Professional Documents
Culture Documents
WW8319 Scarred Lands - Edge of Infinity The Scarred Planes
WW8319 Scarred Lands - Edge of Infinity The Scarred Planes
WW8319 Scarred Lands - Edge of Infinity The Scarred Planes
So it was that the gods decided to free themselves use the planes with the full knowledge necessary to
and seize Scam away from their titan parents. These make their adventures and campaigns work as they
two goals were closely related. The gods believed wish. Players are naturally free to read this history in
rightly that the titans' power was tied to Scam itself. order to give themselves a similar perspective on the
If they could somehow sever the tie between the two, setting, but their characters will almost certainly have
perhaps they could obtain the titans' power for them- no knowledge of it.
selves and escape their planar realms. The Divine War The following sections are written from quite a
was thus an effort by the gods to regain their liberty different perspective. They present the five most com-
through the acquisition of the Power inherent in mon viewpoints, held by the diverse inhabitants of the
Scam. Before they could attempt this, though, the Scarred Lands, regarding the subject of the planar
godshad to establish some connection to Scam, which realms . Naturally, these theories are all right and
they did through worship. Beginning with Vangal wrong to varying degrees, owing to their sources and
(who was s o o n f o ~ ~ ~ w byeothers),
d the gods found the the prejudices that come with them. Unlike the planar
means to use the faith of mortals to channel a small history above, these theories are all written from an in-
portion of their divine power into Scam. Through this character perspective, so as to give some insight into
process the first clerics were born. And as the cults of how, for example, the elves view the planes as opposed
the gods grew, SO did the presence of the gods, who to the members of the Phylacteric Vault. Though
believed it was only a matter of time before they could seemingly unimportant, it should be remembered that
manifest on Scam and wage war against their powerful it is from the planes that much power flows into the
parents. It seemed that the power enjoyed by the titans Scarred Lands. Disputes between schools of planar
was soon to be theirs. thought are not just academic innature. In somecases,
The gods were partially correct. As the cultsofthe these confrontations are every bit as important as
deities became more widespread, the gods found they those on the battlefield -and might be even more so.
could escape their planar realms and appear on Scam
-which they did. They then marshaled their forces
Nature of the Universe
From a letter m'tten by the druid Tashell to the
and battled the titans, even to the point of destroying
esteemed scholar Khell.
their parents' physical forms. However, the gods soon
The true nature of reality was known to our illustri-
learned that the titans were so intimately tied to
Scam, after so many epochs of shaping and reshaping ous predecessors,the Coventacle of Ancients, and that
it, that they could never be truly destroyed. Their
knowledge has since been passed down to us. The
forms could be eliminated, but their power was bound esteemed members of the Coventacle were closer to our
into the essence of the world itself. Consequently, the titanic masters than any who had come before and
gods, even though they could now manifest outside certainly than have come since. So it is that we can trust
the planes, could never seize what the titans possessed. their words and take them to be the truth, despite the
Worse still, the gods could be slain while on Scam, lies told by the servants of the upstart gods. The talk of
making any prolonged stay a dangerous proposition at the god followers is like that of babbling children,
best. spewing nonsense and make-believeand imagining it to
be true. They know so little and reject what they do not
In the end, the Divine War was a loss for the gods,
understand, namely the truths that we possess.
at least as far as their original intentions had motivated
them. The gods now had much more power on Scam Scarn is the center of all that is, for it was here
and the titans were bound in various ways that pre- that the titans dwelled and it is impossible that
vented them from re-establishing their tyranny across such perfect beings should reside anywhere but at
the world. Yet, they still existed and their connection the center of all things. Scarn is like a vast lode-
to Scam was every bit as potent. Thus, the gods stone, drawing t o itself all those things with which
retreated back to the planes and accepted that they it has an affinity. In this way, bits and pieces of
had no other option but to make their individual chaotic nothingness were brought here to be used
realms as pleasant and comfortable (fromtheir diverse by the titans, for they are supreme embodiments of
perspectives) as they wished them to be. chaos themselves. These fragments were what some
now call the elemental planes, but which we know
to be different aspects of the Celestial Void that
surrounds Scarn, roiling with raw power and bound-
The planar history just presented is written from less energy. Each aspect instantiated one of the four
an omniscient perspective,as if it contains theunadul- forms of all matter. The titans could seize the Void
terated truth regarding the planesof the Scarred Lands and draw on its energies, suffusing it with their own
- and so it does. However, as mentioned previously, vitality and bending it to their will. The Void was
no mortal can claim more than an inkling of this truth. thus their tool - their toy - to do with as they
It is presented here as a tool for GMs, SO that they can pleased, creating and destroying for their own
E D G E OF INFlNlTV: T H E SCARRED PLANES
2Z
‘ %-?fm4 ?%!!%%-4
ing of an axe or a shield. Other components are just as are not content to merely catalog and record the
essential,even if it is the anvil that forms the solid base knowledge we have gleaned. No, we must arrange
from which to work. A smith needs fire, water, tongs that knowledge into a coherent system, one that
and, of course, metal. The crafter also needs time, can then be studied further and meditated upon so
patience and skill, as well as that spark of creativity as to point the way to yet further knowledge. While
that separates the true artisan from the mere laborer. this dedicated approach isn’t one shared by many,
Each and every one of these elements goes into metal- it has shown its value over the centuries.
working. Each and everyone of these elements must be Nowhere is our rigorous outlook more evident
present -to varying degrees, to be sure -to craft the than in cosmology. We dismiss most of the received
precious items vital to our kind. wisdom on this subject as little more than fairy
The same is true of the planes. You might scoff, tales. The cosmos is not a disordered or haphazard
but that does not change the truth of it. The history place, because to think so would be to admit that
of the cosmos is forged right here on Scarn. We call reason has no place in it; and such a statement
it an anvil with good reason, for it is here that has would surely be the ultimate blasphemy. It is only
been the center of all efforts, whether mortal, the insufficient application of logic that has given
divine or titanic, for untold ages. The titans were rise to so many competing - and contradictory -
brutes whose crafts were crude but functional. They theories about the planes. However, once one has
did not refine their materials, but instead used carefully sifted the evidence and removed hearsay
them in a rough form and the results were less than and mythology from the genuine facts, one can
beauteous. Thusly, the titans exalted in their power come to conclusions that better reflect ultimate
over the planes. They reveled in bending planar reality.
energies to their own wills rather than seeing them We now know that the cosmos can be likened
as what they are: equal partners in the creation of to a vast tree with many branches but a single
all that is good. sturdy trunk. This trunk represents the fundamen-
The gods knew better. Though the children of tal unity of all the planes as well as their
the titans, they understood that no craftsman is interconnectedness. The branches represent the
capable of any artistry without an anvil, a hammer, various and individual planes. No matter how dif-
metal and fire. These are every bit as important as ferent they may appear in shape and size, they all
the creator’s own strength and will. The gods thus arise from the same source. Thus, the Iron Hells of
became one with the planes. They imbued them Chardun and the Eternal Glades of Tanil, despite
with their own divine essence, as well as allowing their manifest differences from one another, are
their own beings to be changed by the imbuing. nevertheless the extensions of the same “tree.”
The planes were not to be conquered and seized, There is an intrinsic connection between them,
but were rather co-creators with the gods them- which is why many of the same principles apply
selves. So it was that the gods achieved more in a broadly to all of the planes.
short time than the titans had done in untold ages. It is the fundamental planes that feed this cosmic
Whereas the titans taught mortal beings only tree by means of the occult planes,which act as conduits
the crudities of sorcery and druidic magic, the gods of their energies-thusly serving as the roots and veins
instructed their worshippers in the subtleties of of the tree irself. It is through the admixture of the
wizardry and miracle-working. It was in this way elemental planes that the characteristics of the other
that mortals learned to craft as did the gods. Whereas planes are determined. A strong conduit of elemental
under the titans our forbearers produced the art of firefeeds the Iron Hells, while elemental water feeds the
children, lacking in skill and refinement, under the Eternal Glades. There is still debate as to precisely
gods they produced works of exquisiteness and which mixtures of fundamentalenergiesproduce which
supreme talent. I t is not possible for us to know the results, but the underlying thesis remains intact.
full nature of the planes, but neither is it necessary. Yet, one question remains: what of Scarn itself?
So long as we recognize their proper role in cre- Where is its place on the cosmic tree?Some among us
ation, we know far more than ever did the titans. argue that it lies spread out beneath the tree, while
OtherworldlyVaults others suggest it is in fact the foliage that grows from
its planar branches. Others dismiss the question as
From the introduction to The Codex of Planar
irrelevant, since the cosmic tree is simply a metaphor
Cosmology.
rather than a concrete reality. Nevertheless, it remains
It is not without reason that we, the sages of an important question for us and, I am pained to admit,
the Phylacteric Vaults, are called master theorists a source of some embarrassment, for we pride ourselves
- organizers and philosophers without peer -for on having a definitive answer to all possible queries. I
our studies have encompassed nearly every aspect am sure this final debate will be settled soon, and the
of the arcane, divine and supernatural realms. We planar picture will be complete.
C H A P T E R ONE: C O S U O L O C V O F T H E SCARRED L A N D S
shape it, according to our needs, both for good and the titans - something unexplained. The pre-
for ill. The spirit worlds are no different. Why existence of the planes is beyond mortal and even
should they be? divine ken and that fact can be profoundly unset-
A mortal may enter the spirit worlds, just as tling to we who know the gods to be the sources of
spirits may enter Scarn. It is not easy, for our power all that is right and good in the world.
and wisdom is limited compared to theirs. Yet, it is The gods’ conquest of the planes, which is a
possible. I know this, for I have traveled to many of fact well known by all the divine churches, offers a
these worlds myself. It is a work of great magic, but counterpoint to Scarn’s creation myths. Just as the
it can be done. Of that I am certain. I have seen a titans once brought the world into being from
world of fire, where all is aflame. I have also seen a chaos, so too did the gods impose their wills upon
world where the beasts roam bigger and more pow- the planes. Unlike the titans, however, the gods
erful than any our tribe has ever encountered. I did this properly. The realms they created were not
know of travelers who have seen even stranger flawed but were instead exact images of their die
worlds, where the spirits do not welcome mortals vine perfection. The gods revealed their superiority
and cast out or destroy any who dare to enter. over the titans by creating diverse realms suited not
The worlds of spirit contain great power, as do only to themselves but also to their followers. The
the spirits themselves. Some of these beings will gods’ planar kingdoms are the ultimate destination
teach mortals how to draw on that power, some of all beings who follow them, freeing mortal souls
even will grant a connection to their own world as from the cycle of reincarnation and the labors of
a gift. The spirits are like that. Yet, it would be life on Scarn.
wrong to look on the worlds of spirit as nothing Because the planes reflect the gods’ wills, they
more than sources of power, although they are similarly manifest the relationships between the
certainly that. They are, quite simply, worlds; and gods. For example, the Mithril Heaven and the
their inhabitants wish their homes to be treated Golden Paradise are accessible to each other, ow-
with as much respect as you would wish them to ing to the close relationship between Corean and
treat your home. Keep that in mind and perhaps Madriel. The ease with which one may travel be-
you too shall learn their wisdom. tween godly planes is to a great extent a reflection
The Djvjne Orthodoxy of the strength of the alliance between the gods
From a sermon by Emili Derigesh. themselves. Nevertheless, each plane is its own
separate kingdom, distinct and governed by laws -
None can know more about the planes than
or the lack thereof- that show forth the character
we, the servants of the gods, for it was our divine
of the god who rules there.
masters who first provided mortals with the knowl-
edge of realms beyond those few known during the It is important to realize that the planes were
cruel rule of the titans. Indeed, the gods took and shaped from pre-existing planar essence. They were
shaped their realms by becoming one with them. not created from nothing. Consequently, all the
They understand their otherworldly homes better godly planes also have connections to the funda-
than anyone else, and this knowledge they have mental planes. Chardun needed elemental fire to
shared with their followers over the centuries. heat the Iron Hills, just as Corean did to stoke his
Thus, it is not an idle boast that we have a special forges. Likewise, Madriel infused her plane with
insight into the true nature of the planes. positive energy so that it might heal and restore
those who came to it. The gods did not create the
At the same time, we must never forget that
fundamental planes, but they readily used them as
the gods did not create the planes; they reshaped
they saw fit. They created (or destroyed) and ex-
them. That’s no small feat, to be sure. Still, the
panded (or diminished) the connections that
planes - at least in some form - predate the
already existed with the fundamental planes to suit
existence of the gods, for the gods could not have
their own plans. Far from being a source of embar-
been drawn to them if there were not some already
rassment, that the gods did this should be a reminder
existing place for them to go to. We cannot deny
of the extraordinary might they inherited from the
that this fact can try one’s faith, for it reminds us
titans, in addition to the remarkable creativity that
that there exists something outside our masters’
is wholly their own - further proof of our divine
control, something that was not a product of even
masters’ superiority.
CHAPTER TWO: THE FUNDAMENTAL PLANES
The Fundamental Planes are aptly named, for destroyed within the last 5 minutes, are instantly
they are the very basis upon which all of the Scarred transported to the Eternal Void. To return to the
Lands - and, in many instances, even the other Scarred Lands, the characters need only cast either of
planes -are constructed. Druid philosophersbelieve these spells or plane shift to instantly return home.
that everything in existence is some mixture of these Only characters with Knowledge (planes) of 8 or
essential powers, from mundane mortals, flowers and more ranks are aware of this fact.
thunderstormsto the vastnessesof the strangest planes.
History
The FtemulVoid Many scholars and sages assert that this plane
and its companion, known as the Highest Brilliance,
This is not the land of the dead, as many mystic
are the oldest planes and that without the eternal
texts would espouse. Instead this plane is the ultimate
tension between them, nothing else would or even
source of decay, entropy and destruction. It is abso-
could exist. While not even the gods are certain as to
luteNothingness, andalldeathand rot is the inevitable
the truth of this belief, the Eternal Void is
advance of the other elements away from the Highest
unimaginably ancient and is intrinsically connected
Brilliance toward the Eternal Void. The Scarred
with every other plane.
Lands and all other inhabited realms require a deli-
cate balance between life and death, creation and
decay. This plane provides one half of that balance.
PlanarTrajts
As a result, it is vitally necessary but also deeply The Eternal Void possesses the following planar
inimical to all life. Many misguided individuals be- traits.
lieve that this plane is innately evil, and it is provably Physj cal
the source of almost all life draining undead. How- Gravity: Normal gravity. The Eternal Void
ever, cutting off all contact between this plane and possesses normal gravity.
any other is almost impossible. Also, most sages firmly
Time: Normal time. Time passes normally in
believe that if it could be done, the results would be
the Eternal Void.
catastrophic and that the plane in question would be
overwhelmed with the unchecked and equally lethal
Shape and Size: Infinite. The Eternal Void is a
wasteland without end.
energies of the Highest Brilliance.
Morphic Traits: Alterable morphic. The nature
As with practically all of the planes, tampering
of the Eternal Void is normally static, save when
by the titans led to pollution- thus, even the Eternal
acted upon by creatures within it.
Void has traces of the other planes, which have
formed into a landscape. Loremasters speculate that Sound: All sounds are absorbed, to some de-
originally the plane was pure nothingness, but the gree, by the Eternal Void. Double the penalty for
very act of the titans tapping into it for their uses distance on all listen checks (-2 per 10 feet of dis-
permitted the taint of other planes to seep in. Other tance, as opposed to the normal -1).
theorists hold that the landscape perceived there is Elemental
merely an immense hallucination - a comforting mor Negdw Dominant: The Eternal Void is
illusion created by the mortal mind unable to con- infused with thepowem inimicaltolie,andistheverysome
ceive of the totality of the Eternal Void. of negative energy in the other planes. In addition to the
Regardless, the appearance of the realm is consis- normaleffectsofaMajorNegativeDominantplane,nofinal
tently one of entropy and decay. The sky is perpetually heallng does not occur on this plane, and all forms of
a deep and uniform charcoal gray that never changes regeneration stop w o r k until the creature leaves this
and provides a similar amount of light as a clear night plane.
with a full moon. This faint illumination is sourceless
and completely featureless. The weather is similarly Alignment
static, no wind ever blows and no rain or snow ever Mildly Neutral Aligned: No alignments are
falls. penalized in the Eternal Void.
Vjsjtjng the EtemalVojd Magic
Because of itsclose connection toallotherplanes, Enhanced Magic: Spells and spell-like abilities
characters can visit the Eternal Void surprisingly that use negative energy are maximized (as if the
easily. The destruction of any level-draining undead, Maximize Spell metamagic feat had been used on
such as a spectre, vampire or wight, leaves a tempo- them, but the spells don't require higher-level slots).
rary but intangible gateway to the Eternal Void. Spells and spell-like abilities that are already maxi-
Characters who cast a dimension door or tekport spell mized are unaffectedby this benefit. Class abilities that
on the exact spot, where one such undead being was use negative energy, such as rebuking and controlling
EDGE O F INFINITY: THE SCARRED PLANE5
undead, gain a +10 bonus on the roll to determine Hit here (see Entities, below), this entire plane is com-
Dice affected. pletely lifeless.No grain grows in the fieldsand no trees
Impeded Magic: Spells and spell-like abilities grow in the areas that would be forests back in the
that use positive energy, including cure spells, are Scarred Lands. Instead, the ground is entirely covered
impeded. Characters on this plane take a -10 penalty in a fine black grit, similar to dry volcanic sand. Fires
on Fortitude saving throws made to remove negative won’t stay lit here, the air is always chill and the
levels bestowed by an energy drain attack. Addition- volcanoes and hot springs are all cold and dead. Also,
ally, because of the sound-absorbingproperties of the nothing except visitors and members of the undead
Eternal Void, all spells and abilities with the [Sonic] ever move on this plane. The entirety of the Eternal
descriptor are also impeded. Void is preternaturally still and deathly quiet.
The only changes that can take place on this
Locales plane occur when something alters the landscape of
The Eternal Void is a decayed mirror of the rest of the Scarred Lands (or significantly changes one of
the multiverse. The basic geography of the Eternal the other planes). Landslides, mining and similar
Void depends upon where characters enter it. The events that change the landscape are reflected here.
landscape new arrivals appear in is always extremely However, in the Eternal Void, these alterations do
similar to the portion of the Scarred Lands they de- not occur in a natural fashion. Instead, on midnight
parted from. Characters who enter the Eternal Void of the first day of the month of Belot, all of the
from another plane find that their surroundings are changes from the previous year happen in an instant.
equally reminiscent of the portion of the plane they At the exact stroke of midnight, the Eternal Void
were just in. The Eternal Void directly touches all seems to cease existing for a split second and imme-
other planes in existence, except the Highest Bril- diately afterward the landscape has shifted to resemble
liance, and so some portion of the Eternal Void is a more eroded version of current conditions back in
almost identical to every location on every other plane. the Scarred Lands. During the moment that these
However, while the hills, valleys and rivers in the changes occur, no one on the plane can see, hear or
Eternal Void resemble more worn and eroded versions otherwise sense anything - thus, no one knows
of those in the Scarred Lands, this plane is also unique exactly what the change itself looks like.
and terrifying.Except for the few types of undead found
CHAPT€R TWO: THE FUNDAMENTAL PLANES
Entities
Other than extra-planar visitors, the only beings
Anyone who attempts to take water from the who exist on this plane are the various forms of undead
Eternal Void back to the Scarred Lands will dis- that drain vitality and living energy with their touch.
cover that unless the container is continually The only plants that grow are spectral plants and the
protected by a spell like death ward, the water rots only humanoids are the various sorts of spectres,wights
whatever is used to carry it - stone cracks and and vampires who exist by draining life. All of these
powders, metal rusts and corrodes, and leather or plants and creatures lead a dual existence, for they
wood simply disintegrate into dust. If the water appear simultaneously on both the material plane and
touches a living being, it causes that individual to in the Eternal Void. These entities are also the only
gain one negative energy level. The bodies of those significant sources of light on this plane. They all glow
who die because of this energy loss turn into fine with asoft pale light the color of moonlighton bone, but
black dust and they may never be reincarnated or with an intensity approximatelyas bright as a campfire.
resurrected. The DC is 17 for the Fortitude Save to While these various types of undead differ from
remove this negative level. The water also corrodes each other just as their other halves do in the Scarred
any item it touches; if poured on an object, the item Lands, in the Eternal Void they all share one impor-
will appear to have been decaying for a century or tant feature in common -none of them can inflict
more. After two rounds, this decay and corrosion negative energy levels on this plane. In the Scarred
ceases and the remaining water of entropy dissipates Lands, these types of undead bestow one or more
in a faint black smoke. negative energy levels or otherwise steal their victim's
life force when they touch a living being. What is less
known is that this touch drains their victim's energy
Rivers and Lakes away and transfers it to the Eternal Void. Each of
While water exists in the Eternal Void, it is jet these types of undead is an animate conduit leading
black and contains large amounts of the ubiquitous from the Scarred Lands or other planar regions to the
black grit suspended within it. More disturbingly, like Eternal Void. The energy they drain manifests itself
everything else, this water does not move on its own- as the light they give off. Paradoxically, these undead
the rivers and streams are all completely stagnant. beings are the only residents of the plane to success-
Visitors to the plane can easily fill a water-skinwith this fully resist its all consuming entropy.
liquid. However, drinking it does not slake the thirst. These undead residents are also the most com-
Also, anyone who is foolish enough to take some of this mon reason that anyone from the Scarred Lands ever
water back to the Scarred Lands risks a terrible death. visits this plane. In addition to not being able to
Settlements bestow negative energy levels, these undead also can-
The most disturbing portions of the Eternal Void not use any ability to allow them to heal. For an
are those regions corresponding to cities, towns or undead in the Eternal Void to heal damage, its coun-
villages in the Scarred Lands or other planes. These terpart in the Scarred Lands must drain energy from a
settlements are all empty and ruined. None of the creature there. Therefore, a few exceedingly deter-
buildings are intact and all of the fittings are either mined characters who are on the trail of a powerful
completely rotted away or turn to dust at the first vampire, lich, or other formidable undead, can at-
touch. Even the walls are fragile and decayed. A DC 18 tempt to kill it within the Eternal Void. Undead who
Strength check is sufficient to push over the wall of a are destroyed in this plane instantly dissipate or turn to
house or other small building. In addition to the black dust back in the Scarred Lands. Also, if planar travel-
dust that covers the entirety of this plane, fragments of ers remove the body of one of the undead from the
human, demi-human and animal bones litter the Eternal Void, the creature instantly crumbles to dust
ground in these areas. in both locations. Thus, characters can easily destroy
even the most powerful lich or vampire, if they can
Also, venturing into the upper floors of even the
capture or destroy the portion of its body that exists on
seemingly sturdiest buildings is a dangerous undertak-
the Eternal Void.
ing. Characters must make a Reflex save once per every
10minutes that they are in such a place. The DC of this I t should be noted, however, that this plane
save is 10 in extremely sturdy and heavily built build- is not the ultimate source of all undead. Shadow
ings, like fortresses, and 15 for ordinary buildings. A lords and other animate shadow beings are
failed roll means that the character falls through the instead tied t o t h e Plane of Shadows; non-
decayed floor onto the floor below. If this floor is not on sentient undead, like zombies and skeletons,
the ground, another save is immediatelynecessaryto see are simply corpses animated by magic t h a t taps
if the character also falls through this floor.Characters into t h e Eternal Void but does not maintain a
take normal falling damage for all such falls. conduit; and undead like ghosts or skull kings,
EDGE OF INFINITV: THE SCARRED PLANES
*
e Hi@est Rn I I-
..
