes by

1 Some of themre fairly recent additions, and so they


remain in their original condition. Some items have
been here for millennia - they, of course, have become
hopeful prospectors; theyre inhabited by scavengers,
predators, and bands of outlaws. The bands occupy the
mines in rotating shifts - it doesnt do a body good to
the black iron-stone that covers each cube. Every crea- be here for too long, what with the possibility of turn-
ture and object is susceptible to crystallizing into this ing into iron-stone and all.
stone. Its said that creatures turned to ironlike stone Every cutter among the cubes knows that the
can only be restored by a crystalbrittle spell followed by mines have yielded a mass of rich treasures. Of course,
stone toflesh (or else by a wish spell). Items thus trans- these treasures aint without a guardian. The troves
formed lose all their magical properties, and they can overseen by Coirosis, an ancient rust dragon. Coirosis
only be restored to their original material by a dispel hates the modrons who constantly scour the junk and
magic. Its a bit of a risk, but finding some ancient piece sort it into tidy piles, and she occasionally attacks mo-
of machinery and restoring or copying it has been more dron sorting and gathering parties. Her greatest hatred
than one princelings desire in the game of war. Even is reserved for those whod steal from the mines, for she
better is finding the occasional weaponry that hasnt regards the entire site as her personal hoard.
yet turned to stone; such good fortune only needs a bit The Mercykillers have attempted to convert Coiro-
of repair before it can be hurled at the endless enemy. sis, with some success. As a result, Mercykiller patrols
Rust dragons, yugoloths, bladelings, and other frequently sweep through the mines looking for escaped
creatures native to Acheron are supposed to be immune criminals and scofflaws. When a patrol gets going,
to the effect of turning into stone. Other beings like word spreads through the mines like wildfire - the sods
modrons, baatezu, and archons risk their lives scaveng- here are usually willing to stick together and hide a fel-
ing for materials in Avalas, despite not being immune low; no one wants to get caught by the Mercykillers.
to turning into iron-stone. More than a few such beings Course, theres times when personal grudges silence a
stand as mute testimony to the risks of mining the layer mouth or two, and bashersre caught and dragged back
of Thuldanin. Its dark whether anyone whos turned to Vorekhan, the Mercykiller fortress found on the first
into stone is still alive; if they are, its a horrible half- layer. The mines are a nest of criminals and greed-
death kind of life, because a stone berk cant even use ridden berks, and claimjumping, slaughter, and theft
magic or mental prowess to save himself. By now, those are common here.
trapped and alive must be barmy. Some of the tailings are heaped in piles hundreds
of feet high, and some of the blocks dug out of the
region weigh hundreds of tons. The creatures that dig in
the mines are powerful, sometimes more powerful than
the proxies of the powers sent to retrieve them. Even
A cutter can find scavenging sites all over Thuldanin, the dwarf powers are said to have once taken an inter-
the second layer of Acheron, but one place shines with est in the diggers of Acheron, hoping to use them to
the brightest lures: the Mines of Marsellin. These their own strange benefit. That interest passed long ago,
famous mines are treasure-troves of artifacts, magic, however, leaving only the realm of Hammergrim as a
and strange jeweled machines. Heaps of spelljammers, backwater remnant of the dwarves.
enormous weapons, and steam-driven carriages are The mines are home to special breeds of scavengers,
scattered everywhere. Unfortunately, most of them have fiercely competitive and willing to kill all claimjumpers
been fused into lumps of solid black iron; even so, their and interlopers. Those sods lucky enough to have
outlines are visible, and a peery cutter could put a pic- escaped the monsters clutches report the incident with
ture together for smiths and stonecutters to make a all haste. See, the mine monsters are known only by rep-
copy of the original. Its a shame that most paper plans utation, a reputation developed when some sod disap-
are transformed into blank sheets of iron themselves. pears and only a pile of ossified entrails mark his pass-
The dark of the mines is truth: The mines are a ing. Mere rumor of a mine monsters enough to keep a
source of magic and machines. The Mines of Marsellin tunnel from seeing outside intrusion for months on end.
seem to generate new material daily; no one knows Theres other creatures here in the mines, too.
where the junk comes from, though the Athar suspect Noble dao sometimes come here on long pilgrimages
that every disintegrate spell cast simply dumps the dis- from their home in the Great Dismal Delve, on the Ele-
integrated object into the mines. The mines are riddled mental Plane of Earth. Duergar and modrons fighl
battles to the death over the crumbled remnants of eo black iron. Li of Manelllll 15 r v r ~ l
long past, the duergar hoping to ensure the future more dangerous than life out in Avalas proper. Any
through remnants of iron shards. Why the modrons herks who want to go scavenging despite this can con-
fight is dark. sider themselves warned. The statues that fill the tun-
Other than the dangers of ambush and theft, the nels are proof that too many sods think something of
mines are treacherous because they convert everything value can he pulled from themines - without paying a
entering them into their own substance: mice.
Its been said that the River Styx flows erratically
on Acheron because theres no stable
L
place for it to go. Well,,that aint entirely
true. Its got the cube of Wreychtmirk
in Avalas, and thats enough for
completists. Wreychtmirk
isnt a realm hecauie
it has no power liv-
ing there, hut it is
an important place
in Avalas - for it
.contains the town
of Mesk and the
River Styx.
What this
means is that
Wreychtmirks
an excellent
invasion point for
haatezu or tanarri,
assuming theyd
ever want to come
to Acheron for more
than just driI! prac-
tice or rec.mitment
of troops. It also
means that
Wreychtmirkls
eagerly sought
after h.y those
who want to
escape
Acheron and
dont &e
how they
do it.
c
The way the River Styx works on
Acheron is this: It flows around all six sides
of the massive cube, like a network of wine-
dark veins. The rivers a uniform depth and
width (exactly 330 feet for both), and its as
potent here as anywhere. However, theres
one important difference in Wreychtmirk
that doesnt exist anywhere else in the Styx ,
1
- here a body can figure out where hes
going when he clambers aboard a boat. Y
Course, hes still got to pay a mar-
raenoloths fee.
On other planes, a berks got to guess
where hes going to end up. On Acheron, 1
1
each side of the cube takes the river only one
place, and the cube face takes on the attributes
of the destination. Therefore, the side of
Wreychtmirk that leads to Baator is an orderly
cesspool of logic, while the opposite side