Undead Statjstjcsin the EtemalVojd
This plane is the ultimate source of the vital energy
Except for the lack of any way to heal or
that pervades practically all of the other planes. How-
bestow negative energy levels (or negative
ever, as is so often the case, too much of a good thing is
energy damage in the case of liches and
as bad as its absence. Unless visitors to the Highest
wraiths), all undead in the Eternal Void have
Brilliance continually injure themselves, or are pro-
exactly the same statistics as they do in the
tected by magic, they will quickly die as their bodies
Scarred Lands. T h e only other change is that
explode from the excess of healing energies.
normally incorporeal undead are fully corpo-
Many young sages who are just beginning to
real in the Eternal Void, while normally
corporeal undead are incorporeal there. Oth- study the myriad planes wonder how a place that is
the source of life and healing could be so deadly. In
erwise, all undead o n this plane have the same
part, the answer is that it isn't. While unprotected
abilities, saves, hit dice and armor class and
visitors die, their bodies continue to live, albeit in a
far different form than previously. Thankfully per-
haps, the soul and consciousness of the victims depart
when their bodies explode, so they are at least un-
who cannot inflict negative levels or other-
aware of the strange and horrible fate of their remains.
wise directly drain energy, are not tied t o t h e
Eternal Void closely enough t o have any sig- The Highest Brilliance is filled with living things
nificant presence there. Only t h e level and that are all exceptionally mutable. Here, any life form
energy-draining undead function as conduits cancrossbreedwithanyother, and ifaportionofaliving
between t h e Scarred Lands and the Eternal being is cut off, it soon becomes a completely separate
Void. living creature. As a result, not only is the plane filled
with life, but almost all of this life is utterly unique.
Corporeal Undead There are very few specieshere -most of the native life
These types of undead are fully solid and consists of unique and idiosyncraticentities. Also, even
corporeal in the Scarred Lands. As a result, these beings are likely to change dramatically over the
only a small and incorporeal portion of their course of several months or years.
essence is located in t h e Eternal Void. W h e n The appearance of the landscape itself is almost as
encountered in this plane, these varieties of fantastic as the life forms that inhabit it. The sky is an
undead are transparent and as incorporeal as a ever-changing swirl of fantastically bright colors. The
spectre or a wraith would be in t h e material only constant there is the ever-present light, as the sky
world. Like any other incorporeal creature, is never darker than an overcast morning and rarely
they can only be attacked with magic and they brighter than noon on a cloudless summer day. Shapes
can freely pass through solid objects. that might be stars or planets are occasionally visible in
Incorporeal Undead portionsofthesky,buttheymoveandshiftasrapidlyand
as randomly as everything else in this chaotic plane.
These undead a r e incorporeal i n t h e
Scarred Lands because the vast majority of
their being exists in t h e Eternal Void. Here,
spectral plants appear t o be glowing corporeal
foliage. Similarly, inn-wights, spectres and When an unprotected visitor to this plane
wraiths are also fully corporeal physical beings literally explodes from the excess of healing en-
and look very much like wights do in t h e ergy that suffusesthe Highest Brilliance, the various
Scarred Lands. portions of the now sundered body each take on a
life of their own. Eyeballs use their optic nerves to
swim or crawl, while hands run along on five
fingers. In less than an hour, all of the various
pieces transform into strange creatures that look
Anyone who dies in the Eternal Void be- like exotic animals derived from human or demia
cause of the plane's level-draining properties human body parts. Although the eyeball snakes
(as a major negative-dominant plane) instantly and grazing stomach slugs do not leave dripping
becomes one of the undead. Recently deceased trails of gore and the wrist-stumps of the animate
individuals appear as wraiths back in their hands heal over and sprout rudimentary sensory
home plane, while their physical bodies re- organs, these creatures' origins as body part are
still disturbingly obvious.
CHAPTER TWO: TH€ FUNDAMENTAL PLANES
Vjsitjngthe Hjghest Brilljance Dominant plane, ageingdoes not occur on this plane,
Becauseof its close connection to all other planes, and undead who visit the plane are typically blasted
characters can visit the Highest Brilliance surpris- to nothingness.
ingly easily. Casting the resurrection spell opens up a ALignment
temporary but intangible gateway to the Highest Mildly Neutral Aligned: No alignments are
Brilliance. Any character who casts a dimension door penalized in the Highest Brilliance.
or deport spell, on the exact spot that a resurrection
spell was cast within the last 5 minutes, is instantly Magic
transported to the Highest Brilliance. To return to Enhanced Magic: Spells and spell-like abilities
the Scarred Lands, the characters need only cast that use positive energy, including cure spells, are
either of these spells or a Phne Shift spell to instantly maximized (as if the Maximize Spell metamagic feat
return home. had been used on them, but the spells don't require
The connection between the Highest Brilliance higher-level slots). Spells and spell-like abilities that
and all other planes is both extremely durable and are already maximized are unaffected by this benefit.
vitally necessary. Most sages believe that anyone who Class abilities that use positive energy, such as turn-
managed to use some powerful ritual or magic item to ing and destroying undead, gain a +10 bonus on the
cut the contact between the Highest Brilliance and roll to determine Hit Dice affected. (Undead are
some portion of the Scarred Lands would rapidly slay almost impossible to find on this plane, however.)
everything in the affected region and that the area Impeded Magic: Spells and spell-like abilities
would gain the trait minor negative dominant (see that use negative energy (including inflict spells) are
DMG, Chapter 5: Campaigns, "Elemental and En- impeded.
ergy Traits," Negative-Dominant). During the
Titanswar, several liches allied with the Titans at- Locales
tempted to cause this to happen to specific cities and The Highest Brilliance is a verdant and chaotic
entire enemy nations. While none of the plans suc- mirror of the entire rest of the multiverse. The basic
ceeded, several of these liches survived the war and geography of the Highest Brilliance depends upon
may still attempt to put their plans into action. where characters enter this plane. The landscape new
arrivals appear in is always extremely similar to the
Hjstory portion of the Scarred Lands they departed from.
Many scholars and sages assert that this plane Characters who enter the Highest Brilliance from
and its companion, known as the Eternal Void, are another plane find that their surroundings are equally
the oldest planes and that without the eternal tension reminiscent of the portion of the plane they were just
between them, nothing else would or even could in. The Highest Brilliance touches all other planes in
exist. While not even the gods are certain as to the existence, except the Eternal Void, and so a portion of
truth of this belief, this plane is unimaginably ancient the Highest Brilliance is almost identical to every
and intrinsically connected with every other plane. location on every other plane. However, while the
hills, valleys and rivers of the Highest Brilliance re-
Planar Trajts semble those found in the Scarred Lands and in many
The Highest Brilliance possesses the following of the other planes, these details are often obscured by
planar traits. the exuberant abundance of life on this plane.
The corresponding landscape of this plane con-
Physical tinuously matches the Scarred Lands in geography,
Gravity: Normal gravity. The Highest Bril- includingchangescauses by landslides,canal construc-
liance possesses normal gravity. tion, or similar large-scale events. However, in the
Time: Normal time. Time passes normally in Highest Brilliance, all of these changes occur because
the Highest Brilliance. portions of the landscape move on their own. If a
Shape and Size: Infinite. The Highest Bril- landslide occurs on a mountain in the Scarred Lands,
liance is a life-filled landscape without end. the rocks on the corresponding mountain in the High-
Morphic Traits: Alterable morphic. The nature est Brilliance get up and move downhill under their
of the Highest Brilliance is normally static, save when own power, sprouting legs or tentacles as needed.
acted upon by creatures within it. Settlements
Elemental There are naturally analogs to the Scarred
Major Positive Dominant: The Highest Bril- Lands' cities and towns on this plane. However,
liance is infused with the powers of life, and is the very they are as exotic as the rest of the landscape.
source of positive energy in the other planes. In While the superficial layout of these settlements is
addition to the normal effects of a Major Positive identical to those back in the Scarred Lands, all of
E D G E OF INFINITV: THE SCARRED PLANE5
-2%
Rivers and Streams elemental, and every river or stream is also a water
The liquid found in the rivers and lakes of the elemental. Most of the time, these beings are quies-
Highest Brilliance is not ordinary water. It is slightly cent and ignore all animate creatures. However, using
thicker and its color is even brighter and more vivid elemental magics often attracts their attention. In
than the rest of this plane. It is also somewhat ani- such cases, the characters can find themselves sur-
mate, as each drop of water is infused with the essence rounded by elementals of the same type as the magic
of life and so can move on its own. they were just using.
Entitjes
While this plane is almost literally overflowing The Vault of Infinite Sky, the Great and Won-
with life, very few of the creatures here are dangerous; drous Storm, the Infinite Kingdom. All these names
most spend their time melding withother creatures or are given by mortals to one of the true wonders of the
simply sitting and absorbing the energies of life. outer planes, the Deepest Sky, plane of elemental air.
Because every living thing here is filled with the It is the source of all winds and air that flow through
energies of healing and life, none of the inhabitants of the other planes and is the ultimate birthplace of all
this plane need to eat or in fact to ever consume things that are of the skies. Every atmospheric condi-
anything at all. Also, the multitude of beings who tion that is possible is present here, from calm, warm
reside in the Highest Brilliance are so chaotic and summery weather to fierce storms capable of shearing
continually changing that no description is possible. flesh from bone and powdering rock.
Some of the more chaotic creatures from the Scarred
Lands, like chaos beasts or legions of one, have
versions here, but most of the entities are beyond all
description. There are, however, a few creatures on
this plane that possess relatively stable forms.
Treant Forests
The oldest and most magicalforests in the Scarred
Lands have analogs in the Highest Brilliance; but
there, the woodlands are not composed of separate
trees. Instead, they consist of thousands of treants
who are all linked together into one vast woody being.
This creature thinks vast slow thoughts far beyond
the comprehension of any mortal being and cannot
be talked with. Occasionally, individual treants sepa-
rate themselves from this mass for a few hours or days
and when they have done so, visitors may communi-
cate with them normally. The unified nature of these
forests protects all of the treants in it from spontane-
ously changing or becoming part of some other
organism.
However, if any of the solitary treants left one of
these forests, it would be subject to the same endless
transformations that affect all other unprotected life-
forms here. Because they frequently are part of a
massive collective being, each individual treant pos-
sesses a vast understanding of trees and woods, and We were three day into the expedition, aye,
gains a +30circumstance bonus to answer any Knowl- and two day from that palace 0’fluffy white I
edge (nature) check. They will freely answer any such were telling you about. Aye, that one, w i t h the
question asked by someone who is polite and who giantess. Anyway, we were coming through the
does not attempt to harm them or their forest. worst part 0’this storm front when they hit us,
from starboard and port and top and bottom as
Elementals well, just running out 0’ the black easy as you
Because the entire plane is suffusedwith a surplus please.
of vital energy and due to its direct connection to all
Aye, they were djinni. And they came howl-
other planes, except the Eternal Void, even seem-
ing out of a hole in the sky where raged a storm
ingly inanimate matter is alive. Every boulder or clod
fiercer than what were about us.
of dirt is an earth elemental, every fire is a fire
EDGE OF INFINITV: THE SCARRED PLANES
They had these curved swords, big as a man residents were pulled into Scarn by the powers of
and made 0’crystal or glass, and they wore these Lethene and Gulaben, and have since been slain. The
big cloaks, with every color you ever saw or Sealing of the Genie Citadels likewise contributed to
thought 0’in them. And they were screaming. the solitude of the realm.
Or maybe they were singing, and we were scream- In recent days, this situation has changed- the
ing, cause these djinni startedcutting us down like we Wall of Winds has once more opened to the rest of the
were but lambsfor the slaughter. I saw one 0’them spit plane, and the djinni, maddened by their imprison-
Edrago on his own sword, and that worthy was the ment, have emerged. They have undertaken their
best blademan I ever saw. Then one 0’them opened patrols once more, but this time many seek nothing
my belly and I went down. less than the slaughter of all those who serve the gods.
When I come to, I saw them cutting strips of flesh
off many 0’the crew, while some 0’them was still Planar Trajts
living. And then I saw one of them take her sword and The Deepest Sky possesses the following planar
open the sky’s bowels, slashing a hole vast enough to traits.
sail our ship through. They came for me, just as the
ship was pushing through that hole in the sky. I
Physical
gathered up my guts and jumped over the side. Gravity: Subjective directional gravity. Inhab-
itants of the plane determine their own “down”
Hjstory direction in the Deepest Sky. Objects not under the
motive force of others do not move.
Once, the Deepest Sky ran riot with titanic
powers. It was not uncommon to find Lethene and Time: Normal time. Time passes normally in
Gulaben here, gathering up the elemental emana- the Deepest Sky.
tions of the plane to use as raw materials for the Shape and Size: Infinite. Other than a few
crafting of their servitorsand other projects on Scarn. specific locations protected by might enchantments,
The djinni were ubiquitous as well, maintaining well- the Deepest Sky is without permanent landscape. It is
armed patrols and expeditions. simply a vast, churning sea of clouds, wind and air.
Since the Divine War, however, the Deepest Sky Moqhic Traits: Magically morphic. The na-
has been eerily uninhabited. Many of the plane’s ture of the Deepest Sky is alterable through the use of
CHAPTER TWO: THE FWNDAMENTAL PLANES
magic and supernatural abilities. Cloud banks and In the final days of the Titan’sWar, however, the
wind currents may be sculpted to fit the whims of Wall of Winds was laid siege to by the servants of the
those with the power to do so, allowing the creation gods. The mighty city and its people were locked
of mountains of white clouds, or rivers of gale force away, seemingly forever, behind an invisible crystal-
winds to speed travel. line barrier of magic. For the restless and inquisitive
djinni, this was the worst sort of hell, and they quickly
Elemental fell to infighting. Soon the once-kind djinni were
Air-dominant: The Deepest Sky is the very fractious and bitter, determined not only to escape
source of the element of air for the other planes. their prison, but to slake their need for revenge.
Alignment In the heady days of peace before the sealing of
0 Mi&y Neutral Aligned: No alignments are the Genie Citadels, the custodians of the Wall con-
penalized in the Deepest Sky. sidered their home a work of art. They tinted the
clouds with the shades of sunrise, sunset and every
Magic moment in-between, composed great tonal melodies
Enhanced Magic: Spells and spell-like abilities of autumn wind, and sculpted their homes in the
that use, manipulate, or create air (including spells of shapes of fantastical beasts and legendary places.
the Air domain) are both empowered and enlarged Today, the Wall of Winds knows only the colors,
(as if the SPellandEnlarge SPellmetamagic sounds and shapes ofwar; the streets are steel gray, the
feats had been used on them, but the spells don’t wind pipes a soldier’s cadence as rain and thunder
require higher-level slots). beat the time, and the mansions are, to a one, great
Impeded Magic: Spells and spell-like abilities fortresses.The air around the Wall shudders and boils
that use or create earth (including spells of the Earth with stormclouds, while shards of eldritch energy, the
domain and spells that summon earth elementals or last remnants of the spell that imprisoned the djinni,
outsiders with the earth subtype) are impeded. glitter and spin like glass tossed upon the sea.
Locales The Lover’sWhjsper
The Deepest Sky is an infinite expanse, a vast The void of stillness known as the Lover’sWhis-
space encompassing every imaginable type of hori- per looms like a shadow over the Deepest Sky. Those
zon, every kind of zephyr, every breeze, every gust, traveling within find a dark expanse of moist, heavy
every cloud puff, storm front or bellowing hurricane. air and hot, languid breezes that slide against skin like
In the Deepest Sky are storms that have raged for a lover’s breath. Time itself is unhurried in the Whis-
centuries, and rivers of winter chill mingled with per; those birds and living beings who make their
fingers of summer zephyrs that never fade. There are homes here quickly grow lazy and fat, sleeping away
mountains carved from cumulus, floating above vor- their days on thick clouds and spending their nights
texes split by lightning spears. There are vast heavy lost in shuddering ecstasies of unknown origin. The
swamps of poison gas and heavy air that snuff mortal bloated corpses of those who have lost themselves too
life in asingle breath. And finally there are wisps of air completely float serenely in the void’s heart, swirling
carrying the last echoes of Gulaben and Lethene; and in the unblinking blue eye of a vortex.
these gods’ forsaken areas are dangerous beyond all The Lover’s Whisper takes its name from a unique
the other threats of this chaotic realm. magical effect. The thick, slow winds of the void
ceaselessly whisper promised delights, pouring out
Wall of Winds words describing exquisite decadence and acts of
The Wall of Winds is the city of the djinni, self- unimaginable excess, ecstasies of both the mind and
elected rulers of the Deepest Sky. An enormous soul that no mortal experience can provide. In fact,
edifice of spell-worked cloud and swirling wind, those who simply listen to the whispers feel ecstasy
stretching beyond the horizon in every direction, the akin to the greatest sexual experience, and the whis-
Wall of Winds is among the largest citadels in all of pers offer far more to those who are drawn to its
the planes. murmuring breath.
In the days before and during the majority of the Upon entering the Lover’s Whisper, living be-
Titan’s War, the Wall of Winds existed as a bastion of ings who fail a Will Save against 19 become
absolute tranquility. BY nature good hearted and addicted to the unearthly sensation; when removed
curious, the djinni explored the width and breadth of from the Lover’s Whisper they are stricken with
both their own plane and the mortal world. Their crushing despair, as per the spell of the same name,
accumulatedknowledge was stored in enormouscloud until they return to the void’sembrace. Once a month
vaults in the heart of their city, where it remained those SO entrapped are permitted a new save to break
open to all. this effect, but otherwise there is no known method of
resistance.
EDGE OF INFlNlTV: THE SCARRED PLANES
vast stores of wealth. Who may have stockpiled edge what had happened and decide what to do
treasure here -or why - is unknown, but the rock next. For now, this means long discussions with
that makes up the caves is remarkably devoid of even those who come exploring. Unfortunately, many
the most common of gems or metals. travelers are less than accommodating, being of the
more “rushed” races, and thus not willing to sit and
The Citadel of Stone
talk for more than an hour or so. Secondarily, visi-
The Citadel of Stone is home to the introspec- tors are also beginning to discover the libraries
tive dao. Although unquestionably the largest and available to them. The dao aren’t yet certain what to
most populous habitation in the plane, its position
do about this. A persistent rumor that is bringing
as the “capital” was overturned once the gods of many explorers to the dao city is that somewhere in
Scarn sealed it off from the remainder of the plane. the Citadel, perhaps in one of the museums, lies
During their exile, the native dao turned their atten- some sort of device that can open a tunnel to any-
tion to research and study, committing their where in the plane, or make an existing tunnel
experiences, their ideas, their imaginings to stone. segment “permanent,” i.e. into a “real” tunnel. The
They perfected their manufacture of the thin slate value of such a device, if it indeed exists, would be
rock that they use as paper for their massive books. incalculable.
Libraries and museums were constructed, and con-
versation turned to theory and philosophy, and Entitj es
debates about the nature of things. In a state of
The Eternal Womb has given birth to a fair
almost conscious denial, they avoided actively fac-
number of children, most of whom leave each other
ing their imprisonment and any potential way to
alone. A common trait among the beings native to
escape. A common sight in the Citadel, both then
the plane are that they take their time, preferring to
and now, is quiet discourse among a handful of
wait and think, working out their strategy, before
genie-kind, debating any topic imaginable. Resolu-
making their move.
tions to these debates are rarely reached; the
important thing is that the subject matter is ex- Gromuk-tarm
plored fully. Gromuk-tarm is, for all intents and purposes, the
Once a means of leaving the Citadel again leader of the dao and the Citadel of Stone. He has had
became available, the dao were forced to acknowl- to make almost no decisions in the last century-and-a-
EDGE OF INFlNlW: THE SCARRED PLANES
Elemen tal clouds of gas, soot and sulphur across boundless fields
0 Fire-dominant: ne Great Inferno is an eternal of steam geysers, to break on the peaks of mountains
mass Offire, though littered with occasional pockets carved from coal, basalt, Or heaped slag iron* High
of other elements. above the surface of the plane are firestorms that have
burned since the beginning of time, and tornadoes of
Alignment cinder and smoke with continent-sized shelves of
Mildly Neutral Aligned: No alignments are guttering ash twisting in their hearts.
penalized in the Great Inferno.
TheBlackGates
Magic Scattered throughout the Great Inferno are the
Enhanced Magic: Spells and spell-like abilities remains of perhaps two score gates, each an immense
that use, manipulate, or create fire (including those edifice of obsidian, bound in iron and protected by
of the Fire domain) are both empowered and ex- ancient runes of terrible power. The gates are all that
tended (as if the Empower Spell and Extend Spell remains of an ancient salamander civilization,broken
metamagic feats had been used on them, but the by efreeti swords shortly after the birth of the gods.
spells don’t require higher-level slots). Spells and During the height of their power, before their impris-
spell-like abilities that are already empowered or onment, the efreeti used the gates, as the salamanders
extended are unaffected by this benefit. did before them, to control the flow of travel to and
Impeded Magic: Spells and spell-like abilities from their plane. The magic of the gates was such that
that use or create water (including spells of the Water they automatically blocked all other forms of inter-
domain and spells that summon water elementals or planar travel; unfortunately for the genie, the power of
outsiders with the water subtype) are impeded. the gods transcended that of the gates, and they smote
them down when their armies laid siege to the City of
Locales Brass.
The Great Inferno is an endless hell of flat, But not all the gates were completely destroyed.
cracked planes of obsidian, dust and black soot miles TWO, at least, still function. One gate, which rests on
thick. Within its boundaries are bottomless lakes of a small glass island adrift on a sea of boiling mercury,
molten lead and burning oil, and rivers of volcanic can be accessed via a small geyser somewhere within
rock and boiling pitch. Gale storm winds sweep roiling the Bloodrain Woods. When the geyser erupts, those
EDGE O F INFINITV: THE SCARRED PLANES
roam the cracked obsidian planes, and fire wrack immediately identified the child as a prophet, and
dragons prowl the cavern riddled mountains of slag immersed her in the study of planar geometry, reli-
iron. There are even fiery incarnations of common gion and bardic magic. Much of her study took place
Scam animals, with flocks of gleaming birds soaring on other planes, and she was, in fact, touring another
through the immense clouds of ash and cinder that plane when the gates of the City of Brass were sealed.
float above the City of Brass, and herds of flickering Separated both from her people and the mortal
deer streaking across the wastelands. plane, Al-Shama was forced into a century long
Most importantly, there are the efreeti. Warlike pilgrimage. During this time she, accompanied by a
and brutal even before their imprisonment, in the pair of spirit-eunuch body guards, visited every bas-
days since they regained their freedom the efreeti tion of civilization on the four elemental planes,
have quickly moved to re-exert their mastery over the cataloguing tales, poems, legends and dances. Where
Great Inferno; war parties of dervishes and spirit- she was greeted warmly, she traded story for story and
eunuchs are common sights on every part of the dance for dance, but where she was shunned, she
plane, and immense outposts of brass and obsidian claimed what she wanted at the point of a sword. By
guard the landscape’s most strategic areas. The mili- the time the great seal broke, Al-Shama knew all the
tant efreeti are ruled with an iron fist by Bikr, who’s tales of the infinite planes -but she still hungered for
name means “thefirst born,” a sultan as old as the City more.
of Brass itself. Bikr is served by an advisory council of Today, Al-Shama wanders the four comers of
pashas, most nearly as ancient as he, that oversees a the Great Inferno, always accompanied by her faith-
byzantine but efficient system of clerks and soldiers ful guardians. Having learned all there is to know of
who enforce his laws with clockwork precision. Bikr, the legends and tales of the boundless planes, she now
his advisors and his people are murderously distrustful desires to travel to the Scarred Lands, there to absorb
of Scarn’s mortals, particularly those who openly pay all the culture of the mortal world, by whatever means
homage to the gods. Such travelers are typically necessary.
quickly slain if they do not immediately prove either Al-Shama is well spoken and poised, with a voice
their worth to the efreeti or their raw might. like flame sweeping across meadow grass and a
Efreeti culture is hero based. They prize both diplomat’s grasp of manner and decorum. It is said
military prowess and cunning equally, and efreeti that to hear Al-Shama sing is to hear a dragon’sheart
legends are, to the last, detailed and highly stylized quicken at the moment of birth, meat and gristle pop
accounts of battles won and bargains twisted. A in agiant’s hearth, and embers soar and burst above an
mortal who can outfight or outwit an efreeti is hated, army’s campfires; to watch her dance is to see stars
feared and respected in equal measure, and can expect unfold across a summer sky and heat run in waves
to be challenged by dervishes and warrior-princesfor from a new-forged blade.
as long as he or she remains within the Great Inferno.