--
(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

. order. Even the seasons are exactly numbered,


r . with four seasons of three months each, with
27 days (or three times three times three) in each. The
sizes. Theres no emphasis placed on height, weight,
age, gender, race, or species. Despite differences of
appearance, Arcadian petitioners have quite similar
change in seasons is abrupt, not gradual. Day and night philosophies: Theyre fanatic about keeping their plane
are also abrupt, controlled by the Orb of Day and Might. pure, and most of them join the einheriar militia at one
The orb is a perfect sphere nestled atop Arcadias tallest point or another.
peak, and it rotates to give the inhabitants a 24-hour People who arent lawful good might want to re-
day. Theres no dawn and dusk; theres only the two consider visiting this plane. Chaotic good folks are tol-
extremes. Night comes as a straight line across the field, erated, as long as they respect the laws. Neutral goods
spreading a blanket of stars behind it. Day comes just are asked to finish their business and leave. Neutrals of
as quickly, filling the air with a bright blue. For those any other sort are escorted to the nearest gate leading
going to Arcadia for the first time, its a good idea to out, and folks whove followed the path of evil are
close ones eyes when the dividing line comes, unless a attacked immediately - no questions asked. So, unless
body doesnt mind seeing spots for a minute or two. a bodys lawful good, or has magic that can mask his
Roads cross all over Arcadia, a good thing consid- aura, hes best advised to steer clear of Arcadia.
ering that the einheriar (the militia of the plane) get a Besides, the chant is its real boring here - a rumor
bit peery of anyone not lawful enough to stick to a fostered by certain powers, though its unknown which
road. Those who dont use the roads are generally one or ones. The known powers of Arcadia include
chaotic, in which case they arent welcome on Arcadia Clangeddin Silverbeard and Reorx of the dwarves;
- or theyre looking to hide something, which makes Meriadar of the mongrelmen; Ra and Osiris, who share
them even less welcome. the realm Heliopolis with Isis and Horus; Izanami and
Its said that theres three layers to Arcadia. How- Izanagi, powers of land and creation; Lu Hsing of the
ever, its been a long time since anyones gotten past bureaucrats; and Azuth of Toril. The powers generally
the first layer because the Arcadians arent too keen on dont squabble with each other, even though each has
outsiders coming through and mucking with the nat- definite ideas on what are the best ways to achieve that
ural order. Theyll turn back anyone who tries to go common good. Course, that doesnt mean their proxies
though the gates, and theyre willing to do it hard. and followers dont fight, but the powers try to discour-
No one knows why the Arcadians are so vigilant age it. The best way to achieve the common good is to
,bout the second layer. Its said that, years ago, it was work together, a philosophy thats attracted the Harmo-
still permitted for a body to travel freely between the nium faction.
layers (alignment permitting). Now its virtually impos- The Hardheads have a known interest in this plane,
sible for a planewalker to get past the first layer. Whats and nothing they say can disguise that. Theyre drawn
more, its getting harder all the time to travel around to the Greatest good for the greatest number line that
Arcadia without being questioned more and more fre- the folks here bold; surprisingly, the Harmoniums ideal
quently - and testily. of whats good is very close to the Arcadians ideal. The
Those who live on Arcadia (regardless of whether two groups get along very well indeed.
they are petitioners, planars, or powers) tend to be just a Theres a few things a berk should know about