Respect, propriety and hospitality are also criti-
cally important aspects of efreeti society. Ancient
law, enforced vigorously by the Sultan and his troops, The Azure Abyss, the Farthest Ocean,the Demesnes
mandates that guests remain under the care and of the Eternal Whirlpool, Sailor’s Heaven, Mother of the
protection of their hosts, and it is expected that they Seas -all are names for the Endless Deep. The plane of
will be lavished with gifts and attention for the elemental water is a sea without end in an orb of sparkling
duration of their stay. Though the efreeti hate mor- sapphire,floating serenely in the white void of eternity.
tals, they still provide hospitality to them when forced This is the source of all elemental water in all the
to. Efreeti bards still sing of the infamous nobleman planes, and every body of water - from the deepest
thief Dawar of Elz, who tricked the sultan Bikr himself oceans to the meanest creek and well -are connected,
into providing him with one hundred and eighty years on some level, with it. All the waters of the planes can
of comfort and extravagance, until he grew bored and be found here: fresh, salt and stagnant; pure, clean brook
fled the city on the back of the sultan’s prized fire waters and sulfur-stinking hot spring waters. The clear
stallion. droplets of spring rain are here, as is vile sewage and the
filthy ichorous red waters of the Blood Sea.
Al-Shama
Al-Shama, whose name means “mark of beauty,’’ Hjstory
was born with hair the color of blue flame and skin of In ages past the Endless Deep was the fa-
ash white so transparent that the veins of molten vored resting place of the titans, particularly
brass flowing beneath her flesh were clearly visible. Kadum the Father of Monsters, and at their
This occurrence was so rare that Efreet i history records command the eternal seas boiled and churned to
only one other such birth, and that before the begin- soothe their aches and tease pleasure from their
ning of mortal history. The deeply spiritual Efreeti immense forms. Despite this, it was the marids
E D G E OF INFINITV: THE SCARRED PLANES
who ruled these ancient waters utterly, until ocean currents war with vast mountains of
they were sealed into the Castle of Currents by crackling ice, briny salt water with brackish,
divine will. stagnant pools, and rip-tides with explosive
Now, the Azure Abyss is a far more tranquil geysers. A n unwary traveler can pass from
place, though storm tossed seas large enough to pleasantly tropical, turquoise seas t o t h e
engulf all of Scarn can be found within its depths. crushing dark depths of t h e deepest oceans in
a matter of moments. Those familiar with t h e
Planar TTrajts plane, however, c a n often navigate t h e seem-
The Endless Deep possesses the following ingly capricious waters and perhaps catch a
planar traits. rising current t o bathe in a cool autumn
shower, with fat drops of cold rain slicing
Physical through t h e azure blue.
Gravity: Subjective directional gravity. T h e Endless Deep is e v e n polluted by
Inhabitants of the plane determine their own two enormous, billowing blood seas, t h e
“down” direction in the Endless Deep, though first of w h i c h c h u r n e d up from t h e d e p t h s
the rate of ascent or descent is slower than that t h e moment Kadum t h e Bleeding One’s body
in the Deepest Sky or Great Inferno. Objects not was t h r o w n i n t o Scarn’s d e e p e s t o c e a n
under the motive force of others do not move. t r e n c h . I n 112 AV, when t h e Blood Mon-
Time: Normal time. Time passes normally soon t o r e across t h e mortal world, s o too
in the Endless Deep. did a great tide sweep across Sailor’s
Shape and Size: Infinite. T h e Endless Deep Heaven; i n its wake, a new blood sea was
is infinite in scope, extending in all directions spawned, larger a n d darker t h a n t h e first,
eternally. reeking of sulphur and blood, a n d choked
Morphic Traits: Magically morphic. T h e with ropey seaweed t h i c k a n d slimy as e n -
nature of the Endless Deep is alterable through trails.
the use of magic and supernatural abilities. T h e The Castle of Currents
waters of the plane may be shaped into struc-
The Castle of Currents is the fabled home of
tures and creations by those with the ability to
the marid, and until very recently, their ines-
do so.
capable prison as well. When the cautious and
Elem en tal thoughtful marid were besieged by Divine forces,
Water-dominant: The Endless Deep is a they acquiesced to imprisonment rather than
never-ending mass of watery liquid, though lit- see their beautiful, fragile metropolis destroyed
tered with occasional pockets of other elements. -and so they were sealed away behind a barrier
of opaque, white-hot glass that bobbed like a
Alignment pearl in the heart of the plane.
Mildly Neutral Aligned: N o alignments are With the shattering of the pearl barrier, the
penalized in the Endless Deep. marid are once again free to ride the currents,
Magic and to swim the channels between the Endless
Enhanced Magic: Spells and spell-like abilities Deep and the Scarred Lands. Ever meditative,
that use, manipulate, or create water (including those the marid have made few excursions to the mor-
of the Water domain) are both empowered and ex- tal plane, preferring to explore and reclaim their
tended (as if the Empower Spell and Extend Spell outposts scattered throughout the Azure Abyss.
metamagic feats had been used on them, but the spells T h e presence of the Ichor Sea is of great concern
don’t require higher-level slots). Spells and spell-like to the marid, and if anything will hasten their
abilities that are already empowered or extended are explorations of the mortal world, it is that ac-
unaffected by this benefit. cursed place.
Impeded Magic: Spells and spell-like abilities The Castle of Currents is a marvel of pearl
that use or create fire (including spells of the Fire and coral, a sprawling citadel of delicate spires
domain and spells that summon fire elementals or and immense bridges that cover spans of ten or
outsiders with the fire subtype) are impeded. more miles. Schools of trained fish move like
shivering rainbows through the maze of caverns
locales and open lanes that crisscross the metropolis in
T h e Farthest Ocean holds every imagin- every direction. Docile whales, guided by han-
able type of water, from foaming, churning dlers perched in immense howda, carry exotic
waves lashed by phantom winds t o sluggish spices and wines imported from the markets of
rivers swollen with spring rain. I n t h e depths, the City of Brass, t o be sold t o eunuch servants
CHAPTER TWO: THE FWNDAMENTAL PLANES
and served to pashas reclining on couches in aquatic demons and water elementals war with
gardens of cultivated bubbles. Though the Castle each other for supremacy.
appears fragile, the coral that makes up its walls
and buttresses is as hard as steel. Towers and
The Ichor Sea
soaring arched domes bristle from every direc- The Ichor Sea is a grim reminder of the
tion, and the marid’s home resembles nothing so potent corruptive strength of Kadum the Father
much as a sea urchin the size of a small moon. of Monsters. The larger of the Endless Deep’s
two blood seas, the Ichor Sea is a haunted,
The Black Sargasso blighted salt water expanse as large as all the
Sailors in the Scarred Lands speak in hushed oceans in the Scarred Lands combined. The
whispers of sargasso seas, expanses of water waters of the Ichor Sea run h o t and thick as
choked by seaweed beds of unimaginable size, blood, and leave minor burns and stains on all
aquatic hells where ships flounder and are never who come in contact with the vile substance.
seen again, their crews devoured by sharks, Despite this great taint, or perhaps because of it,
kraken, and worse. Those sailors would undoubt- the Ichor Sea is a haven for all sorts of twisted
edly fall down stone dead of fright if they were t o monstrosities, most of whom a r e of t h e
behold t h e Black Sargasso, also known as titanspawn races, though demons and other dark
Kadum’s Mane, the Death of Vessels and the beings swim its greasy currents as well.
Drowned Forest. The Ichor Sea carries two ambient magical
The Black Sargasso is a place of deathly effects that inevitably prove dangerous to those
stillness, punctuated by bursts of terrifying vio- unprepared for them. First, the savage nature of
lence. The currents move at a sluggish trickle, Kadum still influences this place, so all non-
and the thick web of roots and seaweed strangles player character reaction checks are made at a
the light and makes movement nearly impos- -4 penalty, and are automatically considered to
sible. Even the heartiest natural aquatic creatures begin as hostile. Second, and potentially more
soon fall victim to the Black Sargasso’s grasp, dangerous, any blood spilled within the bound-
but this does not mean its dark waters are empty; aries of t h e Ichor Sea instantly festers and
ghostly sharks and undead kraken prowl t h e becomes a virulent poison; during the round a
Sargasso, zombies crawl among the roots, and being is injured by a slashing or piercing attack,
EDGE O F INFINITY: THE SCARRED PLANES
and for the round immediately after, the dam- As a rule, the marid are cultured and urbane,
aged creature is surrounded by a diffused cloud with a sophisticated grasp of both planar geogra-
that affects all who come in contact with it, save phy and medicine. During their imprisonment,
the injured being -this forces all who are in the they developed a deeply ingrained distrust of
immediate area t o succeed at a Fortitude save mortals, but before that time they were enthusi-
against a DC of 15, or suffer ld6 points of tem- astic in their interaction with the citizens of
porary Constitution damage. This extends into Scarn. Marid favor the study and development
a cloud ten feet on all sides of the one thus of art and literature, and have a connoisseur’s
injured. appreciation for spices and wine. Marid civiliza-
tion is organized along a strict caste system, with
En titj es less powerful marid relegated to the status of
The Endless Deep absolutely teems with servants, while the elder marid while away their
life, its waters home t o every. species
. of fish that days lost in contemplation and enjoyment of
has ever swam Scarn’s currents, and many more aesthetic pleasures.
besides. In the blue depths there are whales Utpal the Eel
larger than most harbors, their backs crowned
Utpal, who’s name means both “water lily”
with row upon row of barnacles, crystalline jel-
and “fleshless,” is a member of the untouchable
lyfish the size of oak trees, their tentacles
streaming for miles behind them, and barnacle caste, who’s job it is t o clean sea scum and fish
waste from the streets of the Castle of Currents.
clusters large as mountains, home to crabs with
Utpal is also, secretly, the finest spy and in-
shells of rock and crystallized salt.
former o n the plane, moving invisibly through
The Farthest Ocean is also home t o a wide
the ranks of society as easily as he contorts his
variety of extra planar creatures and other
body to pass between corral spires. Utpal isn’t
fantastical and monstrous beings. Aquatic de-
bitter about his lot in life, but is quite willing t o
mons and devils, water elementals, and more
spill the secrets of his people at anytime, to
benevolent creatures like mermaids swim the
anyone.
currents. Then there is, of course, the great
Utpal has no use for money, instead accept-
civilization of the marid, which now spreads
once more across the entirety of the plane like a ing payment only in the form of exotic spices,
wines and foods, which he freely disperses among
cresting wave.
his friends and family.
E D G E O F INFINITV: T H E SCARRED PLANES
If the vast cosmoscan be said to have a superstruc- habitants and locales. Naturally, the descriptionsthat
ture, the occult planes are its most important follow are not exhaustive and GMs are encouraged to
components. These four planes bind together the expand upon what is written here to suit their own
disparate elements that make up the universe. They campaigns. Even more so than many of the other
are the means by which beings, both mortal and realms, the occult planes are readily available for
divine, can travel from one plane to another. They are expansion, since their wonders and terrors are known
also the avenues by which these same beings can only to a few in the Scarred Lands.
%idestep” reality and move quickly from place to
place, seemingly without traversing the intervening
distance.
EtherealPlane
In closest proximity t o the material plane is
Any wizard who has teleported across Ghelspad, the ethereal plane. Some of the most elementary
or any rogue who has owned a ring of blinking, has magical spells interact with this plane, allowing
visited the occult planes, perhaps without even know- sight into this otherwise invisible world. Many a
ing it. It is for this reason that sages call these four wizard’s first mastery of planar magic will be that
planes -the astral, the ethereal, the Plane of Shadow which allows access to the ethereal plane. While
and the Plane of Dreams -the occult planes, for even remarkable for its denizens, some quite danger-
their existence is hiddenfrommost mortal beings. The ous, and its freedom of travel into aerial, aquatic
same, of course, could be said for each of the planes of and other mirrored regions of the physical plane,
existence. After all, how often does an inhabitant of the ethereal plane so closely parallels mundane
the Scarred Lands visit the Mithril Heaven of Corean reality that it takes but a few years of study and
or the Vault of Earth? Still, the occult planes are experiment to gain some mastery over it.
different from the fundamental and divine planes in
T h e ethereal plane permeates everything in
that it is possible to travel to them without even
ordinary reality and creates the connection be-
realizing it. They underlie reality in such a way that
tween the Scarred Lands and the fundamental
their very existence is not immediately obvious - planes, which are also quite close to it, cosmo-
even to those who actively make use of them.
logically speaking. It is perhaps because of its
This chapter provides an overview of the four proximity that the ethereal plane is so meta-
occult planes, including their natures, histories, in- physically “heavy.” Travelers to the plane speak
Besides the four planes enumerated here, some Plane of Light (the positive counterpart of
scholars suggest that there might be other similar the Plane of Shadow)
planes to which access is limited - due either to Plane of Memory (holds all that has ever
their obscurityor to the magic needed to enter them. been known by mortals, titans or gods)
The most popular of these theoretical planes is the Plane of Portals (a subset of the astral plane
Celestial Plane, sometimes known as the Empyreal that connects all doors)
Plane.TheCelestialP1ane’s existence is based largely Plane of Spirit (supposedly the well-spring
on analogy with the astral and ethereal planes. of all souls)
Whereas the astral Plane connects the material
Plane of Thought (reputed home of the
plane with the divine planes and the ethereal con-
Slarecians before they came to Scam)
nects the material plane with fundamental planes,
Plane of Time (connects all moments in
there is no direct means of traveling from the divine
time from all places)
to the fundamental planes. Thus, the Celestial Plane
was posited to plug this “hole” in the standard planar As noted, there is insubstantial evidence for
cosmology. Unfortunately, otherwise there is no the existence of any of these additional occult
direct evidence of the Celestial Plane’s existence - planes. Speaking as if there were, is grounds for
much to the chagrin of its most ardent supporters. ridicule in many academic circles. Nevertheless,
Other proposed occult planes are similarlywith- belief in these planes continues, if only because
out basis, and their proponents are generallyregarded most inhabitants of the Scarred Lands know so
little about the planes in general and there are
as quacks or madmen. Here are but a handful of these
things that defy easy explanation according to the
putative realms:
standard cosmology. Even if there are no additional
Plane of Glass (connects all windows and
occult planes, there’s no denying that the universe
mirrors)
is a strange and mysterious place.
C H A P T E R THREE: T H E O C C U L T P L A N E 5
It was during these frequent jaunts through Morphic Traits: Alterable morphic. The
the ethereal plane that one or more of the ti- nature of the ethereal plane is such that its
tanic servants realized how easily they could features can be altered normally, though there is
view -and act in -the material world through precious little t o alter.
the thin planar membrane of the ethereal. Natu-
rally, this meant that the ethereal became a
Elem en tal
favorite haunt for spies, assassins and other clan- None: The ethereal plane is attuned t o no
destine agents of the titans. T h e servants of the element.
titans journeyed into the ethereal plane to bend Aljgnment
its unique properties t o their cause, often with Mildly-neutral Aligned: No alignments are
great effect. penalized in the ethereal plane.
During the Divine War, the servants of the
gods used the ethereal in a similar manner. Con- Magic
sequently, the plane soon became a battleground Normal Magic: Spells function normally on the
between divine and titanic forces, each one ethereal plane, though they do not cross into the
attempting t o seize the plane for their own sole material plane. The only exceptions are spells and
use, but never quite succeeding in this goal. In spell-like abilities that have the [force]descriptor and
doing so, they further infused the ether with abjuration spellsthat affect etherealbeings. Spellcasters
strong emotions -often negative ones -which in the Scarred Lands must have some way to detect
contributed to the increased “thickening” of its foes on the ethereal plane before targeting them with
planar matter. Though undead existed before force-based spells, of course. While it’s possible to hit
the Divine War, their numbers (especially among ethereal enemies with a force spell cast on the material
the incorporeal sorts) increased greatly as an plane, the reverse isn’t possible. No magical attacks
unintended side effect of the struggle between can be directed from the ethereal plane to the material
the gods and the titans. plane, including force attacks.
Since the conclusion of the Titanswar the
ethereal plane has ceased to be a battleground,
Locales
but it remains almost as important as ever. In- The ethereal plane is a dark and misty place,
corporeal undead are among its most significant an infinite expanse of smoke and wind, illumi-
inhabitants, thanks in large part t o the number nated irregularly by lights from an unknown
of people killed during the Divine War. Like- source. T h e air is breathable, but that doesn’t
wise, agents of the titans stilt sometimes use t h e stop many visitors from sympathetically “chok-
ethereal plane as a base for espionage and other ing” when first they emerge in the region, for the
covert activity. Divine servants are less likely to swirling ether appears t o be hazardous even
visit the plane, but many who follow the gods though it is not. Vision is restricted to a few feet
still venture there for personal objectives, since in front of one’s eyes, except in the few areas
its connection to everywhere else in the Scarred where the mist clears and one can peer indis-
Lands makes it extremely useful in traveling tinctly into the physical realm -which looks as
from one distant locale to another. if water or some other membranous fluid is ob-
scuring it from sight. There are no native solid
Planar Trajts objects in the ethereal plane, although suffi-
T h e ethereal plane has the following traits. ciently powerful beings or magic can create them.
by offering them juicy tidbits of information simply be a twilight void without any purpose. That
that, while true, will set them down the path of texts of the Nemorgan church hint that their patron,
damnation. Zaamrathem originally hoped to re- who dwells within that void, is not a god at all but
gain Chardun’s good graces in this manner, but something else, something older than the other gods,
he has long since abandoned that plan. Now, he only fuels this philosophical debate.
continues his work for nothing more than be- In any case, it is clear that the astral plane existed
cause he enjoys what he is doing. before the advent of the gods, for in epochs past it was
the playground of Mesos. He used inchoate astral
&
,a J PI “matter” as the basis for many of his magical experi-
ments. From it he even created races to serve him, such
mereas the ethereal and material planes con-
as the arcane devourers. The vastness of this plane was
tain the minds, souls and bodies of mortals, the astral
the key to Mesos’s strength, which is why the Sire of
plane permits the entry of only minds and souls; the
physical bodies of mortal beings remain in the Scarred Sorcery proved among the most powerful of his kind.
Lands or on the ethereal plane. Freed from the con- As one might expect, his brother and sister titans
occasionally warred upon his astral citadel, believing
straints of a physical body, mortals may travel the
they might capture a fragment of this power. They
astral plane at tremendous speeds, which is fortunate,
never succeeded in this, but the gods later seized upon
as there is much to see.
their idea.
The astral plane touches all other planes and, as
The coming of the gods forever changed the astral
such, is sometimes called the Gateway Plane. All
those who use spells like dimension door and @kport plane. It was through this realm that the deities first
briefly enter this plane, using it as a shortcut to their traveled, after coming into their full power. The plane
eventual destination. It is to the astral plane that the was a conduit that connected the newly formed divine
souls of the godly dead are drawn after death. As if Planes with ’cam* Likewise, the astral Plane was the
caught by a lodestone, the souls slowly drift here so site of several important battles between the gods and
that Nemorga, the demigod of the dead who makes his Mesos and his minions. Indeed, it was here that Mesos
home within the astral, can judge them. The astral inadvertently struck the first blow of the Divine War,
plane is home to no undead creatures, for the souls of when he stripped Enkili of his powers.
those who, forwhatever reason, cannot rest are “caught” After the final defeat of the titans, the astral
in the ethereal plane and cannot complete their jour- Plane’s character changed somewhat, becoming less
ney to Nemorga’s realm. well traversed, more “haunted” and forlorn. Nemorga’s
The astral plane is vast. If it were possible to rule solidified and it was the spirits of the godly dead
who were found most often wandering the plane’s
compare one infinite plane against another, there
great expanses. Of course, none can say - not even
would be little question as to the greater infinity of
astral space compared to that of the other occult the gods -what remains hidden within the farthest
planes. For this reason, perhaps, the astral plane has an reaches of the astral plane. Rumors suggest all manner
of unpleasant creatures; one prominent theory postu-
unsavoryreputation among those who frequentlytravel
to it. Some say the plane holds secrets unlike any lates that servants of Mesos are still active here,
working tirelessly to resurrect their master. Little won-
others in the cosmos, and rumors fly that it may
der, then, that only the bravest and most curious
contain evils far worse than the defeated titans. Other
mortals spend more than a short time exploring the
travelers, of course, hold exactly the opposite view -
plane’s vastness.
arguing that, as a realm of mind and soul, it is a
“higher”p1aneof existence and should be the ultimate
goal of any who would call themselves enlightened. In
Planar Trajts
truth, neither view does justice to this enigmatic and The astral plane has the following traits.
ancient place, which defies easy categorization. Physjcal
Gravity: Subjective directional gravity. The
Hjstory astral plane possesses gravity that is entirely deter-
The astral plane is old, even by the standards of mined by those who venture there.
age that are used to judge the planes. Its position Time: Timeless. Age, hunger, thirst, poison,
relative to the other planes, as a ‘‘cloud” that perme- and natural healing don’t function in the astral plane,
ates the entirety of reality, suggests that it may be the though they resume as normal when the traveler
“original” plane, the one from which all other things leaves the astral plane.
eventually sprang. Unsurprisingly, this theory is not
Shape and Sire: Infinite. The astral plane is
without its detractors, who point out that the astral’s
infinite in size, extending among all the divine planes,
primary purpose is to connect the material plane to
the material plane and many others besides.
other realms (like the Dreamlands) and even to itself.
Without anything to connect, the astral plane would
.x%>*4
C H A P T E R THREE: T H E O C C U L T P L A N E S
Morphic Traits: Alterable morphic. The nature Occasionally, one also encounters areas where the
of the astral plane is such that its featurescan be altered void grows “thin.” It is in these places that the
normally, though there is precious little to alter. connection to the other planes is strongest and a
Elemental traveler may slip into another realm with compara-
tive ease.
None: The astral plane is attuned to no element.
Alignment Crystal Palace
The so-called Crystal Palace is, in fact, the
Mildly-neutral Aligned: No alignments are pe-
work of a horde of arcane devourers, who are build-
nalized in the astral plane.
ing a huge structure from the unusual crystalline
Magic material that their bodies produce. With each year,
Enhanced Magic: All spells and spell-like abili- the structure grows larger, as do the number of
ties used within the astral plane may be employed as if devourers who flock to it. Sages who study such
they were improved by the Quicken Spell feat. Al- things claim that the crystals are made from magic
ready quickened spells and spell-like abilities are stolen from arcane spellcasters on Scarn and then
unaffected, as are spells from magic items. Spells so brought to the astral plane. These scholars further
quickened are still prepared and cast at their unmodi- surmise that, when the structure is completed, it
fied level. As with the Quicken Spell feat, only one will contain sufficient stolen arcane energy to re-
quickened spell can be cast per round. store the titan Mesos to life. Not everyone accepts
this supposition, but it’s clear the arcane devourers
Locales are up to something and, given their natures, it is
The astral plane is, by and large, an immense unlikely to be of benefit to the godly races. The
void perpetually illuminated as if in a cloudy twi- Crystal Palace is accessible via a portal in the
light. In some places the “matter,” from which the Ukrudan Desert, known to have once been a strong-
plane is made, solidifies into “rocks” of varying hold of Mesos.
sizes. The smallest ones are no more than pebbles Limbo
while the largest - and most rare - can be miles The demigod Nemorga makes his home in a
across. These rocks appear dull gray and powdery, realm known as Limbo. An infinite gray plain
yet they are actually quite sturdy. O n some of these stretching as far as the eye can see, Limbo is very
larger boulders the plane’s few native creatures disconcerting t o visitors, for its infinity within
make dwellings, as do visitors from other planes. the infinity of the astral plane is difficult for
EDGE O F INFlNlTV: THE SCARRED PLANES
mortal minds to comprehend. Atop a mountain who can be encountered in this realm and they
in the center of Limbo is Nemorga’s mansion of are worthy of a brief mention.
black and white marble. The size of a city, the
mansion houses the Gray King and all his servi-
Nemorga
tors, as well as the souls of the newly dead. T h e demigod of d e a t h is t h e single most
significant e n t i t y in t h e astral plane. He
Nemorga’s chosen include the Silent Angel,
has dwelled h e r e for longer t h a n any c a n
who is his herald, as well as otherworldly
remember. T h o u g h called a god, n o o n e c a n
sphinxes, who act as guardians of Limbo and
say for c e r t a i n w h o h i s parents were or when
protectors of the dead. Those dead souls throng
he first appeared. For his part, Nemorga
the halls of the mansion, awaiting judgment.
remains aloof from mortal affairs, prefer-
The individuals who were true to the teachings
ring t o solely t e n d t o t h e souls of t h e dead.
of their respective gods will be sent through the
H e rarely leaves his mansion i n Limbo b u t
doors that leads to the appropriate divine plane,
will occasionally d o so, for reasons t h a t
or through the Door of Wood that is the destina-
remain mysterious.
tion of reincarnating souls.