-
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

a the plane of the common good, so small


groups of good folks cant use harmful
magic on large groups of good folks. If the
1 larger groups evil, fin- then+= fn7fl-t
(Town) The Ghetto holds
about 5,000 perma-
Bloods know there are sanctuaries on Arcadia - places nent residents,
hidden away from the prying eyes of the petitioners almost all of whom
and the einheriar patrols, where a body can relax and live out of tents. Fully c
escape from the constant attempts to force him into a three-quarters of the population isnt bun,,,,,
mold. Of course, these hideaways are few and far though all of them are good-aligned or at least
between, because the Arcadians dont much like the tlying to lean that way. The other quarter is made up UI
fact that people can come and go on Arcadia, and the people whove run afoul of the Arcadian patrols, or
locals tend to squeeze out such places. who make a living by sheltering those who have.
One such sanctuary is the Ghetto. This one, how- Theres a central marketplace that all the tents are
ever, might last a bit longer, nestled as it is between two arranged around. Though it typically features only the
mountains i n a secluded valley on the first layer. handmade goods of the inhabitants, sometimes theres
Theres a nearby lake offering fresh water; its filled also other items of interest to be found here. Its said
with the pure run-off from the snowy mountains above. that artifacts have been uncovered in the Ghetto, as
Theres also dense wood surrounding the area, hiding it well as other objects of power. Hidden under the veneer
from further scrutiny. Moreover, the Ghettos supposed of ordinary junk, these items sometimes lie for centuries
to be a splinter from Meriadars realm. For those who before being rediscovered. On Arcadia, as always, it
arent in the know, Meriadars the god of humanoids pays to look below the surface.
who arent evil. To wise bloods, Arcadia makes a logical The services available in the Ghetto really depend
choice for placing the Ghetto, because Meriadars ori- on whos living there. Sometimes a traveling black-
ented toward peace instead of conflict. smith (called Wayland) stops off at the town, though
Meriadar also stresses the importance of trusting more often than not hes off somewhere else. He usually
others without depending on them, so anyone who comes to the Ghetto only when hes heard theres a
comes here is told not to tell anyone else. The Ghetto is need for his services. Theres also a mage of consider-
ready to pick up and move at a moments notice - just able power (called the Silvermage) who travels with the
in case someone turns out to be untrustworthy. Who refugees. People come and people go from the Ghetto.
knows when the Arcadian patrols might come to roust Whats there once wont be there again.
the place and its inhabitants out of Arcadia? The Ghettos different from Arcadia in that the
The ruler of the town, Ennis Saimin, isnt placing town most truly comes alive at night, while it slumbers
absolute faith in Meriadar to protect the town from during the day - a reverse of typical Arcadian life. This
such patrols, however. It might be because of his ques- is partly because most of the patrols have gone home,
tioning attitude toward the power that Ennis is also a and partly because the Ghettos humanoids see far bet-
high priest of Meriadar. Ennis is an orclogre crossbreed, ter at night. Though there are always people up and
standing about 7 feet tall. His face, despite appearing about at any given hour, the towns busiest in the dark
stupid and brutish, hides a quick wit and a geniuss hours. Anyone hoping to accomplish anything with the
mind. He doesnt hide his intelligence, however, know- people from the Ghetto should fignre a way to twist the
ing that a quick word is sometimes the best way to towns schedule, because the Arcadian patrols sure
quell hatred and prejudice. Other times, hes just as wont let any berks wander around at night until they
happy to crush those whore too leatherheaded to under- find the place.
stand that looks aint everything. The Ghettos a fairly happy town, though the resi-
dents are almost always on edge. Theyve been evicted
from their homes so often they have no desire to move
again. They wont resort to violence to defend their
home, since thats a certain way to sic the other Arcadi-
ans on them, but its a sure
bet they wont take the