Limbo is accessible from numerous loca- The Sjlent Angel
tions in the Scarred Lands, in particular through Nemorga’s herald travels t h e astral pane
wells that have been sanctified in the name of far more frequently t h a n her master. More
Nemorga, as well as gateways and portals that often t h a n n o t , s h e is delivering an enigmatic
have been specially constructed by his priest- message from t h e Gray King, although she
hood for this purpose. T h e latter are rare, sometimes travels about t o get t h e “lay of t h e
however, and are found only in those few locales land” in astral space. O n rare occasions, she
where Nemorga’s c u l t is strong ( s u c h as personally ferries t h e souls of t h e dead from
Hollowfaust). one place t o another, a role typically filled by
soul guardians. Like much connected with
Enti ties Nemorga, there is n o obvious explanation as
The astral plane has few native creatures. t o why S O powerful a being might undertake
Most of the beings encountered here are simply such a lowly mission except t h a t i t is her
traversing the gray void o n their way to another master’s will - and t h a t is enough explana-
plane. Even so, there are a handful of entities tion for t h e S i l e n t Angel.
C H A P T E R T H RE€: T H E O C C U L T P L A N E 5
them, from claiming that their divine master created plane while in reality only 14 hours had passed
this plane. Although they do not realize it, there is in the waking world.
some truth to these boastful assertions. In point of fact, Shape and Size: Infinite. The Plane of
the Dreamlands arose spontaneously as the titans Dreams is boundless and unlimited in scope.
created more and more intelligent beings. These new Morphic Traits: Highly morphic. The fea-
beings, even the most evil, had hopes and fears that, tures of the Plane of Dreams change easily,
when massed together, took on lives of their own, depending on the wishes and whims of those
almost as if they were “sub-creations”in imitation of who are presently within its borders.
the titans who had created life in the first place.
Eventuallythe slareciangod-kingknown as Psyclus
Elem en tal
dispersed his essence, attempting to escape the solidity None: The Plane of Dreams is attuned to
ofplanar existenceandretum to thevoid from whence no element.
came all the slarecian uthnhch. He failed, unfortu- Aljgnment
nately, and was forced to seek sanctuary in the Plane Mildly-neutral Aligned: No alignments are
of Dreams, melding his very essence with that of the
penalized in the Plane of Dreams.
Dreamlands.
In time, the essence of Psyclus was shattered into Magjc
several fragments, the most powerful of which became Normal Magic: Magic functions normally
the demigod Erias, who has no idea of his true nature in the Plane of Dreams.
(more information on the details of Psyclus can be
found in Blood Bayou and Echoes of the Past: The Locales
Slarecian Legacy). Despite this, there is much of The Plane of Dreams is an ever-changing
Psyclus within Erias, including his concern for mortal place with a geography probably as unstable as
beings. Some believe that it was Eriaswho first encour- any of the planar landscapes. Consequently, one
aged the gods to begin the Divine War, a claim that rarely hears of specific locales within this plane.
offends the faithful of Hedrada. True or not, there can Instead, scholars and dreamers alike speak of a
be no doubt that Erias was a staunch ally of his fellow wide variety of sites, most of which do not have
gods during their battle against the titans. It can be no an existence that can be verified by other indi-
coincidence that Psyclus attempted to undertake the viduals. This variation of personal experience is
same task during his existence. due in part to the plane’s highly morphic qual-
Both during and after the Titanswar, the Plane of ity. T h e Dreamlands reshape themselves
Dreams played little direct role. Erias himself fought according to a logic that escapes most waking
few battles, but he did support both the gods and their mortals and this fact is reflected in the difficulty
mortal servants through dreams. More so than any of getting one’s bearings while traveling within
other god, he understood just what the divine races them.
hoped and feared and he did what he could to ensure The Silver Gate
that the dreams came to pass while the fears were
One of the few generally acknowledged lo-
allayed. The Dreamlands remain a mysterious place in
cales within the Dreamlands is the Silver Gate,
the present age; that has not changed. Neither has
an immense portal constructed entirely of what
Erias’ power, since he does not possess all that Psyclus
appears t o be alchemical silver. T h e gate is tall
once did. He is thus prevented from growing ever
enough to allow even a giant to pass through its
greater in strength, even though the raw material
borders w i t h plenty of room to spare. However,
needed to do so -mortal dreams -is more plentiful
the passageway is barred by a swinging door
than ever.
wrought from the same material as the portal,
Planar Trajts complete with a lock of suitably gargantuan size.
The sages of the Phylacteric Vault (and other
The Plane of Dreams possesses t h e following oneiromancers) believe that the Silver Gate is
traits. in fact the means by which a being might enter
Physical the dreams of any creature in the cosmos who is
Gravity: Subjective directional gravity. currently asleep. Consequently, it is kept under
The Plane of Dreams possesses gravity that is lock by Erias, lest malefactors and even the
entirely determined by those who venture there. simply curious abuse its power.
Time: Flowing time. Time flows within In fact, the sages are wrong. T h e gate actu-
the Dreamlands at a rate of 1 day for each hour ally protects t h e dreams of Erias himself,
that passes on the material plane. Thus, a dreamer including his origins as a fragment of Psyclus.
could subjectively spend two weeks within this Even the Lord of Dreams does not have access to
CHAPTER THREE: THE OCCWLT PLAN€$
the gate, for the key to open it is lost and he to place, never staying long in one locale. He
senses that to find it would unleash an evil of has a dwelling of his own, a dream palace hidden
similar magnitude as the titans of old. Conse- away from even the most dedicated dreamers,
quently, he and his minions guard the Silver but h e prefers to survey his domain o n a regular
Gate with all the powers at their disposal. basis. In part, this is because Erias enjoys seeing
the manifestations of mortals’ hopes and fears,
The Fields of Somnolence for he cares deeply about any who dream. At the
This stretch of the Plane of Dreams appears same time, Erias is also searching for something,
t o be a vast field filled with colorful flowers, something that he cannot quite fathom or ex-
bushes and trees of every size and color. Bab- plain. He knows that the Silver Gate might well
bling brooks and shining pools add to its pastoral hold that something and this frightens him, for
beauty. There are, however, no animals present he somehow knows that the Gate must never be
in the fields or any sign of intelligent life what- opened, lest a new war - one perhaps as bad as
soever. Those mortal beings who tarry here for the Divine War - be again unleashed on the
more than a few minutes will not leave of their world.
own accord, preferring instead to partake of the
many sights, smells and sounds of this enchant- Emperor Laeren
ing place. If left alone, these mortals will die of The lich who calls himself Emperor Laeren is
thirst or starvation in due course, since they will an unusual being. An undead sorcerer of great
take no action toward self-preservation. Those power, he dwells completely on the Plane of Dreams,
trapped here can be forcibly removed, of course, convinced that he cannot exist anywhere else.
and will return t o normal within a few minutes Those few who have encountered him say he is
of leaving the Fields. Dreamers in Shelzar most witty and urbane, if narcissistic and megalomania-
commonly reach this location, but it may simi- cal. Laeren claims to be a Ledean emperor exiled to
larly be found by any who dream while under the the Dreamlands by a rival who seized his throne in
effects of alcohol, drugs or other intoxicants. a violent coup. The rival then magically elimi-
nated all references to Laeren’s existence, thereby
En ti ties trapping him forever on this plane. He has survived
The Plane of Dreams is alive with entities of only because he sought lichdom millennia ago. He
various sorts, although many are little more seethes with hatred for his long-dead rival and
than figments of mortals’ imaginations. Travel- hopes that his own name might be restored on
ers in the flesh, never mind natives, are much Ghelspad so that he might return home. Laeren
more rare. believes he will one day reinstate the Ledean Em-
pire and will enlist the aid of any who might assist
Erjas him in the restoration of his name to Scarn. Be-
The demigod Erias spends most of his time cause his name is unknown, however, it is impossible
in the Dreamlands. He roams freely from place to verify the truth of his claims.
CHAPTER FOWR: THE DIVINE PLANES
The planes of the gods epitomize the nature of War, and he has made sure that his realm is as
the respective deities who reside there. Whether protected against it as any. Should the need ever
the gods were drawn to those planes because they again arise, there is little doubt that the Mithril
shared an essential nature, or if the planes them- Heaven would make a fine citadel for the forces of
selves changed to accommodate the ways of the good against any evil.
gods, is unknown -the simple fact is, the realm of The Mithril Heaven, like all the divine planes,
Corean is as ordered and just as the domain of is connected to the Astral Plane, and it is thus from
Vangal is mad and savage. the stuff of the Astral that Corean made his home.
The realm also has a strong connection to the
ithnl Heaven Timeless Vault of Hedrada and the Golden Para-
dise of Madriel, for these two gods share many
The Mithril Heaven, it should come as no
interests with the Shining One. Numerous gates
surprise, is the name given to the planar home of
and portals between these planes exist in the House
Corean the Shining One. To mortal eyes, this
of Corean. There are also a number of fortresses and
realm is composed entirely of shimmering metals
keeps here that look toward the Iron Hells, Pesti-
l and filled with buildings of li
lential Abyss and Black Lands, since Corean is
The four virtues of Corean
ever-vigilant against evil, even that of his own kin.
plified - in the Heave
inhabitants and even within its very air. Taking a
The Mithril Heaven likewise maintains strong con-
breath in this rarified realm is like
cool, pure stream and being refresh
of one’s very soul. For servants of good, there can be
no more ecstatic an e
honor, reflecting t
illustrious inhabitan
istory
In time, though, Corean learned to manipu- Morphic Traits: Divinely morphic. The
late his new home, imbuing it with qualities like Mithril Heaven is morphic to entities of at least
himself. All that exists within the Mithril demigod power. It is alterable in the normal way
Heaven is the handiwork of the Champion - in for more ordinary creatures.
some cases literally, for Corean is also t h e god of
the forge and revels in creation for its own sake.
Elemental
For many years, the history of this plane was None: T h e Mithril Heaven is attuned to
merely the story of Corean’s shaping and reshap- no
ing of its landscape to better reflect his own Aljgnment
nature. As he learned to open portals to the Strongly Good-Aligned 19Strongly Law-
fundamental planes, however, as well as t o make Aligned: Evil or chaotic creatures in the Mithril
connections with the divine homes of his sib- H~~~~~suffer a -2 penalty on checks based on
lings and cousins, Corean Perfected his realm Intelligence, Wisdom or Charisma. Chaotic evil
and it became the base from which he launched creatures suffer a -4 penalty on such checks.
his forays back into Scarn.
established the
etrable redoubt of ultimate har-
one shares t h e
Mithril Heaven to the detriment of their own Interestingly, none of the plane’s many struc-
realm. tures mars the landscape in any way. Instead,
they seemingly meld with their surroundings, as
Planar Traits if the edifices were growing out of the natural
The Mithril Heaven possesses the following setting. This is a reflection of the skill ofcorean’s
traits. art, for he has worked long t o ensure that noth-
ing in his realm is either out of place or
Physical indecorous. The Mithril Heaven is thus a work
Gravity: Normal gravity. T h e Mithril of art in the broadest sense of the term. Every-
Heaven possesses normal gravity. thing, from its luminous sky and towering
Time: Normal time. Time passes normally mountains t o its broad planes and deep valleys,
in the Mithril Heaven. is the way it is because Corean deemed it so.
Shape and Size: Infinite. T h e Mithril Thus, to those who serve the Champion, this
Heaven is without end, extending infinitely. plane truly is the ultimate dream given form.
CHAPTER FOWR: THE DIVINE PLANES
violent means t o
gods or even mortal petiti
is a gracious host and fair in his treatment of all
who seek him out. More often, though, such friction between
duties are passed off to celestial minions, who
et reached the poin
within the labyi evict Goran fro
T h e House : , however, is im-
related) functio
for the honored to Goran’s Burok
that the souls w rven city of the
training in mart secrets of Goran’s
the forces of go :o even the city’s
ond, it is a great
and armor are fc
greatest smiths. At all hours, the House re-
Located not far from the House of Corean, the
sounds with the strangely mellifluous sound of
Great Hearth is the abode of Katashama, the demigod
hammer on anvil, as spirit smiths craft the arms
charged with overseeing luck, prosperity and large,
that may one day be used by the armies of light.
healthy families. Though not widely worshipped in
There are no known portals from the Scarred Ghelspad and unknown in Termana, he was once an
Lands t o the House of Corean, although rumors important deity in Asherak, where he maintains a
persist of there being at least one located in the small cult to this day. In his heyday, he was an
city of Mithril. important ally of Corean, providing the Crusader with
Dwarven Destiny access to the fires of the Great Inferno with which to
The dwarven demigod Goran dwells within stoke his forges. Corean never forgot this vital role and
the Mithril Heaven in a realm that non-dwarves granted Katashama a place of honor in the Mithril
call Goran’s Delve, but which is known t o Heaven -which he has occupied ever since, despite
dwarves as Burok Torn - a fact that causes no the downturn in his own fortunes over the centuries.
end of confusion among those unfamiliar with
~~
e their mundane
lm is dominated
Planar Trajts
riel's citadel is the city of
lis serves as an administra-
the First Angel. This central tower does not itself on only a specific area, such as one of the six side
touch the ground; instead it is buttressed by the towers, which typically have five to twenty stories
surrounding wall and is suspended over the citadel's each and are usually no more than one hundred feet
central courtyard. Even though the central tower in diameter. Visitors typically only come to
hangs a hundred feet overhead, there is no shade to Madriel's home for a specific purpose - for in-
be found in the citadel's resplendent courtyard. stance, to seek the minister of defense in order to
Within Madriel's court the sun is always shining. protect souls against attacks. These areas are usu-
The central courtyard is usually the first sight ally pretty open as 10% as visitors aren't hostile,
to greet a visitor in Aolib. The primary gate to the but are effective at defending themselves when
material realm lies in the central pool of the court- needed.
yard and leads to Madriel's citadel that rests high boban
above the sun. Creatures who wade into this pool
Lioban is the blessed city, where those who
no inflated taxes,
ministers span nu
invited to Madriel's inner sanctum, are housed in however,nor are there any internal guards in the
palatial suites built out of a cream and blue marble usual fashion. soulswho formallyplied their trade
that is found nowhere but in the hills of Aolib. as city guardsmen are instead offeredservice in the
Wandering Peacocks roam freely through the nu- "Golden Guard." Comprised entirely of deceased
merous parlors, and immense windows ensure that sentries whohave earned their place in Madrielis
there is no dark recess that the light may not reach. realm, the ~ ~ keeps~ the
~ ~~~~dl traditionally
d
However, somewhere within the labyrinthine spire, city peace by helpingnew find a place and
there are known to be meeting rooms secreted away acclimate to their afterlife.Recently however,
-where Madriel can discuss and mediate between and of the martial are being pressed into
the other deities, who often see Aolib as a secure service to fight the encroachingminions o f n u l k a s .
and neutral territory.
Madriel's citadel is a palace on a grand scale. In Palace of Clouds
fact, each of the lesser towers could be compared to Syhana's palace is an extension of Madriel's
the largest of earthly palaces. Individual encounter citadel, and can be reached by traveling UP through
maps made of the Citadel of the Sun should focus the central spire to the place where the tower
E D G E O F INFINITV: THE SCARRED PLANES
thrusts through the clouds. In fact, to the traveler around his home and the nearby town of Hera,
it seems that the topmost minaret of Madriel’s which was named in his honor.
citadel is the Palace of Clouds. However, while the Several years ago, however, Hera was the
citadel itself is static and always forms the center of site of the most vicious fierien attack t o date. A
Lioban, Syhana’s palace actually floats and moves force of these creatures fell upon the village,
through the skies about Aolib. Also, while Madriel’s burning fields and tormenting the souls of the
tower is mainly comprised of white marble, Syhana‘s farmers who were unprepared for such a fero-
palace is made of an iridescent and delicate stone cious attack. T h e manor itself was burned to the
that shines with all colors. ground. Angels flew to the site, and under the
Fittingly, the Palace of Clouds is also known direction of Herian the creatures were eventu-
as Rainbow’s End. All the rainbows in the earthly ally destroyed; but the damage had been done.
realm can find their terminus at Syhana’s pal- Herian rebuilt the manor, but his new sanctuary
ace. From this tower, Syhana and her court resembles more of a barracks and keep than the sum-
orchestrate the renewal of the Scarred Lands. mer home it once was. Now, Herian spends much of
Due to the sheer volume of work she has in this his time there, organizing cohorts of angels and souls
regard, Syhana personally spends little time in to ensure the defense of the realm. Herian manor is
her strikingly lovely home. Also, though much usually the first stop for members of the Golden Guard
of her court is made up of natives to Aolib, and angels of Madriel to be organized, prior to engag-
Syhana includes a sizable number of fey from the ing in battle against another insurgence of fieriens.
material realm.
Herjan Manor En t j t j es
Herian is one of Madriel’s most trusted advi- Madrjel
sors. He is a powerful solar and serves in the First Once, Madriel freely wandered her realm, shed-
Angel’s court as minister of defense. In days ding her light upon the souls of her faithful and
past, his position was relatively worry free and rejoicing in the peace and joy of her realm. With
he built this manor as a place away from t h e city recent problems however, she now spends much ofher
to enjoy the beautiful countryside that is ubiqui- time in the citadel - trying to find a solution to the
tous throughout Aolib. From Herian Manor he conflict that threatens Aolib.
watched over the welfare of the farmers working Madriel is described fully in T h e Divine and
the Defeated.
CHAPTER F O V R : THE DIVINE PLANES
Aspharal Herjan
The demi-god of flowers was once a priest of Herian is a powerful solar in charge of the
Madriel during the Divine War. The minions of defense of Aolib. Ever since the attack launched
Chern somehow afflicted the earnest priest with on the city of Hera by the fierien, he has increas-
a number of ailments during the war. While ingly organized a resistance force t o handle the
these plagues didn't kill him, they certainly appearance of this unexpected threat t o his
made life miserable for the young Madrielite. peaceful realm. Herian's plans include the cre-
After the war, Aspharal traveled his homeland ation of a standing army consisting of angels and
of Venir, trying to restore the damage caused by the souls of martially inclined mortals, fortifica-
the passing of the titans. Though he was scorned tions throughout t h e countryside, a wall
by many and treated like a leper, Aspharal per- surrounding Lioban, and organized patrols. This
sonally journeyed t h r o u g h o u t s o u t h e a s t vision strays from the perfect ideal of a world
Ghelspad, replanting trees and plants in lands without hardship envisioned by Madriel and
that were once scoured and bare. many in her court.
His service to Madriel did not go unnoticed. The ideas espoused by Herian have caused
Aspharal was found dead in the land that is now conflict within Madriel's court. He has been
known as the Heteronomy of Virduk. He lay allowed to organize a military force consisting of
slumped over a hand dug hole. A sapling grew angels and those souls who volunteer. He has
out of this crevice, entwined around the dis- also been allowed to rebuild his manor as he
eased flesh of the dead priest. The tree grew wishes. But little effort is being made to build
unnaturally fast and became a spectacular oak; other fortifications or wall the city. Herian has
this oak now stands as a living monument, the become more and more frustrated with the lack
of cooperation within the council and is work-
E D G E O F INFINITY: T H E SCARRED PLANES
existed in the material plane. All possible terrains are morning dew has now been replaced with frost. The
found there, untrammeledandpristine.Myrtana houses warmth of summer seems a distance memory to those
dense jungles, rocky ocean shores, harsh deserts, fro- currently residing in Myrtana, as now only the chill
zen tundra, and everything in between. Access to the rains and fogs of autumn grace the land.
Eternal Glade is ever-changing,however. Portals that
once led to a dense forest might now deposit travelers Planar Traits
to a mountain precipice or into the depths of a fetid The Eternal Glade possesses the following
swamp. Furthermore, a map of the area would be traits.
impossible to create, as a rocky trail could lead to an
oceanic vista one day and fade into a sandy desert the
Physjcal
day after. Gravity: Normal gravity. The Eternal
Glade possesses normal gravity.
History Time: Normal time. Time passes normally
Myrtana was designed as a representation of the in the
natural beauty of Scam, without the depredations of Shape and Sire: Infinite. The Eternal Glade
any of the sentient races. While Madriel's realm could is without end, extending infinitely.
CHAPTER F O V R : THE D I V I N E PLANES
Morphic Traits: Divinely morphic. The were once to be found on Scarn. The glade itself
Eternal Glade is morphic to entities of at least is a small clearing, with the boughs of the sur-
demigod power. It is alterable in the normal way rounding trees arching high overhead. T h e floor
for more ordinary creatures. of the sanctuary is covered with a mosaic of
multi-colored fallen leaves, comprising the foli-
Elem en t a1 age of every known tree of the Scarred Lands. A
None: The is attuned to no minute, but crystalline stream bisects this glade,
element. and perched upon the surrounding boulders the
Alignment Huntress typically holds her court.
@ Strongly Good-Aligned B Strongly Chaos- Though Tanil wanders constantly through-
Aligned: Evil or lawful creatures in the Eternal Out her land, she is always aware of the presence
Glade suffer a -2 penalty on checks based on of visitors to her glade; thus, entering this sacred
Intelligence, Wisdom or Charisma. Lawful evil place is the surest way of finding the roving
creatures suffer a -4 penalty. goddess. Unless the visitors seek to bring harm
to the Huntress or her land, Tanil is usually
Magjc amenable t o granting favors or advice t o those
Enhanced Magic: All 1s found on Tanil's who successfu~~y journey to her glade.
domain spell lists, cast in the Eternal Glade, are In recent years, the Huntress has withdrawn
'Onsidered to be maximized and (as from Contact with the other spirits of the realm.
e leaves on the
were meant to. This is the one never changing of Tanil's realm.
truth about Myrtana; the land and everything in When summer came to the land, Idra herself
it is a manifestation of the goddesses will, and as was often found here, enjoying the natural beauty
such every curve of hill and swaying tree branch that the Huntress had given t o the Place. But the
can transform to better accomplish Tanills de- warp and its aftermath, changed MYrtana- and
sires. the resplendent island was not immune from
this effect. It was from the Isle of Joy that Idra
Tanjl's Glade sailed t o her new home in Enkili's realm, and
AH paths in the realm will eventually and many of the creatures of Tanil's plane came to
inevitably find their terminus here. How long the isle to see her departure. After her exodus,
this passage takes seems determinant on the however, the island quickly stopped seeing its
attitudes of those who seek Tanil and, in the customary flow of visitors. With [dra, beauty
end, is UP t o the whim of the goddess- The had left the place, seemingly never to return.
terrain directly surrounding this glade is strik- Now the trees are barren, with their leaves lying
ingly similar to that of the greatest forests that rotting on the ground or drifting out to sea.
EDGE OF INFlNlTV: THE SCARRED PLANES
Storms, the likes of which have never been Tales tell of stacks of ancient tomes, or journals, or
experienced before, now frequently sweep over even memory stones that can be found sequestered
the Isle of Joy - and woe to the visitor who is within this sacred cavern. However, there is but one
unexpectedly caught in one of these squalls. Few exit. It is an especially narrow, especially treacherous
come to the island now, and most of the crea- path to return to the surface. Invariably, the departure
tures of Myrtana give the entire locale a wide trail requires leavingvisitors to divest themselves of all
berth. Somehow, the departure of Idra has tangible mementos of their visit to the cavern. The
changed Tanil's realm, and this solitary island trail might slip through a scant crevice, follow the
seems t o most strongly grieve her absence. bottom of an underground river, or require a climb up
a scree slope. In the end, all that the visitorsget to keep
The Cavern of Sjlver and Jade of their experience in the cavern, is the memory -
Occasionally, travelers will find that the path and whatever insights the time there gave them.
they are on leads into a dark crevasse or sinkhole.
Within these fissures can be heard the moaning of a Entities
distant wind, and those who enter one of these caves
will find tight and narrow passageways with a ferocious Tanil
current of air that extinguishes most non-magical With the encroaching autumn, Tanil has become
flames. Regardless from where an explorer enters one more reclusive and harder to reach. Travelers can
of these earthy openings, the path that is invariably wander years before finding Tanil's glade, and even
found seems to continue interminably until, abruptly, those who reach their destination may still find it
the pilgrim enters a large cavern. While in the corri- empty. This change has been noticed also in the
dors the wind wails and roars, all is quiet and still in this prayers of her faithful. Fortunately, the worship of
central room. A network of side passages and smaller Tanil breeds a certain self-sufficiency,which has helped
openings jut off in all directions. Many of these chan- her followers weather this period. What has caused
nels lead to veins of precious metals and gemstones. In this change in Tanil's behavior is unknown and,
fact, all materials that are naturally found in the perhaps, unknowable.
Scarred Lands can be seen in the veins of at least one Tanil is described fully in The Divine and the
of these side caverns. Defeated.
The cavern itself, however, is a place of isolation
Erjas
and reflection. Scattered throughout this immense
space can be found all manner of riches and secrets, Erias spends little time in Myrtana,save for reflec-
and for those who seek it, insights and inspiration. tion. He occasionally can be found high atop a
mountain peak or riding the clouds and staring at the
brightly lit stars of Tanil's realm. Generally, he stays
out of affairs occurring in Myrtana and seems loathe to
Fate of the Departed interact much with visiting pilgrims.
The departed who are destined for Tanil's Erias is described fully in The Divine and the
realm typically find themselves in some sort Defeated.
of idealized animal form - therein to spend Trelu
eternity enjoying their new body with all of
Trelu is the demigod of form and artistry and he
their former intelligence (and even charac-
can occasionally be found drifting through the many
ter levels if applicable) intact. Thusly, many
terrains of Tanil's ever-changingplane, seeking inspi-
of the animals in Tanil's realm are actually
ration and beauty in all he sees. Trelu has a wooden
these spirits of the dead. I t is believed that
cabin located somewhere near one of the many stark
the form a particular soul takes on, is some-
vista that are so common in Myrtana. Those traveling
how determined by that individual's innate
to this place, to seek insight from the demigod, often
predisposition and the life that person lived.
find themselves amazed by a beautiful panorama be-
There have even been cases of particularly
fore realizing the deity they seek is there as well.
powerful or talented individuals appearing
In recent time, a number of artisans inspired
in their afterlife as the race they were born
by Trelu have noticed a subtle change in the
to. Tanil seems especially predisposed to
allow uniquely gifted bards to retain their work they have been creating - testimony to
the changing scenery Trelu has been exposed to.
original form, and at times these wandering
Shadows and the stark beauty of barrenness have
minstrels can be heard playing their compo-
begun to be more common themes since Idra's
sitions with the expertise that only centuries
departure, while flowery or brightly colored works
of practice can bring.
have all but ceased appearing i n these artisans'
studios.
CHAPTER F O U R : THE DIVINE PLANE5
. .
I ”
”‘\ ~ r
,f‘ “ ’
Gjeru, Queen of the Eagles factors. Anything less than this approach would be
Gjeru was once the greatest of the eagles, to dilute the supremacy of order and send the signal
and served Denev by keeping track of the move- to mortals that it is acceptable to bend or break the
ments of the other titans prior to the Divine law in order to achieve some supposedly greater
War. The druids and the ushadani of Termana end. Though he was the god who fomented the
venerated her children, and through them, her. Titanswar, Great Hedrada has always been a being
She offered invaluable assistance in the Divine who has understood that no action should be con-
War, her offspring making loyal and especially sidered in isolation - for what a king does may
effective scouts. Because of this faithfulness, inspire a peasant to do likewise. If it is not righteous
Tanil offered Gjeru sanctuary in Myrtana. for a king, then neither is it just for a peasant. The
same principle holds for even the gods, Hedrada
Like other Beastlords, Gjeru became divine
believes, which is why the Timeless Vault operates
through the faith and belief given t o the spirit
according to the strictest principles of justice in all
she was associated with. Where most Beastlords
the cosmos.
are tied to the material realm, Gjeru has ac-
cepted the hospitality of Tanil in exchange for More so than many godly planes, the Timeless
her eternal service to the goddesses ideals. Gjeru Vault is a perfect extension of Hedrada’s nature.
still spends much of her time in the skies of the Hedrada expects all beings who dwell within his
Scarred Lands, but can occasionally be seen realm, even demigods, to conform to his vision of
soaring high above Myrtana‘s landscape. law and order. There can be no exemptions made to
this principle, even for fellow gods. Furthermore,
e TimelessVau It the Timeless Vault is almost completely taken up
by Aureon, Hedrada’s divine capital. This vast
The Timeless Vault is the divine plane where metropolis spans close to the entirety of the plane,
Hedrada makes his home and, as such, is a realm of with very little room for any other geographical
absolute law untempered by considerations of good features. Consequently, there is literally limited
or evil. Here, everything runs according to a clock- room for other beings, even divine ones, to carve
work consistency, one that is utterly evenhanded out a distinct niche for themselves that does not
and without favoritism. All receive their due re- fall under the ever-watchful gaze of the Judge.
gardless of extraneous circumstances or mitigating
EDGE O F INFINITV: THE SCARRED PLANES
Aureon is a mammoth ci
pattern. All roads there lead inevitably to Hedragos, their connection to Scarn must be severed - per-
the Hill of Hedrada, upon which is built the Palace manently.
of the Lawgiver wherein the god dwells and dis- When the Divine War finallybegan (at Hedrada’s
penses justice. The city is an architectural wonder, instigation,manyclaim), theLawgiverremainedabove
beautiful to behold. All of its many buildings are the fray, staying in the Timeless Vault where he
constructed according to an exquisite plan that continued to ponder the question of how to cut the
somehow combines symmetry with diversity in a titans offfrom the world they had always existed in. He
symphony of sizes and shapes. Each structure is employed many minions, including his own daughter,
balanced against every other, so that no single type Miridum, the goddess of magic, as spies and infor-
predominates and all are represented. Few mortals mants, hoping that one or more of them might bring
can adequately describe the effect Aureon’s ap- him the last piece of the titanic puzzle. Such was not
pearance has on the senses, for there is nothing on to be, however. Hrinruuk learned of this plan and slew
the material plane that can compare to it. Those Miridurn, the news of which Sent Hedrada into a
whose own views are in accordance with universal righteous rage. With the help of his siblings, the
Time: Normal time. Time passes normally in natural. This plane is a plane of ideals, and as such
the Timeless Vault. all things are at their peak. If a mortal can conceive
shape and Size: Infinite. The Timeless Vault of a perfect tree or fountain or building, these
is without end, extending infinitely. objects will look at least as faultless in the Timeless
phi^ ~ ~~ i ~ ~morphic.
i i ~~TheTime-
~ ~ l :~ Vault, for the Lawgiver’sown creations could never
less Vault is morphic to entities of at least demigod fall Short of those conceived of by mere mortals.
power. It is alterable in the normal way for more Hedragos and the Palace ofthe Lawgiver
ordinary creatures. A t the center of Aureon, which is itself built
Elemental upon four great hills, is the highest point in the
N ~The~ ~ ~ : iVault is~attuned~to no l entire ~city - a~grassy hill
~ known as Hedragos, the
element. Hill of Hedrada. Upon this mound is built the vast
Palace of the Lawgiver, wherein dwells the Judge
ALjgnment himself. Constructed of black-veined marble and
Strongb J-aw-Abed: Chaotic creatures in covered in unsurpassed artwork and sculpture, the
the Timeless Vault suffer a -2 penalty on checks palace consists of two main parts. The first is a great
based on Intelligence, Wi basilica, an open-air audience hall lined with tall
me before him, in
addition to metin
ers in the Scarred
Impeded Magic: All spells with t
descriptor are impeded in the Timele
ith his closest
result is considered
die roll.
mselves so utterly
alls of t h e palace
city of Aureon to the bucolic
them and cast
t - or worse.
there certainly are no surprises. The Timeless Vault Palace of the Lawgiver, but a handful have
is a place where nothing changes because change done so in the years since the D~~~~~war,
would imply that Great Hedrada’s mind had some- part, this is because ~ d to take
~ wishes ~ a ~ d ~
how been originally mistaken - and that, as all active role in the scarred Lands, helping
believers know, is impossible. it t o grow and prosper i n t h e aftermath of the
Despite this, it is difficult not to be impressed war. I t y s also because the ~~~~i~~~ continues
by the Timeless Vault. Aureon itself is a tremen- to believe it is vital to maintain a close rela-
dous achievement. Its myriad buildings are tionship with his worshippers. B~ being
beautifully built, as are its innumerable statues, distant, he fears that devotion might become
archways and Public Squares- All Serve a useful lax and weaken his power base o n t h e material
purpose in addition to being esthetically appeal- plane. Consequently, portals t o t h e Palace of
ing. Likewise, the orchards and fields that exist the ~~~~i~~~ exist in several locales, no-
outside the city impossibly blend the natural with tably the cities of Hedrad and Lokil.
the planned. That is, they are as well ordered and
predictable as nature can be while still looking
EDGE O F INFINITY: THE SCARRED PLANES
ace of the Lawgiver, but frequently travels the This realm, full of howling seas and winds of
streets of Aureon on missions for his master. He chance, is home to Enkili - god of chaos and
also visits the Scarred Lands as an emissary, storms. Very few definite statements can be said
although he does this less often than he Once about this plane other than it is in a near-total state
did, in part because has begun to use of flux. Plains become mountains, mountains be-
moral servants more frequently than in the come swamps, swamps become deserts, and deserts
past. A t the same time, Ptarhenaskes attends t o become oceans. One interesting facet of the plane,
many tasks in t h e Timeless Vault, including however, is that the nature of such places remains
protecting it against incursions by enemies. If the same. That is, a relatively safe region will
encountered, he is likely t o be friendly t o those continue to be so. Likewise, the dangerous parts of
who serve Hedrada, but rarely provides Out- the plane remain hazardous. Those cities and towns
right assistance unless commanded t o do so by which have cropped up may be underwater, com-
his god. posed of semi-solid bubbles; then next week be a
Planar Traits
History The Howling Limbo possesses the following
Limbo was discovered by mortal races traits.
roughly a hundred years before the Divine War. Physical
At that point, tensions were already heating up
Gravity: Normal gravity. T h e Howling
between the gods and the titans. The divine
Limbo possesses normal gravity.
races largely found the sweeping vistas enticing,
and some individuals enjoyed the constantly Tine: Normal time. Time passes normally
shifting landscapes as a delightful challenge. in the Howling Limbo.
After a short time, however, it became evident Shape and Size: Infinite. The Howling
that most who stayed in Limbo long enough Limbo is without end, extending infinitely.
became completely insane. Those who were al- Morphic Traits: Divinely morphic. The
ready mad largely decided t o stay as residents of Howling Limbo is morphic to entities of at least
the chaotic plane, but most new travelers were demigod power. I t is alterable in the normal way
prohibited from venturing to Limbo unless it for more ordinary creatures.
was an emergency. Elemental
Magical colleges found travel to Limbo use- None: The Howling Limbo is attuned to
ful - after all, there were always apprentices t o no element.
the arts whom magic had driven mad. Limbo was
a convenient dropping-off point for those whose Alignment
families didn’t want the burden of looking after Strongly Chaos-Aligned: Lawful creatures in the
them. As a result, a rather large magical commu- Howling Limbo suffer a-2 penalty on checks based on
nity arose on the plane. Intelligence, Wisdom or Charisma.
CHAPTER FOWR: THE DIVINE PLANES
I I
EDGE O F INFINITY: ‘IffE SCARRED PLANE5
a great portal to the Great Inferno, from which the away even souls devoted to himself in exchange for
plane draws much of its elemental flames. A portal to promises of assistance later, commitments that he
theTimeless Vault also exists, although it is rarely used later exploited to ensure his rise to power in the
and under heavy guard from both within and without. war’s aftermath. So great was the host assembled in
CHAPT€R FOWR: THE D I V I N E PLANES
matter -ever succeeded in an attack on this realm By any reasonable definition, Chardun’s di-
during the Divine War. It was unassailable, and has vine home takes pain and suffering to unheard of
remained so ever since. Indeed, the Hells have seen heights. Everything, from the landscape to the
more internal unrest than external threat, as dis- inhabitants, exemplifies a rigid hierarchy where
gruntled souls (and occasionally devils) attempt to obedience is demanded and free will brings only
unseat the Great Tyrant from his black throne. torment. Indeed, the physical environment seems
These efforts, of course, have proven less than designed to imbue feelings of weakness and help-
successful. lessness in those who come to the plane. The
In the last few decades, the Iron have mountains loom large, casting dark shadows across
become more the cosmic the jagged ground, which is in turn illuminated by
Chardun’s influence in the Scarred Lands is rising, the red-hot glow of hellfire. The sky is filled with
as most of Ghelspad has fallen under his sway. The wings of devils, flying in militaryformation and
Overlord sees the chance to claim the whole of the occasionally swooping down to terrorize -or shred
Scarred Lands for himself and is readying himself to -the damned souls who reside here. The entirety
seize the opportunity when it Comes*Mortal “Si- of the plane possesses a wholly unnatural environ-
tors from lands loyal to him are now more common oks more jagged and
the Scarred Lands.
Overlord’s dark
ge enough to hold
whether living,
5,
:ed, the walls and
parapers or m e arrongnoiu are well manned at all
times, lest the Slaver’s enemies launch a sneak
None: The Iron Ins tried during the
element. n’s plans are subtler
Aljgnment :for nothing that he
Strongly Evil-AlignedE
AS Large as tne atrongnold is, it is not yet
Good or chaotic creatures in the Iron Hells suffer a
-2 penalty on checks based on Intelligence, wis- massive enough to suit Chardun. The fortress is
dom or Charisma. Chaotic good creatures suffer a constantly under construction and has been for as
-4 penalty. long as it has existed. One rightly wonders whether
it will ever be sufficiently immense to satisfy the
Magic god’s seemingly unceasing demands. Some of the
Enhanced Magic: All spells found o n unfortunate souls of the plane have been pressed
Chardun’s domain spell lists, cast in the Iron Hells, into transporting onyx and obsidian blocks and
are considered to be maximized and empowered (as girders of infernal iron to add to the Stronghold’s
if the Empower spell and Maximize spell metamagic sprawl. Though among the most miserable beings
feats had been used on them, but the spells do not in the Iron Hells, these souls are nevertheless
require higher level slots). grateful that Chardun has seen fit to employ them
Impeded Magic: All spells that draw upon profitably. After all, they could instead be con-
positive energy or with the [Chaotic] or [Good] signed to the tender mercies of the Slaver’s cruelest
descriptors are impeded in the Iron Hells. devils as punishment for their sins. Those on build-
€ D G €O F INFINITV: Tff € SCARRED PLAN€S
ing detail are still regularly scourged and abused, unless given proof that they come on business for
but there is a purpose to such actions, which brings Chardun. The only devils who regularly come here
the closest to what passes for pleasure among these are those who transport the weapons made by the
pitiable souls. elementals.
Inside the Stronghold there are countless There are no known portals to the Gorge of
rooms, each one serving a different purpose. Many Perdition in the Scarred Lands, although there are
have been used, at most, once during the entire several on the Plane of Elemental Fire.
existence of the Stronghold, while some have never
been utilized at all, The constant construction of
Dier Myrstate
the building pretty much ensures that this state of This gloomy city is the former home of the
affairs will never cease, leading some to believe demigod Nalthalos, whose divine body was de-
that Chardun’s self-aggrandizement has crossed stroyed by a magical plague unleashed by the titan
over into madness. Among these rooms can be Chern. His priests transferred his soul into a lead
found many portals to the Scarred Lands, since golem, which saved Nalthalos’s life but left him
Chardun encourages his more devout mortal fol. unable to return to his beloved city in the Iron
lowers to visit his realm. Most of these portals Hells. In the time since, Dier Myrstate has retained
its original character and independence largely
The Gorge itself consists of three distinct lay- There are no known means of entering Dier
ers, each with its own characteristics. The topmost Myrstate from the Scarred Lands, a paranoid pre-
level is reasonably safe, provided any being who caution that Nalthalos rues to this day.
enters it is immune to fire. Here can be found the
many souls sent to mine obsidian for Chardun’s &ttifkS
Stronghold, overseen by devils of one sort or an- The Iron Hells are extraordinarily well-popu-
other. The middle layer is more dangerous, since it lated by a l ~manner of beings. That as a
is home to many refugees of the Iron Hells - surprise to many visitors, who expect it to be
beings who’ve braved the Gorge’s heat to escape sterile and devoid of anything but Chardunis
the torments on the surface. Many of these beings devils and the unfortunate souls of the damned.
are insane and will attack any who threaten their point of fact, t h e Great General’s Seat is one
wretched existence. The bottom layer is home to of the lively divine realms. cha id^^ the
numerous fire elementals and other creatures of aforementioned devils, and the infernal
flame. They consider any devil Or SOU1 who enters armies that rage across the plane, there are a
this level to be trespassers and will destroy them wide variety of other unpleasant entities -rang-
CHAPTER F O U R : T H E DIVINE PLANES
dreamers’ tears, are the collected essence of the but should they fail they immediately suffer ld4
nightmares of the mortal denizens of the Scarred points of temporary Wisdom damage. The mo-
Lands. ment the first victim fails a Will save, the spirits
The Grove of Endless Terror of the children manifest as spectral voices, whis-
pering just at the edge of hearing; those who
The Grove of Endless Terror lies somewhere to
failed their save are compelled t o plunge into the
the far east of Belsameth‘s lunar palace. A small,
grove’s depths, desperate to find and rescue the
quiet stand of trees located at the top of a gently “lost babes”. Once committed to the search,
sloping hill, the Grove of Endless Terror appears to victims will refuse to abandon it, and will react
be one of, if not the only, truly peaceful and be-
violently t o attempts t o make them, protesting
nevolent places in the Black Lands. In nightmares, all the while that they are sure the “poor little
however, nothing is ever what it seems, and so it is
babies” are just behind the next tree.
with the Grove. Within the modest woodland are
Victims reduced t o 0 Wisdom immediately
trapped the spirits of all the children who were ever
begin t o suffer ld4 points of Constitution dam-
sacrificed on Belsameth‘s altars, were slain by wild
age each round, dying when they reach 0 Con. At
animals or madmen, or died lost and alone in the
the moment of death, the spectral images of
depths of a forest. Here, their spirits eternally cry
children, flickering like paintings seen in candle-
out for succor and the comforting arms of their
light, appear t o drag the victim’s soul into the
parents, a sorrowful chorus that brings those who
ether.
hear it uncomfortably close to madness.
The spirits who haunt the forest are not
The spirits of the dead only manifest when
undead, a t least not in the traditional sense;
living humanoid beings enter the grove, and only if
thusly, spells which communicate with or spe-
those traveling through stay within its confines for
cifically target the undead have no effect on
a minute or more. Should that occur, the spirits
them. They can, however, be turned, albeit only
manifest first as chill spectral winds that gently
briefly. The lost children are considered t o have
rustle branches and leave fingers of frost on cloaks
16 Hit Dice and function as a single entity. A
and grass.
successful turn or rebuke check drives them away
Beginning 3 rounds later, and on each con- and silences their powers for a number of rounds
secutive round after that, travelers within the equal t o the turning damage inflicted. The lost
grove are required to attempt a DC 13 Will save. children cannot be commanded or destroyed.
If they succeed, they suffer no adverse effects,
EDGE O F INFINITV: Tff E SCARRED PLANES
The Cradle of Njghtmares ties, in gaudy shades of red, blue and moonstone
The Cradle of Nightmares is the proper name white, are plastered on every wall and drape with
for Belsameth’s monstrous palace, though it is also suffocating weight from even the ceiling. To reach
called the Black Womb, the Nightheart, the Poi- the cavernous throne room, petitioners must pass
son Temple, and to the more poetic of Belsameth’s through a yawning portal carved in the shape of a
witches as the Rose of Midnight’s Crown, By any shrieking mouth. This doorway is magical; beings
name it is a monstrosity, a ruinous, tortured fortress who do not worship Belsameth are required to
of basalt and obsidian that rises up like a festering succeed at a Will save against DC 25 or suffer the
blister. Immense, twisting towers bristle from the effects of a symbol of insanity spell cast by a 20th
palace at every angle, writhing like maggots and level sorcerer.
held aloft only by thick stands of woven ropes made Sethnsthe Spider Queen’sKingdom
from the bowels of all who were sacrificed in The spider queen’s domain is secreted away in
Belsameth’s name; madmen and lay priests scuttle the quietest, most forsaken corner of the Black
the lengths of the great ropes ceaselessly, repairing Lands. It is a place of quiet tranquility, where the
tears and twining fresh entrails into new strands. only sound is the soft scuttle of uncounted millions
The Cradle of Nightmares has a near infinite of tiny feet treading o n silk. The trees in Sethris’s
number of rooms, most dedicated to storing and kingdom are forever shrouded in thick blankets of
commemorating especially beautiful (in Belsameth’s spider’s silk draped from every branch, hung be-
eyes) nightmares experienced and murders com- tween every root and wrapped tightly around every
mitted in the Scarred Lands. Minstrels, most of leaf and twig.
them witches, roam the pulsing corridors, singing Other than Sethris herself, only spiders and
of Belsameth’s glory and reenacting the bloodcur- the killers known as the smiling spiders dare enter
dling screams of her most famous and innocent her domain. There are uncounted millions of spi-
victims. ders of all types in her lands, and they are her
The throne room lies at the very center of the knights, her ladies-in-waiting, her consorts, her
Cradle; an immense, echoing chamber carved from troops and, above all, her adoring worshipers. While
a single block of obsidian, the room is dominated by they remain within the boundaries of Sethris’s
Belsameth‘s ruling seat - a calcified gibbering domain her spiders do not need to eat or rest, but
mouther which still howls and gnashes its teeth. they still hungrily attack any living beings who are
Sumptuous tapestries depicting all manner of atroci-
CHAPTER FOWR: T H € DIVINE PLANE$
all. Khordeth is a
ambitious. Demons
ts of their lessers are
and bring them to their rightful afterlife. Most The Mjrovan Henge
of these traitorous souls, however, merely learn Jutting up from an otherwise completely flat
the ways of Khordeth and attempt to fight their volcanic plain is a ring of black basalt pillars.
way to power, becoming mortalborn demons in Within this circle of stones is an altar, and
the process. strewn about the sacred site are the remains of
blood and viscera collected from the fallen Ti-
Planar Traits tans (specifically Chern, Gormoth, Mormo and
The Pestilential Abyss possesses the follow- Kadum). This place is always desolate, n o de-
ing traits. mons walk here and no one can approach the
Physjcal area without Vangal's knowledge. It is here that
the god will, if petitioned properly, bestow his
Gravity: Normal gravity. T h e Pestilential
most powerful gift - divinity.
Abyss possesses normal gravity.
This divine application process entails three
Time: Normal time. Time passes normally
sacrifices on the part of the candidate, and all of
in the Pestilential Abyss.
these tests take place in the material realm. T h e
Shape and Size: Infi
perform a true slaughter
e of Vangal. T h e destruction of a
to entities of at assacre of a n opposing
rable in the nor- poisoning of a commu-
ter supply would suffice.
Elemen tal mpleted, the applicant
ruption, or the perver-
to n o element. s include twisting an
istrate t o betray his
in unintended ways
citing two friendly
Aligned: Good or lawful creatures i n t h e
Pestilential Abyss Sufi i that of treachery.
based o n Intelligenci all the trials, as it
Lawful good creature fice of those indi-
xishes. Applicants
ully betray any and
ley had in life, for
rtal links will the
tial Abyss, are consid Id appear in the
empowered (as if the
mize spell metamagic es have been com-
them, but the spells d ction, Vangal will
slots). applicant and give
Impeded Magic: era that surrounds
positive energy or with the [Good] or [Lawful] m e altar. i o rinaiize m e rirual, the petitioner
descriptors are impeded in the Black Lands. must consume what has been given. Finally,
Vangal will bestow his blessing and the mortal
locales will be transformed into a chaotic-evil demigod.