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

tions of the fiends, free of.malice


or taint of evil.
. -,
Mechanus is a plane where the skys a uniform
black all the way across. Theres no stars, no sun, no WRCDNG, HURIAN:
moon - the only light in the place comes from
8x8=64, N e + 6 2 .
the shining gears, which radiate light according
to their own cycles. The gears are constantly -SEP+IgEBRg, A S E P f e N
E e D R e N I N CHARGE W A
Q U I Z SHeW f e R E N * E R + A Y N I N G

sations with the raising of an eyebrow and the length of


turning, and all are interconnected: If on? turns, an indrawn breath.
they all turn. Its been said that if even a single gear The Guvners, obsessed with law and its loopholes,
were to disconnect from the rest of the machinqlry, the naturally gravitate toward Mechanus. Their establish-
entire planed fall apart, or time would stop, or the mul- ment, the Fortress of Disciplined Enlightenment, is open
tiversed come to an end. Since no ones realiy sure to any herk with a lawful bent. They keep a vast Uhrary
what all the gearworks for, no ones really surle what of laws here, enough to fill hundreds of rooms with
would happen. volumes both thick and thin. The Guvners fortress fas
But the results would be spectacular - if disas- an entire cog.
trous. The most omnipresent of the beings living on
Mechanus (bar none) are the modrons. Theres not

T he inhabitants of Mechanus are a x r i o u s -


minded lot, keeping well away from games and
emotions. Theyve got an unswerving d+otion
to law and order, and theyre not going to sacriqe that
by succumbing to any foolishness. This isnt to s$y that
much known about the geometrical and mathematical
constructs, including their goals, their functions, and
their minds. Some say that to know a modron, @ body
has to become a modron - and then theres no going
back to being an individual. The short of it is that
theres no emotion on Mechanus; feelings are j+t kept modrons are largely unknowable by humans. Some say
under a tight rein here or; better yet, made to serve the modronsre even more dangerous than the baatezu.
cause of law. Its no crime to shed a tear on tqe Gear Theres some truth in that, for at least a baaterns firmly
Plane - hut thats not to say crying couldnt be ome a
~
evil - a modrons agenda remains dark to all but the
crime unless it occurred at the prescribed time; a i e r all, modron immediately above it and below it.
the inhabitants here l i e to make sure just about every- In the realm of absolute law, a bodyd have to