Khordeth is a varied land, with desolate preci- However, without worshippers,the newly minted
picesoverlookingjagged badlands,forestsfullof twisted demigod will find it very difficult to return to the
trees and fiendish creatures, and brackish dark seas material plane. And unfortunately for the suddenly
dotted with bleak, storm-ravaged islands. The only empowered petitioner, there is a reason why Vangal
constant is that nothing is hospitable in Vangal's has very few demigods who reside in his realm. Vangal
realm. The land has the same changeable nature found greatly enjoys strong adversaries, and initially estab-
in Myrtana, making maps all but worthless. The most lished the trial for the sole purpose of creating
interesting new challenges. The new demigod can
powerful of demons are able to manipulate some petty
features of the landscape, but even these areas tend to look forward to beinghunted throughout what amounts
to a planer prison, and being tormented and tortured
be as fluid as the balance of power. Still, a few features
within Khordeth are relatively static. by his new liege.
€ D C € O F INFINITV: THE SCARRED PLANE5
The Sea of Sacrilege cooled magma, and those who live or venture
Though the coastline of this sea is always here often have resistances t o the dangerous
changing, its Serve encircle all of environment. Within the Blistered Plane, packs
Khordeth and provide a common entry point to of feral Prowl the jagged landscape, searching
the realm. This sea is narrow and one can always for creatures to Vent their rage on. Locust de-
see land o n the far shore; any who try t o venture monsdrone throughtheblackenedsky, shrouded
across this waterway, however, inevitably find in the sooty Clo'Jds, to descend on the unwary.
themselves r e t u r n i n g t o another p a r t of T h e occasional city dots the land, perched on
Khordeth. Wreckage and debris litter the sea, one of the sporadic oasis of stability in this harsh
and it is said that these are the remains of every territory*
shipwreck in the Scarred Lands. The souls of T h e greatest power in the Blistered Plain is
those who betrayed their faith toward the other the demon lord Tzzt. Once a Powerful Servant of
gods often find themselves materializing, upon the titan Chern, this foul creature allied with
prince is summoned
band raids ships that travel
emons so called are
their own right, the abandoned were easily The Dark Minister's loyal servants built for
pressed into servitude since no deity sought to him a keep upon an island to serve as his own
protect them. These souls made very loyal slaves sanctuary. They plied the waters looking for
in the fact that they could mount no resistance other souls, and launched strikes in his name
to the more powerful demons. And loyalty is a against passing ships. Slowly, the fleet of the
rare commodity in Khordeth. Dark Minister swelled with stolen vessels, the
In the brisk trade of souls that the minister souls of the abandoned, and the occasional de-
oversaw, he often kept aside a few personal mon harvesters who pledged themselves to the
favorites. These souls were often treated better Dark Minister's allegiance.
than those t o be sold, and in turn were devoutly The Dark Minister has won the loyalty of his
loyal to their master. The dark minister soon minions through kindness rather than the domi-
became the central figure to a growing and de- neering might of the other coastal lords. Even
voted cult of these abandoned souls. Irritated, more strange, the minister seems to have a sin-
the lord of the city destroyed one of the minister's cere affection for those who follow him; this
more cherished servants. This instigated a civil practically unheard of attitude engenders a de-
war between the demon lord and the Dark Min+ votion in his organization otherwise unseen in
ister, a war the lesser demon couldn't win. Khordeth.
Stealing a ship, he sailed out to sea with his
small cult of souls.
EDGE O F INFINITV: TH € SCARRED PLANE5
is more t h a n five miles tall and almost a mile and in every public area, and water pours forth
in diameter. O n almost all levels the ceilings from t h e ubiquitous fountains depicting a styl.
are four yards high, and t h e tower has room for ized tower.
many millions t o live within its walls.
The Stairs
Morphic Traits: Divinely morphic. T h e
T h e many floors of Turros are connected
features of t h e Fastness of Turros can be al-
by over 100 large spiral staircases. All are free
tered by the will of t h e gods, or by Turros
to walk up or down the stairs as they choose.
itself. Turros is a sentient being t h a t Carl af-
However, to avoid t h e rather vigorous exer-
fect t h e structure of its interior, altering t h e
cise of traversing these stairs, most residents
shape and fittings of rooms and other details
learn to use one of t h e transportation services
as it wishes.
Turros provides. Anyone who grasps t h e stair's
Elem ental hand rail and vividly imagines t h e floor they
wish t o be o n (requiring a DC 10 Wisdom
None: T h e Fastness of Turros possesses check), will find themselves a t their desired
n o elemental traits. location. Succeeding in more t h a n five jour.
Aljgnment neys in this fashion, lowers t h e DC of this roll
Mildly Good-Aligned: Evil creatures in t o 5 . Failure o n this roll results in t h e traveler
t h e Fastness of Turros suffer a -2 penalty o n ending up o n a random floor. T h e actual jour-
checks based o n Charisma. pid- the stairs seemingly propel
along comfortably and without
Magic uch journeys, whether they in-
! one floor or one thousand, take
Enhanced Magic: All ab
used for defense or protection y three rounds.
to be maximized and empowere
Empower spell and Maximize spell metamagic e summit of the great tower holds the
feats had been used on them, but t h e spells do aining trace of the original building.
not require higher level slots) in t h e realm of e ascending t h e many stairs t o T h e Sum-
Turros. alks out o n t o the top of a tower only 100
diameter. A high wall obscures the view
Locales -
surroundings which, of course, do n o t
T h e interior of t h e tower appear T h e sky above is always a featureless and
largely made of light gray stone. E g sapphire blue and is actually an un-
furniture is typically made from stone able dome over the top of the tower.
of varying shades and composi t h e tower c a n hear everything t h a t goes
rior also contains fittings of br in it petitioners must go t o T h e Sum-
an abundance of tapestries and ish to speak directly t o t h e spirit
make the many rooms extreme1 pplicants need bring no offerings
and pleasant. T h e entire inte re judged solely upon their merit.
is under t h e control of Turros, who c a n alter Selfish or greedy petitioners are ignored or
any portion as it sees fit. Being a spirit of occasionally imprisoned by t h e resident earth
earth, Turros is slow t o change and rarely does elementals and kept for a year in a comfortable
so except in response to a petition from one of but escape-proof room.
t h e plane's inhabitants. While Turros only The only limitation o n visiting T h e Surn-
answers formal requests made at T h e Summit mit is t h a t t h e last 10 floors below it have
(see below), all inhabitants are free t o ask for normal stairs - Turros wishes all petitioners
changes to be made in whatever rooms they t o ascend t o the summit under their own power.
occupy. Trivial changes, like lighting or tem- Unfortunately, gangs of residents regularly
perature, are usually immediate. However, guard these staircases and refuse t o allow any-
larger effects like altering t h e shape of walls or one t o pass who does n o t first pay t h e gang
furniture requires more of Turros's attention members a substantial fee. Because of the lim-
and so often t h e requests are n o t answered for its Turros places upon violence i n this plane,
some time (generally 2d10 hours). Turros also visitors who attempt t o fight their way through
provides both food and running water t o all this human blockade will be imprisoned. In-
inhabitants -the food appears whenever those stead, perspective petitioners must either find
who are hungry place their hands o n t h e spe- a way t o sneak up a staircase, and so avoid
cial stone pedestals found in each apartment these gangs, or bargain with the residents for
E D G E O F INFINITV: T H E SCARRED PLANES
access to the summit. Most gangs charge a to activiate and can thus step through into t h e
magic item or a significant portion of t h e Scarred Lands. O n c e someone has visited
petitioner's wealth t o allow the petitioner t o Turros, t h a t individual can find a gateway
pass. Though gang members won't resort t o back t o t h e plane by going to a power point at
open violence against travelers, they can and noon the first day of the month of Hedrer and
will quite effectively physically blockade t h e making a DC 15 Concentration check. On a
staircase passageways. successful roll, a gateway to Turros appears
The Grand Hall before t h e person.
T h e Grand Hall is a single vast room tak-
ing up an entire floor of t h e tower. A mile in
Entities
diameter, with ceilings twenty-one feet high, In addition to being home to many powerful
this is the primary location for festivals and earth elementals, Turros is also the residence of a
gatherings of the residents of Turros. It is also surprisingly large number of humans and demi-
where all new visitors arrive. In addition to humans. This plane is both a living archetype of a
magicians who cast spells t o visit this plane, safe and welcoming city and a refuge from the many
when t h e constellation is predominant in t h e troubles of the material plane. As a result of the
sky, people fleeing from trouble sometimes gateways described above, more than a thousand
find shimmering gateways into the Grand Hall humans and demi-humans now live in Turros. Most
in one of the Scarred Lands' many points of are hiding from rivals, enemies, or in some cases the
authorities of their places of origin.
Regardless of how they travel t o Turros, In addition t o individuals who are simply
all visitors appear to walk through one of the using the plane t o recover, there is also a
many false gateways t h a t decorate the perim- thriving commerce in both goods and infor-
e t e r of t h e G r a n d Hall. Normally, these mation among residents. Those who seek
entrances appear t o be circular doorways revenge against their pursuers recruit allies,
blocked by impenetrable stone, but when a criminals offer their services and returning
gateway opens it glows blindingly as someone travelers sometimes make a moderate living
comes through. A t noon on every day of t h e selling various goods t o new visitors who es-
month of Hedrer, anyone inside the tower who caped with little more t h a n t h e clothing o n
touches one of these false doorways causes i t their backs.
CHAPTER FIVE: T H E ZODIACAL PLANES
Earth Elementals
I n addition t o assisting i n major changes
t o t h e structure of rooms, these elementals This huge cavern complex is the home of
also intervene t o prevent violence. W h i l e Vespis the bat and is the ultimate incarnation of
arguments and minor scuffles are accept- darkness and night. The entirety of the plane is
able, if anyone a t t e m p t s t o harm o r control encased within this cavern - there are no exits
someone else with physical force, poison o r into an upper world. Indeed, there is no upper
hostile magic, elementals appear and restrain world to be found.
the attacker or the combatants. T h e
elementals carry individuals, who violate t h e
Hjstory
peace of Turros, t o comfortable quarters and T o reward the bats who betrayed the loca-
t h e r e imprison t h e transgressors for o n e tion of the titan Mormo, the goddess Belsameth
week. created the vast celestial cavern she named the
A t t h e end of this time, Turros frees t h e Deepness of Vespis or the Deepness of Night.
prisoner. However, if t h a t same individual
violates t h e peace again, t h e elementals ei-
Planar Trajts
t h e r immediately e j e c t t h e person from T h e Deepness of Vespis possesses the fol-
Turros o r (if this is currently impossible) lowing planar traits.
imprison t h e transgressor u n t i l t h e first day Physical
of t h e m o n t h of Hedrer - a t which time all
Gravity: Normal gravity. T h e Deepness of
those imprisoned are ejected through o n e of
Vespis possesses normal gravity.
t h e gateways in t h e G r e a t Hall. Anyone forc-
Time: Normal time. Time passes normally
ibly removed from Turros c a n never e n t e r i t
in the Deepness of Vespis.
again - even planar travel spells fail t o take
t h e character to this plane. ize: Finite. T h e Deepness of
estone cavern that covers
Enhanced Magic:
questions about death, including the exact cause entering these mists always sails or swims out
of death and the precise location of any body, as again o n the opposite side of the plane. During
long as the questioner either knows the person's the month of Taner, the dolphins can swim in
name or possesses some personal article of the and out of the plane at will and use the mists t o
deceased. In addition, he can describe the grave do so.
goods of any grave or crypt in existence and can Morphic Traits: Divinely morphic. T h e
even tell SOmmne where to find a grave that features of the Sea Castle can be altered by the
contains a specific item (as long as it is indeed in will of t h e gods, or by Delphos herself.
a tomb of some sort). Nekheros can also tell a
petitioner the circumstances of his or her death; Elem ental
although, as with any prophecy, once individu- None: T h e Sea Castle possesses no el-
als know their own fate there is always the emental traits.
potential of averting it. Alignment
However, Nekheros considers any information Mildly Neutral-Aligned: N o alignments
regardingthebodiesofthedeadtobehisownpersonal are penalized in the seaCastle.
property and requires payment for his cooperation.
Petitioners must either sacrifice one of their party in Magic
his name, bring him the head and heart of someone Enhanced Magic: All divination spells
who they sacrificed in his name, or allow him to are considered to be maximized and empowered
devour a portion of their body - he is normally (as if t h e Empower spell and Maximize spell
satisfied witha couple fingers or an eye. Any body part metamagic feats had been used o n them, but
that he devours can never be regrown except by the the spells do not require higher level slots) in
directandpersonalinterventionofagod-no healing the realm of DelPhos-
spell will restore it, although such spells can easilyheal
the wounds caused by the part's removal.
ful small sea. No sharks
ures inhabit its waters.
Like many of her kind, Delphos almost in- This castle is both the home of Delphos
stinctively helps others - during the Titanswar and the only land on the plane that extends
she was personally responsible for saving dozens above the surface of the water. T h e structure is
of merfolk and sailors who would otherwise have an elaborate and baroque creation that is ex-
perished horribly. In return, the gods made her ceptionally beautiful and that appears to have
ruler of a realm where her kind could always find been made from huge, highly polished seashells
shelter. All dolphins intuitively know how to and branches of polished precious coral the size
find this plane and during the month of Taner, of tree trunks. T h e castle is not built o n an
many come t o temporarily relax and dine on the island; rather, it is a n island in itself. Although
abundant fish. the waters are far deeper in the rest of this
plane, in the center the sea floor is only 300
Planar Traits yards below t h e surface. The castle, therefore,
The Sea Castle possesses the following pla- extends all t h e way to the sea bottom, filled
nar traits. with huge rooms where schools of intelligent
dolphins and other good-aligned sea life dwell.
Physical T h e Sea Castle also extends 100 yards above
Gravity: Normal gravity. The Sea Castle t h e gentle waves. Here, it is furnished with sea
possesses normal gravity. colored tapestries and comfortable furniture.
Time: Normal time. Time passes normally T h e sea elves who dwell here act as gracious
in the Sea Castle. hosts t o all visitors, and prepare surprisingly
Shape and Sire: Finite. This plane is a delicious and intricately beautiful dishes of raw
small sea, twenty miles in diameter. T h e water seafood and seaweed.
stretches out t o impenetrable mists. Anyone
CHAPTER FIVE: THE ZODIACAL PLANES
En t j ti es e Mazewms of K y l a s
Every being in t h e Eternal Battlefield is This plane consists of a shifting maze of paths
capable of fighting, it is the nature Of the floating in the air. Each path hovers in the endless
Plane that Pacifists and People Of
sea of open sky, with nothing near it except the
making war cannot enter this plane. other intersecting pathways.
The Warriors
T h e warriors in these battles are all spirits Hjstory
of valiant and dutiful soldiers who died during Kylos is the reforged remnants of the previous
t h e Titanswar. T h e gods offered them this zodiac. When the gods remade the heavens, they
existence as a reward for their service and any merged all of the physical and magical remains of
who grow weary of Constant battle are free t o the previous era's constellations in this plane. Thus,
go on to their afterlife - they are replaced by it contains many traces of the previous age, but due
other worthy soldiers who also died during to the destruction wrought by the Titans all of
this war. Like mortals who visit t h e Eternal these ancient remnants are fragmentary and par-
Battlefield, warriors who are killed in battle tial. Because this plane was created from the
all come back t o life t h e next sunrise. Most wreckage of the previous stars and sky it is more
warriors are Fighters between 1st and 12th resistant to change by mortals than any of the other
level. However, n o t all of these warriors were zodiac planes.
human, and some who were once human have
since been given differe
now a wide diversity of eways of Kylos possess the following
some of t h e warriors are
well-armed infantry. Each
ent color, and there are ex
o n each side. ective Directional Gravity. All
oward the maze. However, both
Destri os attract characters and objects
Destrios is a huge warhor e maze is two-sided.
black, with steel blue h 1time. Time passes normally in
question Destrios, petitioners
vive t h e battle until sunset or tze: Finite. The Mazeways is a set
through t h e packed m that covers five square miles,
Destrios's tent. I n e i t h shape. Except for the maze,
play cowardice o r w refilled sphere four miles in
reaching Destrios may n o t q
they leave t h e Eternal Battlefi
Morphic Traits: Divinely morphic. The fea-
Destrios knows m tures of the Mazeways of Kylos can be altered by the
any non-divine being. S h e can answer any will of the gods, or by Kylos itself.
question about past battles and can provide
excellent advice about strategy and tactics Elemental
( + 2 t o all combat rolls for t h e petitioner's side None: The Mazeways of Kylos possess no
for t h e duration of a single short battle, or for elemental traits.
one day of a longer battle). Each petitioner Alignment
can only ask a single question per visit to t h e
Mildly Neutral-Aligned: No alignments are
Eternal Battlefield; however, visitors can re-
penalized in the Mazeways of Kylos.
turn t o t h e battlefield as often as they desire.
T h e only limitation is t h a t petitioners must Magjc
fight their way through the battle every time. Enhanced Magic: All enchantment and illu-
Visitors who are working together in a group sion spells are considered to be maximized and
must fight through l d 4 + 1 encounters with t h e empowered (as if the Empower spell and Maximize
planar warriors (of a Challenge Rating one or spell metamagic feats had been used on them, but
two points less t h a n t h e average level of t h e the spells do not require higher level slots) in the
party - GMs discretion). realm of Kylos.
€ D G € O F INFINITV: THE SCARRED PLANES
.=
Locales of the maze. While most first visits to the Mazeways are
entirely accidental, anyone who has visited the plane
The vast majority of this plane, and practically all
before and then becomes completely lost and unable
useable space, consists of the various paths. Each path
to see (deliberatelyor not) during the month of Enker
is lo feet wide and is made Of a
is able to consistently find the entrance on a successful
polished blackstone flecked with tiny pieces of brilliant
A1lpathsare between50 and 500yards10ng and
Dc 16 check. One roll can be made everyfull
hour ,.hat the character is in the appropriate
have solid stone railings that are 3 feet high and 1 foot
ented state.
thick. Most visitors assume that they will fall to their
deaths if they leave the path. However, all gravity is Center
'h?
directed toward the top and bottom of the paths and At the heart of the maze is a large silver palace
not toward any external source. At one point in the that is the only roofed structure in the Mazeways. This
maze, travels must climb over onto the other size of the edifice is known simply as The Center; it is a shining
pathway in order to reach the labyrinth's center. silver octahedron covered with complex and intricate
Junctjons geometric relief sculptures that confuse the eyes and
minds of those who stare closely at them. Anyone who
lunctionsare where paths intersect' Most June* focuseson these sculpturesfor more than three rounds,
tionsare intersectionsof between three and five paths.
and fails a 2o willsave, is at -3 to all and
the mazecan chooseany path they Intelligence rolls for the next 30 minutes because of
desire. Every junction is an octagonal plaza 30 feet
the intense confusion and disorientation produced by
across, made of the same sto
rest of the Mazeways, the
protected by the same railings. While so risingly ordinary. Inside, it
are barren stretches of stone that appointed but not overly opulent
about the correct path that travel
llway leads into the large chamber
reach the center, most provide us
the clever and deceive or confuse
Many junctions also contain
that the characters must either ception of Kylos itself, who lives at
crossroads instead have a puzzle of the residents of this plane
travelers must solve. One exa never leaving them. These
mechanical heads and a si rvitors of the gods who died
one head always tells the truth and th ereft of both intelligence and
lies, without specifying which he wall serve to challenge anyone who
least once case, the characters w o get to Kylos. Many of these
end and the only way past is to cli golems that possess an
and onto the junction that lies on t flame attack. The exact
the junction platform. nge from hulking ogres to
The Entrance dressed in fine silver robes.
Finding an entfance to the Mazeways is both However, many other sorts of golems are also found in
simpler and more difficult, when compared to the the Mazeways. Most of these creatures can talk, but
effort offinding any of the other zodiacal realms. The they Can only ask and amwer specific questions, they
characters must be both completely lost and tempo- cannot t d y converse or be persuaded to aide travelers
rarily unable tosee. If this situationhappens during the beyond what they are designed to do.
month of Enker, characters sometimes find them- Kylos
selves in the Mazeways of Kylos.
Kylos is literally indescribable because its appear-
hdivid~alsOr SOUPs Who are lost in ante temporarily warps and confuses the viewer's
white-out blizzards, or wandering lost under a moon- senses.N~one who ~~l~~can ever fullydescribe
less night sky occasionally either find what feels like a its appearancelater, but all agree that it is bright silver
doorway or simply stumble and in the next instant are and in some way like a wheel.
Standing on the 'tarti% Path of the Mazeways*The Kylos is impossible to attack and will never assault
entrance Pathway lieSOntheve'Y edge Of the Mazeways petitioners, However, with a gesture it can send impo-
-one end joins therest ofthe labyrinth, but theother lite or threatening petitioners to point in the
appears to be a dead-end that stops a Stone midst of the Mazeways that is far from both the center
doorway filled with shining silver mist. and the entrance.
To leave the Mazeways, the characters must ei- Kylos is a font of information - it can provide
ther immediately turn around and walk back through directions to any location in the scatred Lands and
the doorway orchoOSeto make their to the center even knows ways to get to a wide variety of mythical
CHAPTER FIVE: T H E ZODIACAL PLANES
House of Blades, all weapon guardians are armed t h e desired weapon- O n c e t h e Year is UP, t h e
with a magic weapon (see the DMG, Chapter 7: weapon vanishes and reappears in t h e House
Specific Weapons and roll on either the Me- of Blades. Only a wish or miracle spell can
dium or Major column of the table). One-use Prevent this from occurring and anyone who
weapons like Javelin's of Lightning are rerolled. uses a spell Will immediately be attacked
These creatures know immediately when some- by a t least two weapon guardians who are
one has stolen one of the blades of the House of each of a n equal Challenge Rating t o t h e
Blades and will respond with violence. holder of t h e illicit weapon.
In addition t o loaning weapons, Sikklos
Sword Golems c a n answer any question about any magical or
If anyone the House Of mundane weapon i n t h e Scarred Lands, give
Sikklos Or any Of the weapon guardians can advice about casting d e a t h spells ( t h i s allows
forth O n e Or sword golems
ture
the House Of
':Dark If any Of
from
the
t h e petitioner t o cast a single spell with t h e
[Death] descriptor at + 2 caster level), or ad-
vice o n how t o create a magic weapon (which
guardians a r e attacked O r if they no- grants a 15% percent XP reduction o n create
tice someone attempting t o steal one of t h e ing that magic item).
weapons, they let o u t a special call. W i t h i n
CHAPTER FIVE: TFf E ZODIACAL PLANES
rhinoceros, Ursos is also a supernaturally skilled of the Island of Song can be altered by the will of the
healer - h e can answer any question about gods, or by Charys herself.
medicine or disease, including information about
what diseases any specific person will suffer from
Elemental
in the future and how they will catch these None: The Island of Song possesses no elemen-
diseases. However, he only speaks t o clerics of traits.
healing deities and to characters with 4 or more Aljgnment
ranks in the Healing skill. Mildly Neutral-Aligned: No alignments are pe-
Anyone who asks Ursos for advice o n how t o nalized in the Island of song.
treat a specific poison or disease gains a +5
bonus to any roll to treat this specific problem. Magjc
However, Ursos also believes in self-reliance Enhanced Magic: All enchantment spells that
and will only answer one question per year from rely on speech, sound, music or conversation are
any person. Also, he only answers questions that considered to be maximized and empowered (as if the
he is certain will be used t o heal rather than Empower spell and Maximize spell metamagic feats
harm. He refuses to answer any quarry w i t h had been used on them, but the spells do not require
information that could easily be used t o cause higherlevelslots) in the realm of Charys.
any sort of damage. In addition, he will person-
ally chase anyone out of the forest who asks him Locales
how to infect someone with a disease or create This plane is four miles across. The central island
deadly poison. is two miles in diameter and is surrounded by a one
CHAPTER FIVE: T H E ZODIACAL PLANES
mile wide ring of ocean. The single most important with four or more ranks in Knowledge:Astrology or six
featureof this plane is the sound of Charys singing. She or more ranks in Knowledge:The Planes), knows that
never ceases her songs and everyone in the plane can the only way to remain safe is to block off all hearing
hear her music. However, its effects only become by stopping up the ears with wax. Sensible visitors
overwhelming within 100 yards of the island that temporarily deafen themselves in this fashion before
makes up the majority of this plane. Characters in the they ever set foot anywhere in this plane. Unfortu-
surrounding ocean do not fall under her spell unless nately, every so often visitors come to the plane who
they approach the island. Except for the music, this are less than prudent - thus, Charys never seems to
plane is exceptionally barren. want for company.
The Sea :harys's House of Water and Music
The only way to enter or leave the Island of Song In the center of this low rocky island Charys lives
is by sea. To journey to this plane travelers must be in in an unusual structure built in and around the lake
the open ocean, beyond the sight of land. Then, at that forms the heart of the Island of Song. This unusual
sunset, just as the constellation of Charys rises above building has no roof; instead, the entire lake, which is
the horizon, a bard must use the Inspire Confidence 50 yards across, is part of a large building made of lapis
bardic music ability to help the ship's captain steer a lazuli, mother of pearl, silver, and platinum. Within
course to the Island of Song. To leave this plane, the 100 yards of the House of Water and Music the
bard must play the same song as the captain attempts difficulty of resisting Charys's song rises to DC 25 -
to sail more than a mile away from the island. characters must make a new roll every round.
The sea is the only relatively safe portion of this
plane. Everyone who is more than 100 yards from Entities
shore can hear Charys's songs, but while they sound Many water spirits live in the ocean and incharys's
beautiful and fascinating they are not compelling. As lake. However, the island that makes up the majority
the ship sails within 100yards, however, the effects of of this plane is completely barren of any native crea-
the music grow stronger and everyone who can hear tures. Nevertheless, it is inhabited- the many visitors
must make a DC 15 Will save once per minute to avoid who were unable to escape Charys's music remain on
becoming enspelled by the melody. The DC of this the plane year after year. As long as a character is
save rises to 20 once the ship is within 10yards of shore entranced by the beautiful melody, the individual
and saves must be made once per round. Typically, in never suffers from hunger or thirst, never needs to
short order everyone who is not deaf or who have not sleep and does not age for as long as the person can hear
stuffed their ears with wax fall under Charys's musical Charys'smusic. Instead, listeners stand in thoughtless
spell.
?he Island
of Song
The island music and oblivi-
itself consists ous t o any
previous motiva-
Visitors
Everyone who listens to the music of Charys
gathers around her pristine lake. However, they This plane consists of a series of floating
shuffle in a slow and unthinking fashion and any- mountains, suspended in a great sea of air. Rocs
one who is not affected by her music can easily and other large magical birds fly between these
move these trapped individuals around or plug mountains and hunt the many animals that in-
their ears. The only limitation is that those who are habit them.
suddenly deprived of Charys's music, either by
leaving the island or by having their ears plugged,
Hjstory
must make a DC 20 Fortitude save or fall uncon- Unlike most other zodiac realms, the Skylands
scious for ld4 x 5 minutes. have no connection to the Titanswar. Instead,
The vast majority of the residents of this plane they were created simply to honor rocs as the
are spellbound visitors who stand agelessly and greatest of the sky creatures. The gods then choose
unthinkingly as they listen to Charys's music. Some Rukha, the greatest of the rocs, to rule this realm.
arrived in the plane by accident, others thought
that they had the strength of will to listen for a
Planar Trajts
short time and leave, while a few unfortunate souls The Skylands of Rukha possess the following
simply used faulty or insufficient ear plugs. Their planar traits.
only hope, without outside help, is that occasion- Physical
ally one of the listeners temporarily goes deaf - as : Objective Directional Gravity.
the mind and ears of mortals eventually can no s toward the various floating moun-
longer absorb more of Charys's music. This deaf- ver, gravity only extends 50 yards
ness lasts ld4+2 hours and often provides sufficient ed landscape. Beyond this range,
time for the visitor to gather up companions and has no gravity at all.
depart. There is certainly no shortage of boats on
ormal time. Time passes normally
the shore of the island, since p
arrive there and are trapped. H
bard who can help an escaping Size: Finite. The Skylands are a
plane can prove more difficult. nty miles in diameter.
ely morphic. The fea-
Charys s of Rukha can be altered by
Charys is an exceptionally beautiful or by Rukha himself.
with the wings of a bird in addition to he
arms. She knows everything there is to kn
music, musicians, diplomats and orators. inant: The Skylands of Rukha is
tion, she can relate everything that has ever nly a few mountain-
said out loud to another person. As befits her status
as the incarnation of the month of servitude, she
willingly answers any question put t o her. Mildly Neutral-Aligned: No alignments are
However, while asking a question might be a penalized in the Skylands of Rukha.
relatively simple matter, receiving the answer is
more difficult. One petitioner must ask the ques- Magic
tion and then immediately remove the protective Enhanced Magic: All evocation spells are
wax to hear the answer. Typically, a second indie considered to be maximized and empowered (as if
vidualshould be o n hand to immediately replug the the Empower spell and Maximize spell metamagic
listener's ears and help the person regain control. feats had been used on them, but the spells do not
All but the strongest-willed people will fall under require higher level slots) in the realm o f h k h a .
Charys's thrall the instant they listen to her musi-
cal answer. As a result, the listener can only Locales
remember the response t o a short and relatively In the Skylands, thirty-two great mountains
simple question. float in a sea of air. The space between these
Also, Charys is exceptionally vain - she will islands of land is often filled with powerful winds
not answer subsequent questions from those who and the many mountains move ceaselessly. Occa-
listen to her music and then plug their ears or have sionally, the hnd-masses come so close that
their ears plugged by companions. She ignores such creatures can jump from one to another, and on
characters until her month is again ascendant. very rare occasions they even collide.
CHAPTER FIVE: TFfE ZODIACAL PLANES
The FlyingMountains the rocs. Since this time, the air walkers have also
Each mountain is an irregular, often vaguely spread into the Scarred Lands. Some trade for
cubical or spherical piece of rock, between a quar- goods useful to the rocs, while others have turned
ter of a cubic mile and two cubic miles in size. their back on their duty and have formed small
Each mountain contains fresh water, soil, and on independent aeries.
each the gravity is directed downwards toward the The Wjnged Allies
land's center - standing on one of the flying The Skylands are also home t o a multitude of
mountains feels exactly like being on the ground rocs, giant eagles, giant owls, arrowhawks, and
of the Scarred Lands. However, anyone who jumps similar creatures. All of the ones who live in the
or flies more than 50 yards above the surface is Skylands have Intelligence 10 or higher and many
suddenly completely outside of the influence of can speak several languages. However, most com-
the mountain's gravity and in the zero-gravity pletely ignore travelers. Some, however, are
that encompasses the vast majority of the Skylands. friendlier, and a few can usually be convinced to
O n average, there is at least several miles between allow visitors to ride them to see Rukha. However,
each flying mountain. Each landmass is a tiny in return these creatures will request that the
self-contained world where temperate and sub- characters either give them a magic item that they
tropical animals and plants like elk, horse and can use (such as a ring to wear upon a claw) or that
cattle happily live out their lives - that is, until the group kill a high quality war horse or some
they become food for the rocs or other large aerial other large and valuable animal and give the
predators. There are no carnivores larger than carcass to them.
house cats or foxes living on any of the flying
mountains, so nothing else can steal one of the
rocs' mobile dinners. h Rukha comes to the flying moun-
he only acknowledges petitioners
Gateway Mountain in t h e sky, far from any of the
One of the flying mounta ins. Thus, any characters who
floats near the edge of this pl im must be able t o fly, ride flying
trance to the Skylands. This a magic item t h a t allows flight.
name other than Gateway Mo pily tell any visitors what t h e
tionally jagged, with a numbe like at any time or place in t h e
top of each hill is a pair of h future.
stone pillars made of black b dition, h e can provide a wealth of
large pieces of bloodstone. These pillars out anyone or anything that
feet apart, with each pillar being 30 feet y knows about their life when
having a 10 foot diameter. They are all set g. Alternately, he can provide
that a roc can easily fly between them. Si ations and even detailed interior plans
pairs of pillars also exist at various points in the tures such as wizards' towers
Scarred Lands, typically o n t h e few dozen o n clouds. However, Rukha demands rec-
mountaintops and mesas that are located at power ompense for any information other than talking
points. These pillars instantly transport anyone about t h e weather. H e requires t h a t t h e char-
who walks or flies between them at dawn, during acters provide significant aid for large creatures
the month of Enkilot, to the Skylands. Similarly, of the air. This can consist of anything from
anyone on Gateway Mountain who walks be- setting out several dozen corpses o n high plat-
tween a pair of pillars at dawn is instantly forms so t h a t vultures can feed, t o healing an
transported back to the gate that they originally injured dragon or giving some large carcass,
walked through to enter the Skylands. like that of a n elephant, to a roc.
Entities If the characters have recently provided
some such service before they arrived in t h e
Several hundred rocs and a multitude of Skylands, Rukha will simply give them t h e
smaller aerial creatures inhabit the Skylands of desired information. Otherwise, Rukha will
Rukha. In addition, each of the flying mountains ask for a specific service and t h e characters
is home to many hundreds of deer, horses and must return t o the Scarred Lands and perform
other prey animals. it. As soon as t h e agreed upon task is com-
The Ajr Walkers pleted, a large eagle will swoop down carrying
The gods created a race of winged humanoids t h e information written o n a slip of parch-
known as the air walkers to help care for the food ment.
animals and provide other forms of assistance for
E D G E O F INFINITV: THE SCARRED PLANES
Sun Field, a ball of glowing gold 20 yards in diameter solar scarabs and to forswear casting any spells that
rises from the ground. Although quite solid, it passes produce darkness for the next year.
up through the earth as if it were completely intan- Khepira can provide knowledge that will allow
gible. Khepira then grabs this sun-ball and rolls it a spell caster to cast their next spell with the [Light]
slowly across the blue ground until it is almost at the descriptor at a +5 effective caster level. This is a
western-mostedge of this plane as evening approaches. one-time bonus. In addition, while Khepira does
Then, Khepira gradually buries the sphere in the not know all ancient knowledge, her understand-
ground, excavatingthe blue earthuntil she has created ing of light and the truth allows her to know where
a hole large enough to place the sun-ball inside. every book in existence is located. If the characters
Finally, Khepira covers the sun-ball with the blue wish to locate a tome on a specific topic, Khepira
earth and sleepsfor the entirety of the night. Although can tell them where it is located. Unfortunately,
it is not painful or dazzling to look at, this sun-ball is she does not know how well any of these books are
the source of the majority of the illumination in the guarded. Khepira never lies and she can always tell
plane. As long as it is fully visible, the sun field is as if a character is being deceitful.
bright as a cloudless summer day and this realm be-
comes increasinglydim as Khepira gradually buries the The Golden Palace
sun-ball in the evening.
Khepira's journey is paralleled by those of twenty-
fourgianigolden stag beetles, each pushing 20 foot balls
m The Golden Palace is a dream of overwhelming
it for three days, and then go ace of Imperatus possesses the fol-
metamagicfeatshad been used on them, but the spells do month of Hedrot, golden runes shine on the surface of
not require higher level slots) in the realm of Imperatus. the mirror-polished stone. During this month anyone
whoplacesanofferingof 1,OOOgpforonepersonor2,500
Locales gpfor2-l0people in thegateway,and thenstepsoverthe
The entire palace is not only made exclusively of offering will instantly appear inside the doorway to the
precious materials, it is also exquisitely made and inhu- Golden Palace - the offering vanishes into the struc-
manly lovely. Some of the materials used in its ture of the building. Characters who wish to leave the
construction are found nowhere in the Scarred Lands, Golden Palace simply walk out of this doorway and into
like the naturally glowing sunstone,brilliant azure gold the Scarred Lands.
alloys or deep maroon star diamonds. Even the inhabit- The Throne Room
ants appear to be living beings made from jewels and
The throne room is opulent beyond all mortal
precious metals. All of these creatures are extremely
description. This ornate chamber is cubical, a hundred
friendlyand charismaticand are more than happy to talk
feet on a side. Attended by dozens of servants and
to visitors and aid them in any reasonable fashion.
guarded by 16celestialgriffins,Imperatussitsona throne
However, the residents here are also all fiercely carved from a solid cube of gold 5 feet on a side. Scenes
protective of the Golden Palace. Anyone who attempts of the time before the Titanswar, depictedwith patterns
to harm or steal from this building will be dealt with of precious stones, cover its every surface. The walls,
extremely harshly. Here, the penalty for theft is death, floor and ceiling of this huge room are similarlyelaborate
unless the thief or the individual'sfriends can convince and impressive and all of the other furnishings of this
Imperatus to commute the sentence. However, law- room are carved whole from giant rubies, emeralds,
abiding visitors are free to wander the palace for as long sapphires and diamonds.
as they wish, feasting on succulent treats that servants
carry on golden trays. Any of the residents of the Golden Entities
Palace will freely direct travelers to Imperatus's throne
room.
All of the residents of the Golden Palace are jovial
and outgoing, though a bit haughty, and all appear to
The Gateway have skin and hair made from variouspreciousmaterials.
At a few dozenpower points (seeRelics & Rituals) They do not look like animated statues; instead, their
throughout the Scarred Lands, there are indestructible skin is made from soft,flexible living gold, silver or
stone archways 10feet high and 8 feet wide. During the copper.MostareservantswhodothebiddingofImperatus,
CHAPTER FIVE: T H E ZODIACAL PLANES
Drachys
The strangest inhabitants of this realm are the Drachys is a two-headed ancient gold dragon who
visitingcharacters.Whenapair ofcharactersentersthis sits on the central island and observes each of the two
plane, they are inseparably joined together for the halves of its realm with one of its two heads. It only talks
duration of their visit. The two people who went into to visitors who have managed to resolve all problems
the river and clasped hands become a single being with their temporary state. If the two halves of the
whose body in an averageof their combined height. The composite characters cannot work together in har-
left side of this being's body is identical to that of one of mony, Drachys will give them advice about how to
the two original people and its right side is identical to resolve their differences and then ignore them until
the other. In addition, this composite being had two they have found a harmonious resolution.
heads. Each individual controls one arm and one leg. If these two beings, who have become one, can
However, both heads must either work together to approach Drachys in agreement with one another, the
walk or make contested Wisdom checks every round. dragon will answer a single question about some great
Whoever wins the roll can control the body's legs for disaster in the past or present. It can tell visitors the
one turn. Each head retains its own Intelligence, Wis- names of those who were killedor injured in any disaster
dom,Charisma,Skills,Feats, SpellsandLevels.However, or if some place or item was destroyed. It can also reveal
the being's Strength, Dexterity and Constitution are the exact cause of any disaster. All of its answers are
the average of the two original characters' abilities, and quite short and come in two halves, one spoken by each
the composite creature'shit points equal the sum of the head. Drachys can also make predictions of future
two characters' hit points. The instant this amalgam- disasters, but its predictions are often vague and self-
ated being leaves this realm for anyplace else, it is contradictory.Drachysconsidersanyevent that destroys
restored to normal. several acres of farmland or more than one entire block
of a city, wipes out the majority of a small town, or kills
more than 100 people in less than a week, to be a
disaster. It only answers a single question a year for any
pair of characters.
E D G E O F INFINITY: THE SCARRED PLANES
1
FeatsKinfolkWhen
to the Northern Wind [General]
the djinni of the Endless Sky were given
From Fire Reborn [General] their freedom, a portion of the essence of a character
When the City of Brass was released from its with this feat took wing as well. Now she is kin to the
centuries long imprisonment, so too was the power birds and djinni, exulting in the beauty of the open
of fire renewed across the planes -and in the hearts sky.
of those who are worthy of its kiss. A character with Prerequisite: Charisma 15
this feat is one who has been so blessed; flame burns Benefits: A character with this feat suffers only
in his veins, quickening his spirit, as he is kin to the half her normal armor check or weight check penal-
creatures of heat and fire. ties when making Jump checks. In addition, she gains
Prerequisite: Charisma 15 a + 2 inherent bonus to all Charisma-basedskillchecks
Benefits: The character with this feat gains a involving birds, other winged creatures, and beings of
+ 2 bonus to initiative checks, and a + 2 inherent pure air, such as the djinni. Finally, the range penal-
bonus to all Charisma-basedskill checks made against ties for bows and thrown weapons are reduced to -1,
creatures of the fire subtype or creatures who are but only within the first two penalized range incre-
composed of flame, such as fire elementals. Finally, ments.
he can detect beings of the fire subtype at will, as per
the spell detect undead cast by a sorcerer of his
Night Predator [General]
character level. Belsameth, or perhaps Tanil the Huntress, has
blessed the character with this feat with a portion of
Ghost Spell [Metamagicl her own savage essence. Such characters have the
From the Isle of the Dead in Termana to the killing instincts of astalking predator, moving through
frozen Albadian wastes in Ghelspad, the ghostly the landscape swift and silent as the night.
dead are known to haunt mortals - seeking the Prerequisites: Blind Fight, Wisdom 13
vibrance that is part of the living. It is thought that Benefits: In melee, opponents hidden in dark-
the necromancers of Hollowfaust first created this ness gain concealment, rather than total concealment,
metamagic feat, which allows the caster to cast spells against a character with this feat -reducing the miss
into the ethereal plane, to affect only those crea- chance to 20%. In addition, this character no longer
tures which are native to and remain in that misty suffersmovement penalties when traveling in areas of
realm. darkness or poor visibility. Finally, the character adds
Benefit: Casting a spell augmented with the her Wisdom bonus to the percentage chance for
ghost spell feat causes that spell to manifest in the opponents to miss her while she is totally concealed
ethereal plane. All incorporeal creatures in the area by darkness.
of the spells effect are thusly impacted. Those crea-
tures who are not incorporeal are unaffected by the
Red Soul [General]
spell. Murder is an art, and those with this feat are
A spell with the ghost spell feat uses up a spell artists without peer. Blessed of Belsameth, the Death
slot one level higher than the spell’s actual level. of Dreams, or Sethris the Spider Queen, these assas-
sins have an inborn mastery of the killing stroke and
Inheritor of the Waves [General] a hunger to demonstrate their prowess.
When the Castle of Currents broke free of its Prerequisites: Sneak attack +2d6, Weapon Fi-
divine prison, the power of elemental water washed nesse
over the Scarred Lands like a rising tide - and the Benefits: The character with this feat gains a +1
spirit of any character with this feat was drowned bonus to initiative checks. In addition, during the
and reborn anew, beneath its waves. Now the char- first sneak attack this character attempts in any given
acter is kin to the marid, and his essence yearns for round, both the critical threat range of his weapon
the caress of deep waters. and its critical multidier are increased bv 1.
Prerequisite: Charisma 15
Benefits: A character with this feat can hold
Servant of a Bone-White Moon [General]
his breath for 4 x Charisma in rounds, before begin- Belsameth, the Suckling Mother, favors a se-
ning to drown. In addition, he gains a + 2 inherent lected few with her blood-red smile. Beneath the light
bonus to all Charisma based skill checks made against of her pale moon, such folk are the very incarnation
aquatic creatures. Finally, the character is so at of the goddess, a dark sword cleaving the tapestry of
home in the water that armor check penalties to dreams.
Swim checks are halved, and with a successful Swim Prerequisites: Charisma 15, Wisdom 15
check the character can move his normal speed as a Benefits: During the night hours, when
full round action in the water. Belsameth’s moon makes its voyage across the sea
AP P € ND IX O N E: PLANAR LORE
Great Scjmjtar
Martial Weapon Cost Dmg(S) Dmg(M) Critical Range Weight Typo
Legend has it that the genie-summonersof old Zathiske first gained the knowledge of crafting
EDGE O F INFINITV: THE SCARRED PLANES
Strong transmutation; CL 13th; Craft Wondrous Powers: If spread over the injuries of one charac-
Item, limited wish; Price 20,000 gp. ter, the mud will heal all wounds, cure all diseases,
cure blindness or deafness, and also acts as a greater
Golden Astrolabe restoration spell. Once applied, the character becomes
Description: This enchanted astronomical in- fatigued and needs to sleep within the next half hour.
strument is a disk the size of a small dinner plate. The injured individual will sleep for the next two
Made of gold, it is a star map depicting the 16 hours and upon awakening will be completelyhealed.
constellations, where each star is marked with a A pot of healing mud can also be divided up and used
gemstone. It is overlaid with a silver mesh that can be to heal multiple characters. If separated into six equal
turned to help astrologers calculate their location portions, each dose acts as both a cure serious wounds
within the Scarred Lands. spell cast by a 5th-level cleric and a restoration spell.
Powers: This item grants the user +5 effective When applied in this fashion, the injured character
caster levels to perform any feat of Horoscope Casting only needs to rest for 15 minutes -at the end of this
(Relics and Rituals 2: Lost Lore) and the user can time the mud will have finished working.
cast the spellfind the astrologicaldoorway once per day, Strong healing; Must be acquired from the Woods
as if the user knew this spell. In addition, once every of Ursos, cannot be created; Price 2,500 gp.
month this item can be used to cast a plane shift spell
to the zodiac plane that is currently ascendant. Once Pendant of the Zodiac
the user is on this zodiac plane, he can use the golden Description: This coin-shaped pendant is 3 inches
astrolabe a second time to cast this spell again - to across and inlaid with all 16zodiac symbols. The pendant
return him and his companions to the Scarred Lands. is made of silver and each symbol is inlaid with the stone
The user must perform calculations, that require at associated with that house of the zodiac. In addition, a
least 1 minute immediately before using the astro- single small diamond is mounted on the rim of the jewelry
labe, to phne shift. so that it can slide all the way around the circumference
Strong divination and conjuration; CL 13th; of the pendant.
Craft Wondrous Item, find the astrological doorway; Powers: As long as the pendant is worn, the symbol
Price 30,000 gp;Weight 1/2 lb. associated with the month that is currently ascendant
glows softly. Also, if the wearer holds the pendant level,
Healjng Mud the diamond will rotate to the direction of the nearest
Description: The mud pools of the Woods of gateway to the ascendant zodiac's realm. This diamond
Ursos have extremely powerful healing properties. also glows faintly, with the brighter the glow indicating
Ursos allows every group of visitors that she aids to closer proximity to the gateway. Although this item does
carry away a single pot of healing mud. This mud not speclfy how to open these gateways, it does alert the
becomes nothing more than ordinary dirt if it dries wearer to the time when various gatewaysnaturallyopen.
out. However, as long as it remains in a sealed water- The glow from the diamond becomes red for the quarter
tight container it can retain its healing properties hour before each gateway is about to unlock.
indefinitely.
APPENDIX ONE: PLANAR LORE
Faint divination;CL 5th; CraftWondrous Item,find Powers: Only characters bom in the month that the
rhe a s ~ r o b dmway;
d Price 5,000 gp. sign represents canwear that d i l talisman safely. Any-
one who was not born in the appropriate month gains one
Water of Death negative level until removing the t a l i . This negative
Description: While this .lkyfluid is death to touch, a level never results in permanent level loss, but it cannot be
few brave soulsattempt to take some of the black water of overcome in any way (includingrestorationspells) as long as
death,fromthemoataroundtheHouseofBlades,backtothe thecharacterweamhe talisman.Inadditiontograntingthe
scarred Lands. powers detailed below, zodiac talkmans all glow faintly
Powers: This deadly liquid is safe as long as it is in a during the month they are attuned to. Also, one time only
sealed glass, metal or ceramic container. However, its touch during the month of their design, they allow the character
causes metal to tarnish and if the containeris pluggedwith a to travel to that zodiac realm and return
corkor any otheronce+livingmaterial, the water ofdeathwill The abilities listed on Table A1-2: Zodiac Talisman
dissolve it in ld6 rounds. If thrown as a missile at a target, a are cast as if by a loth level sorcerer or cleric, where
flask of the water of death does ld6 points of damage for ld6 appropriate. Each amulet has a power that may always be
rounds -or until the victim washes the water of death off accessed, as well as apower that may only be usedduringthe
with someotherliquid or neutralizes it by casting any healii month in which that astrological sign is ascendant.
spell. This healing spell will not heal the target at all, but it
Strongconjuration(plustheappropriate&ools,W
completelyneumlizesthewaterofdeath. Additionalhealing
on spells granted by amulet); CL 12th; Craft Wondm
spellscast on the target work normally.