x
~

things regulated. expect thered he some restrictions on magic. Some say


A number of powers make their homes on echa- magics a perversion of the natural order, and a such
nus, each more orderly than the last. Theres the uman shouldnt even function on Mechanus. Well, two facts
powers, like Helm and Mystra from Toril. Ther$s also refute that idea wholeheartedly: 1) Mystra (goddess of
Nai No Kami, Shang-ti, Rudra, Vamna, and Yam& Then magic) has her realm here, and 2) some modrons cast
theres Psilofyr, the fungal power of the mydonids. spells as readily as any human. Magics magic, and it
Finally, theres Primus, the d e r of the modron rdce; its has a place in every order, even an order as orddly and
considered by many to he the most incompreh$nsible rigid as found on the Gear Plane.
power in the multiverse. But yes, there are restrictions on spellcasting on
The petitioners of Mechanus come in wdatever Mechanus. Most notahly, illusionary and wild magic
.shape they wore in life or whatever shape it leases are completely inoperable here. Illusions produce a thin
their power for them to have. However, all petlionen fizzle, while wild magic on this plane of law simply
have a few similarities that visitors should be adare of. fails to function. Since one relies on deception amd the
First, petitioners here are notoriously honest and~literal. other on chaos, its no surprise neither school w m h .
They dont interpmt statements, and theyll nevkr, ever The most important realm on Mechanus is Regu-
lie [unless ordered to do so by a higher power/. Both lus, home of the modrons. Its here that the central seat
such actions can lead to chaos, which is somkthing of Mechanus law is situated - a place chosen by the
every Mechanus petitioner labors to avoid. Sqme of modrons, naturally. (Course, no one else dared propose
them are so afraid theyll bring chaos by an accidental a different locale.) Regulus is arguably the most prga-
misinterpretation of a command that t h e y d gone nized place in the cosmos, and its here a body can
beyond language into a realm of communicatiob con- obtain any of the hundreds (some say thousasds) of
sisting primarily of a smile and a shrug. There$ folks permits necessary to take action on Mechanus. The laws
on Mechanus whore known tocany on entire qonver- in this plane are far too many to list here in this chap-
ter, but a body planning any kind of trip to Mechanus catch them - the laws of one plane dont apply to Sigil,
ought to pick up the 300-volume, portable law sum- no matter how much the Guvners would like them to.
mary found at any of the bureaus in Regulus. Refer- Still, this doesnt give a body free rein to cause trouble
ences are a good and necessary thing on the Plane of on Mechanus; if angry enough, the Fraternity of Order
Ultimate Order. might storm Haven, they might convince the people
inside not to sponsor a body, or they might just make
life in Sigil miserable for the berk whos tried to give
them the laugh.

Some places on Mechanus exist where modron law has


no validity - that is, where chaos is frowned on but not THE 4
stamped out. These are the kind of safehouses where a ANSWFR IS
cutter can go to relax after a long day negotiating with B 62!
-
*
the Guvners. The most famous of these spots is Haven. LE-~
The town is located not too far from the center of
Mechanus, where the gears cluster most thickly. Its an
easy place to find, even through the Labyrinthine Por-
tal, though all doors to the city lead only to a spot out-
side the walls. Theres no getting into Haven without a
sponsor. FRe
Existing outside the rules and regulations of the C(B (BN
rest of Mechanus, Haven is nevertheless not in any
danger of slipping over the planar boundary. Chaotics
and neutrals are welcome here, as long as they dont
cause a disturbance for the lawfuls. Whats more,
theres no difference as to whether a bodys good or The city itself is completely walled - that goes for
evil, just as long as theres no fights erupting in the above and below, as well as on all sides. From the out-
streets. Thats about the only law there is in Haven. side, it appears as a big block, perfectly square on all
The leader of this town, Earl Landrum, is the fifth sides. Inside, its broken into eight levels, each of which
mayor of Haven. The town was originally established so is divided into sevenths, with a circle firmly in the
that lawful cutters could live free from the stultifying middle of each level. There are six main passages that
rules imposed by Guvners and modrons, yet still live lead to the central area from the gates, and five stairs
lawfully. Havens walls have now become a place of leading from one level to another. There are four sets of
refuge to all, regardless of alignment. Earl Landrum and smaller passages, made up of three passages apiece.
his force of fighters make sure it stays that way, for two Two hidden passages in each level, which lead to a
reasons. First, they cant bear the presence of the sod- single spot overlooking the central circle, round out the
ding Guvners or modrons. Second, because its the law town.
that Haven would be a sanctuary from those berks. Its an easy place to get lost in if a body doesnt
e of Earls bashers want to violate the law. have the right logic working. However, once a cutter
Thats all well and good, people say, but hows tha learns how the place is laid out, or once he learns how
he town from slipping over the boundary (espe- the architect was thinking, hell never get lost again.
when theres a large contingency of chaotics)? Everyone who lives here had to learn the logic first,
Well, those who want to enter the town each have to before they could move in. The chant is that anyone
find a resident inside willing to sponsor them - if they who discovers it can move to Haven, but its no dark
cant, theyll be escorted to the gate and dumped back that a bodys got to be lawful (or at least comprehend
onto some far-off cog on Mechanus. These berksve got how to think lawful) before he can ken it.
about an hour to get inside Haven. The locals can only Its said that the Guvners are secretly working to
sponsor a single person at a time, and theyll generally overthrow Haven from the inside out. Theyre supposed
only vouch for someone who seems trustworthy - a to be working to change the laws, so it doesnt make
pretty chancy operation for adventurers without an in. sense that theyre accused of breaking the laws of
Its for just this reason that the Guvners like to keep a Haven. Still, the localsre worried that the Guvs are
patrol within sight of the gate, and its routine proce- starting to care less about law and more ahout revenge,
dure for them to stop and harass most anyone they and the Haven townsfolk are Dlanning armed resistance
I

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.

and connecting all the heavens is a series


of crisscrossingpaths and trails.
Lunia, the first layer of the Y@UR HUmAh
Mount, is ringed about by a sil-
very ocean of holy water. The ILS
skys never graced by the pres-
ence of daytime, but the
blazing stars above
more than compensate.
Theres no entrance into
Mount Celestia without

for a body but to


fall into the sea
when traveling to the
Mount. A cutter who
knows will come prepared to be
doused. Those who cant swim should

waiting for such berks: Creaturqb called the zoveri are


on constant vigilance in the Si1 ery Sea. Theyll will- archons are the very pinnacle of
$:
ingly aid any drowning basher , ho cant handle him-
self. Woe betide the occasional f i p d or undead invader,
for the Seas made of holy water, and itll bum without
mercy.
The Seas dotted with small island fortresses
perched atop polished white cliffs, each with different
architecture and different occupants. Word has it that
theres all sorts of cutters living in these structures -
even some evil sorts whore learning to mend their
ways.
Few folks have an easy time of it on Mount Celes-
tia, however. A bodys got to be ready to seize an
opportunity for lawful advancement, yet also be ready
to offer a helping hand to those in need. This is one of more fanatical members from beating nonb
the few places where a basher can get ahead by stop-
ping to help someone less fortunate - where its easier
for a cutter to travel by helping others along than by vious. First, spells cast by those of pure spirit an$ good
moving himself. Thats not always true, but its no dark heart have a far greater chance of succeeding than
that compassion and self-sacrifice work far better here those of impure and evil casters. Second, spelp that
than on Baator, or even on Ysgard. promote chaos, evil, or harm to others are ?imply
Theres a host of powers to be found on the Mount, uncastable on this plane - theres little call for such
each of whom is devoted to serving the cause of law rapacious spells on the Mount, and its f a t more
and goodness. Among the nonhuman deities are Mora-
dins pantheon of dwarves, Jazirian of the feathered from afar.

T 30 4
TH8 kC3WER C3F
(Site)
,

Far out in Lunias waters, theres a tower encased is + H I S ? !


entirely in flame rising from one of the marble but-
tresses. The waves crash around it, sending misty spray
high into the air, but they never seem to damp the blue
fire that dances on top of the pillar. This particular col-
umn is made entirely of smooth marble, rising hun- f; N C H AN
dreds of feet above the surface of Lunia. Theres no
obvious dry way to get to the Tower of Fire, but it sure
aint dark among those whove traveled to Mount
Celestia that the easiest way to get there is just to get -s I RA 9 E
UPQN
L p

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,
.
..

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