Item,pLmeshrft,+theindividualspellsusedinanypartimlar
Anyone reduced to 0 or fewer hit points by the water amulet; Price 20,000 gp.
of death instantly crumbles to dust and cannot be brought
back to life by any means. However, few choose to use this
deadly liquid; if the container accidentally breaks, it simi-
larly affectsthe person carrying it. Also, anyone who carries There are many artifacts to be found about the
more than one container of this negatively-aligned liquid planes. Indeed, many of the possessions of the gods
gains one negative level until he ceases carrying the extra are considered artifacts, and those who come to
flasks.This negative level never results in permanent level implore the deities for their aid or favor may be given
l a , but it cannot be overcome in any way (including one of them as a means of accomplishing a particular
restoration spells) as long as the charactercarries more than goal.
one flask. TheBloody Cauldron (minor artifact)
Strongnecromancy; Must be acquired from the House Description: Belsameth, blood-soaked goddess of
of Blades, cannot be created; Price 1,500gp. murder, demandsconstant sacrificesin her name. One of
Zodjac Talisman the best ways for a follower to please her, and perhaps
Description: Thii talisman is formed in the shap of draw her attention, is to send living sacrifices to the
one of the 16 Zodiac signs. It is also made out of a material Black Lands -where blood and gristlecan soak into the
linked to this sign. dark soil and feed the trees, but only after Belsameth's
menagerie ofwolves,demons,madmen andother, darker, and charming to a fault, the two shared a friendlyrivalry
worshipers have had their fill. for decades-which began after the Golden Pasha freed
Created by a coven of witches and hags who still Gameel from his centuries long serviceto the Mahmoud
conduct rituals within the Haggard Hills, the Bloody family. When the divine armies warred against the
Cauldron, a minor artifact of loathsome aspect, is de- djinni, Antar and Gameel crossed scimitars one final
signed to send living sacrifices directly to the Black time. Antar, by then an old man, was struck down by
Lands. The cauldron appears as a pitted and rusted iron Gameel, who then sent Dabab to the furthest comer of
cooking pot, stained with thick clots of blood and the Endless Sky, less it be claimed by “mortal jackals
reeking of rotted meat. The cauldron is large enough for unfit to lick Antar A1 Mahmoud’s boots.”
a hulking man to squat inside,and supportedby four legs, Dabab, sometimes referred to as Antar’s Shroud, is
each of which is carved in the shape of a harpy’s claw. a bright gray, silk cloak stitched with threads thecolor of
The Bloody Cauldron is currently lost, having been the sky at sunset. It feels cool to the touch at all times,
stolen from the Haggard Hills by a Hollowfaust necro- snaps constantly as though stirred by an unseen wind,
mancer, in vengeance for the coven’s sacrifice of his and smells vaguely of autumn leaves and summer blos-
brother. The mage now seeks to unlock the power of the soms.
cauldron, to reverse its flow and somehow bring his Powers: Dabab functions as both a cloak of resis-
brother’s corpse home for proper internment. tance +3, and a cloak of dexten’ty +2. While wearing
Powers: The Bloody Cauldronhas only one power; Dabab, the owner benefits from a +5 competence bonus
the ability to instantly send a single living being to the to Jumpchecks, and a +2 competencebonus to AC, but
Black Lands. Awakening the powers of the Bloody only againstranged attacks.Three times per day,Dubub’s
Cauldron requires the performance of a great ritual in owner can enhance his speed with a sudden burst of
honor of Belsameth. This rite, which can only be per- wind, as though by the expeditious retreat spell cast by a
formed under the light of a full moon, requires a blood 15th level sorcerer. Once a day the wearer can, by
sacrifice of one innocent per hit die of the being to be swirling the cloak about himself,create aurind w d , as per
sent. The ritual must be presided over by a sorcerer the spell cast by a 15th level cleric. Finally, once a week,
(witch) or cleric of Belsameth of at least 10th level,who the owner can air wdk, as per the spell cast by a 15th
must channel arcane or divine energy (in the form of a level cleric.
5th level spell slot) into the cauldron. When this is done, Strong transmutation [Air] and abjuration; CL 15th.
the victim is hurled, screaming, into and through the
cauldron.The unfortunatewill then be left to wander, at
Sethris’sJudgment (minorartjfact)
least for the short time it takes to be discovered, in the Description: The brooding spider does not sit idly
by while the powerful do as they will. When need be, she
endless forests of the Black Lands. When they appear,
victims of the Bloody Cauldron are permanently marked
will send one of her divine agents, or even smite down
with Belsameth’s holy symbol, a silver circle on a black the offending party herself, but few things give Sethris
field; this circle appears on the palms of both hands, and greater pleasure than empowering the weak to deliver
their own well deserved vengeance.
upon the victim’s pupils, and clearly delineates them as
a sacrifice to the many nightmares who wander Thus Sethris’s Jdgment, an enchanted spear of great
Belsameth’splane. power and magnificent cornuption,came to be. Made from
the straightened and magically preserved leg of a colossal
Strong conjuration [evil];CL 20th.
spider, and tipped with a spider’s fang constantly oozing
Dabab (minor artifact) poison thick and yellow as pus,judgment is one ofthe mast
Description: The djinni of the Endless Sky are feared instruments ofdivine justice in the Scarred Lands.
weavers without peer, and great workers of magic be- The spearwanders from place toplace, appearing to
sides. In the centuriesbefore their divine imprisonment, those who most hunger for vengeance and then disap-
djinni sultans often bribed or gifted powetful or influen- pearing again when its duty is finished. It never appears
tialmortalswiththeirmarvelouscreations-shimmering to those who otherwise have the means to extract
cloaks made of strands of sunlight, gossamer vests of vengeance, and only comes to those with legitimate
woven cloud, or enchanted turbans which could trans- cause for revenge.
form themselves into magnificent pavilions of purest The first recorded appearance of Sethris’sJu&ment
alabaster. was shortly after the end of the divine war, when the
The greatest of these wonders was Dubub, or Thin young druid Walmer, a worshiper of Momo, struck
Cloud, a magnificent cloak woven from gusts of cool down Cyris,first among the paladins of Corean’s Order
autumn air and stitched with strands of summer zephyr. of Silver,for the crime of shatteringhis circle and slaying
The cloak was presented as a gift to the Golden Pasha his fellows. Though Walmer was slain before he could do
Antar A1 Mahmoud of Elz, as a sign of admiration from more than scratch Cpis, it was enough; Cpis died in
Gameel the djinni. Antar and Gameel were perhaps the agony, his flesh smoking and his spirit bubbling up like
finest warriors of their people; both well respected, witty gorge between his clenched teeth.
APPENDIX ONE: PLANAR LORE
divinereason todoso.
EDC€ OF INFlNlTV: THE SCARRED PLANES
6th +4 +5 +2 +5
I
EDGE O F INFINITV: THE SCARRED PLANES
Spellcasting: Ability to cast 5th-leveldivine spells. Law Immunity (Su): At 2nd level, the keeper of
the great laws becomes completely immuneto the effects
ClassSkills of any spells that have the “law”descriptor.
The keeper of the great laws’classskills are Concen- Champion of Law (Su): At 3rd level, the spellsave
tration (Con),Craft (Int),Diplomacy (Cha),Intimidate Dc against spells that bind or banish outsidersgains a +2
(Cha),Knowledge(Int),Listen(Wis),Profession (Wis), bonus when used against those possessing the “chaotic”
Ritual Casting (Con), Sense Motive (Wis) and Spot subtype. This includes (does not stack with) the bonus
(Wis). from the Spell Focus feat, should the keeper of the great
Skill Points at Each Level: 2 + Int modifier. laws possess it. This bonus increases to +3 at 6th level
and +4at 8th level. This bonus unly applies to Conjura-
Class Features tion and Abjurationspells that areused to bindor banish
Allofthefollowingareclassfeaturesofthekeeperofthe chaotic outsiders.The same spells used on other types of
great laws prestige class. outsiders will not receive this bonus.
Weapon and ArmorProficiency:Keepersof the great Chaos Resistance (Su): At 4th level,the keeper of
laws are proficient with simple weapons and with light, the great laws gains spell resistance against spells with
medium and heavy armor and all shields (except tower the “chaos” descriptor. His spell resistance equals his
shields). levels in the keeper of the great laws prestige class + 15.
Spells per Day: Keepers of the great laws continue to Maze (Sp): At5thleve1,thekeeperofthegreat laws
advance in spellcasting ability. When a new keeper level is gainsthe abilityto banisha subject to anextradimensional
acquired, the Character gains new spells per day as ifhe had labyrinth, as per the arcane spell maze. The keeper may
alsogainedalevel inaspellcastingclasshebelongedtobefore use this ability once per day at 5th level, twice per day at
he added the prestige class. He does not, however, receive 7th level and three times per day at 9th level.
any otherbenefit a character of that classwould have gained Bound by Law (Su): At 10th level, the keeper of
(improved chance of controlling or rebuking undead, the great laws acquiresthe ability to augment the planar
metamagicoritemcreationfeats,and soon).Thisessentially binding series of spells in severalways. This ability simply
means that he adds the level of keeper to the level of some expands the scope of these spells rather than being a
other spellcasting class the character has,then determines specialability in its own right. Consequently,the keeper
spells per day and caster level accordingly. must still memorize these spells as he would any other
If a character had more than one spellcasting class spells he was preparing for the day. In most respects, the
before he became a keeper of the great laws,he must decide planar binding spells work as normal. There are, however,
to which class he adds each level of keeper for purposes of several differences. The first and most significant varia-
determining spells per day when he adds the new level. tion is that the spells will now affect non-outsiders,
Levels in this class do stack for the purposes of turning including natives of the material plane.
undead. The second difference is that the bound creature,
Imbue Law (Su): At 1st level, the keeper of the great whether an outsider or not, is not bound within amagicckck
laws gains the ability to infuse his weapons or damage- but is instead placed in a specially prepared planar prison
dealing spellswith the power of law, causing +2d6of bonus large enough to hold the creature alone. This prison is
damage against all of chaoticalignment. The character may accessible to the keeper for as long as the spell is in effect,
use this ability twice per day. At 7th level, he may use thii without the need for any other planar travel spells. It also
effect four times per day. functions as if it were under the effectso f & M m h .
rn aye.:
n~ : ~ ~ . ~ - ~ , # ~ , ~ - , ~ v . ~ - ~ : ’ ~’R’ *
L.,Y~
ithnl D
The god Corean is the patron of many praisewor- devotion to Corean to new heights. By purposefully
thy mortal endeavors, including the improvement of exposing themselves to the elements, engaging in
oneself through discipline and dedication. For many acts of perseverance and physical pain, as well as a
sects of his church, smithcraft is a metaphor for the rigorous regimen of prayer and meditation, they have
tempering of the soul whereby a person attunes her- managed to gain their god’s favor. A mithril disciple
self more fully to the virtues of the Champion. For is thus a living manifestation of Corean’sstrength and
others, it is not simply a metaphor, but a way of life. as such has a portion of the god’spower.
For these individuals, known as mithril disciples, the Mithril discipleshave no formal place within any
worship of Corean is a path to self -im
’ provement - of Corean’s sects. However, they are welcomed by
spiritually, mentally and physically. Indeed, they be- most as champions of right and examples of the
lieve these three aspects are intimately tied together, Shining One’s blessings. Many act as wandering de-
leading to the type of life Corean wishes for all who fenders of law and good. Not surprisingly, paladins
serve him. make up the bulk of these mithril disciples. Others,
Of course,mithril disciples are unusual individu- though, choose different paths, including explora-
als even within those sects that share their basic tion (another popular metaphor for
philosophical outlook. It is one thing to espouse the self-improvement), teaching and tending to the spiri-
tempering of the soul as an ideal; it is another to tual needs of Corean’s worshippers. Wherever they
manifest it in supernatural ways. Mithril disciples are are found, mithril disciples quickly become models of
among a handful of individuals who have taken their religious devotion and are lauded for their practical
contributions in Corean’s name.
EDC€ O F INFINITY: THE SCARRED PLAN€S
Requirements smite evil twice per day, and at 7th level she may
smite evil three times per day. This ability is in
To qualify to become a mithril disciple, a
addition to any other smite evil attempts the char-
character must fulfill all of the following criteria:
acter may have as a result of levels in other classes.
Alignment: Lawful good
Damage Reduction (Ex):At 2nd level themithril
Base Fortitude Save: +7.
disciple gains damage reduction of 2/-, at every even
Faith: Corean. level thereafter this damage reduction increases. This
Feats: Endurance, Great Fortitude, Tough- damage reduction stacks with other forms of damage
ness. reduction that the character might have.
Skills: Craft (blacksmithing) 5 ranks, Knowl- Divine Health (Ex): At 3rd level, the mithril
edge (religion) 10 ranks. disciple gains immunity to all diseases, including
Special: Must submit to a religious and physi- supernatural and magical diseases.
cal test of her devotion to the teachings of Corean Silver Blessing (Su):At 4th level, the mithril
and his church. disciple gains a +4 bonus on Fortitude saves to
resist ability or energy draining attacks. This bonus
Class Skills stacks with all other modifiers.
The mithril disciple’s class skills are Climb Massive Damage Immunity (Ex):At 5th level,
(%),Concentration (Con),Craft (Int),Jump (Str), the mithril disciple becomes immune to massive
Knowledge (religion) (Int), Profession (Wis), Sur- damage. She never needs to make a Fortitude save
vival (Wis) and Swim (Str). to avoid death from massive damage.
Skill Points at Each Level: 2 + Int modifier. Gold Blessing (Su): Beginning at 7th level, a
mithril disciple with a Charisma score of 12 or higher
Class Features can heal wounds (her own or those of others) by
All of the following are class features of the touch. Each day she can heal a total number of hit
mithril disciple prestige class. points of damage equal to her mithril disciple level x
Weapon and Armor Proficiency: Mithril dis- her Charisma bonus. A mithril disciple may choose to
ciples are proficient with simple and martial divide her healing among multiple recipients, and she
weapons and with light, medium and heavy armor doesn’t have to utilize it all at once. Using the gold
and all shields. blessing is a standard action. Unlike the paladin
Iron Blessing (Su): At 1st level, the mithril ability lay on hands, the gold blessing’s healing power
disciple gains t h e feat Skill Focus (Craft may not be used to deal damage to undead creatures.
[blacksmithing]) for free. SpellResistance (Sp): At 9th level, the mithril
Smite Evil (Su): Once per day, a mithril disciple gains the ability to cast spell resistance a
disciple may attempt to smite evil with one normal number of times per day equal to her Constitution
melee attack. She adds her Charisma bonus (if any) bonus (minimum of one). This ability functions
to her attack roll and deals 1extra point of damage exactly like the divine spell of the same name.
per mithril disciple level. If the mithril disciple Mithril Blessing (Su): At 10th level, the
accidentally smites a creature who is not evil, the mithril disciple gains a +4 bonus to her AC and
smite has no effect but the ability is still used up for saves against evil creatures, mental control and
that day. At 4th level, the mithril disciple may summoned or conjured creatures.
EDGE O F INFINITV: THE SCARRED PLANES
6 +6 +5 +5 +2 Lord of moonliaht
7 +7 t5 t5 +2 Fast movement +20Ft.
8 +8 +6 +6 +2 Bonus feat
on some of the aspects of the werewolf. He gains the and he possesses damage reduction 5/silver even in
Scent ability, and an inherent bonus to Listen checks the daytime. Additionally, he acquires scent based
equal to his levels in the moonlight lord prestige class. Blindsight for a radius equal to 20 ft, and fast healing
In addition, his teeth lengthen and grow sharp, allow- 1 (increasing to 2 at night).
ing him to make bite attacks for ld6 damage. Finally, Finally, the moonlight lord gains the ability to
he gains damage reduction 5/silver, but only under transmit temporary lycanthropy while under the light
the light of the moon. While being watched over by of Belsameth's full moon. Any being successfully
Belsameth's full moon, his damage reduction in- injured by one of the moonlight lord's bite attacks
creases to lO/silver. must succeed at a Fortitude save equal to 10 + the
Lord of Savagery (Ex):A moonlight lord who moonlight lord's class level + half his existing ranger
reaches this level of ability is a killing force of unpar- levels or contract lycanthropy (werewolfism)for the
alleled might, the embodiment of the savagery hidden duration of the full moon. Werewolves created in this
in the depths of the midnight forest. At 10th level, he fashion are under the control of the moonlight lord
fully embraces his nature. His bite attack now inflicts for the duration of their infection, as though affected
ld8 points of damage, and he gains the Improved by a charm monster spell cast by a druid of his moon-
Grab ability in regards to his bite. His damage reduc- light lord class levels + one half his ranger levels
tion increases to lO/silver under normal moonlight combined.
(increasing to 15/silverunder Belsameth's full moon),
-t
EDGE OF INF NITV: TFf E SCARRED PLANES
-*
have received (improved chance of controlling ness. These spells are gained at 5th
or rebuking undead, metamagic or item creation +Di”j&imrw
level.
&&&e&#
feats, and so on). This essentially means that he These spells are gained at 7th level.
adds the level of occultist to the level of some Occult Lore, 5th: Plane shift, spell resistance. These
other spellcasting class the character has, then spells are gained at 9th level.
determines spells per day and caster level ac- Q Ip WoYV,W+?h-AWW”~T, H b
cordingly.
If a character had more than one spellcasting Ghost Touch (Su): At 2nd level, the occultist
class before he became an occultist, h e must acquires the ability to treat any weapon he wields as
decide to which class he adds each level of if it possessed the ghost touch special ability. Thus,
occultist for purposes of determining spells per the weapon deals damage normally against incorpo-
day when he adds the new level. Levels in this real creatures, even if the weapon is nonmagical. An
class do not stack for the purposes of familiar incorporeal creature’s 50% chance to avoid damage
advancement. does not apply to attacks made with ghost touch
See Invisibility (Su): A t 1st level, the oc- weapons.
cultist gains the ability t o see invisibility at will, Favored Plane (Ex): At 3rd level, an occultist
like the arcane spell of the same name. may select one of the occult planes as a favored plane.
10th +5 +3 +7 +3
EDC€ OF INFINIW: THE SCARRED PLAN€$
While on this specified occult plane or against crea- Shadow Walk [Sp): At 4th level, the occultist
tures native to it, the occultist gains a +2 bonus on gains the ability to enter the Plane of Shadow twice
Bluff, Listen, SenseMotive, Spot, and Survivalchecks. per day, just like the arcane spell shadow walk. This
At 5th level (and every other level thereafter), the ability functions as cast by an 11th level sorcerer.
occultist may select an additional favored plane. Dreamwalk (Su): At 6th level, the occultist
Furthermore, at each such interval, the bonus associ- gains the ability to enter the Dreamlands once per
ated with any one favored plane (including the one day. This ability functions exactly like the arcane
just selected, if so desired) increases by 2. spell astralprojection, except that it allows the occult-
Occult Servant (Su): At 4th level the occultist ist to enter the Plane of Dreams. For the purposes of
may call on outsiders native to the occult planes, determining variable effects, this ability is treated as
using the summon monster series of spells at greater if cast by a 17th level sorcerer.
efficiency. Any summon monster spells that call out- Etherealness [Sp): At 8th level, the occultist
siders native to the occult planes, cast by the occultist, gains the ability to enter the ethereal plane once per
are treated as though they were enhanced by the day, just like the arcane spell etherealness. This ability
Extend Spell feat. This ability does not increase the functions as if cast by a 17th level sorcerer.
level of the spell, nor increase the spell's casting time. Astral Projection [Sp): At 10th level, the oc-
At 6th level, when summoning outsiders native cultist gains the ability to enter the astral plane once
to the occult planes, the occultist is treated as though per day, just like the arcanespellastrulprojection.This
he had the Augment Summoning feat. ability functions as if cast by a 17th level sorcerer
T h e planes crawl with all manner of creatures. Many of these are
relatively benign; just as many more are incredibly dangerous. Some
of these creatures, which have been detailed in other supplements,
are occasionally seen on the material plane. But many never go
there, or ( i n the case of the genie-folk) haven't been seen since the
closing of the Four Citadels.
EDGE O F INFINITV: T H E SCARRED PLANES
h Template
Since the first days of creation, it has been SampleSpirit-Eunuch Genie
decreed that the genie be tasked with the re- Ehrumm, Keeper o f the Garden of Delights
sponsibility of guarding all the most powerful, Efreeti Harem Guardian
the most priceless and the most delicate of all Large Outsider (Extraplanar, Fire)
divine and mortal creations. T h e genie, particu- Hit Dice: 10d10+30 (84 hp)
larly the efreeti, are well suited to this task, and Initiative: +7
they are, for the most part, implacable guard- Speed: 20 ft. (4 squares), fly 40 ft. (per-
ians. Those among t h e genie who take t h e Fect)
responsibility of guardianship most seriously AC: 23 (-1 size, + 3 Dex, + 6 natural,
sometimes willingly allow their spirits to be +5sacred), touch 17, flat-footed
20
bound in chains of ether and positive and nega-
Base AttackIGrapple: +10/+22
tive energy. Such genie are known as spirit Attack Slam +17 melee ( t d 8 + 8 plus ld6
eunuchs -passionless, and consumed only with fire)
thoughts of guardianship, they are dreadful in Full Attack: 2 slams +17 melee ( l d 8 + 8 plus
their obsession and generally avoided by other ld6 fire)
genie, who respect their dedication but fear their SpaceIReach: 10 ft./lO ft.
single-mindedness. Special Attacks: Change size, frightful presence,
heat, smite, spell-like abilities
The spirit-eunuch template can be applied
Special Qualities: Darkvision 60 Ft., immunity t o fire
t o any genie. The genie retains her normal abili- and mind-affecting spells and
ties, and gains all the following. spell-like abilities, plane shift, te-
Hit Die: Increase t o d10.
Speed: Same as the base creature. n lepathy 100 ft., vulnerability t o
cold
APPENDIX THREE: NEW MONST€RS
w#lmE&
Saves: Fort +11, Ref +lo,Will +9 those who threaten any of the concubines therein
Abilities: Str 27, Dex 17, Con 16, I n t 12, Wis draw his full and immediate wrath.
16, Cha 17 Change Size (Sp): Twice per day, Ehrumm
Skills: B l u f f +16, Concentration +16,
can magically change a creature’s size. This works
Craft (brassworking) +14, Diplo-
macy t7, Disguise t 3 (+5 acting), just like an enlarge person or reduce person spell
lntimidate +18, Listen +17, Move (Ehrumm chooses which, when using the abil-
Silently +16, Sense Motive +17, ity), except that he may also use the ability on
Spellcraft +14, Spot +17 himself. A DC 14 Fortitude save negates the
Feats: Combat Casting, Combat Re- effect. The save DC is Charisma-based. This is
flexes, Dodge, Improved
InitiativeB, Quicken Spell-like
the equivalent of a 2nd-level spell.
Ability (scorching ray) Frightful Presence (Ex): When Ehrumm
Environment: The Great lnferno recites his oath of duty t o the object or being he
Organization: Solitary is guarding, opponents within range of his voice
Challenge Rating: 8 must succeed at a DC 18 Will save. Those who
Treasure: Standard coins; double goods; fail are frightened for 5d6 rounds.
standard items
Heat (Ex):The efreeti’s red-hot body deals
Alignment: Lawful evil
l d 6 points of extra fire damage whenever he hits
Advancement Range: -
in melee, or in each round he maintains a hold
Combat when grappling.
Ehrumm, like most spirit-eunuch genie-kind, Smite (Ex):Once per day, while fighting in
is a massive barrel-chested creature who takes defense of his charge, Ehrumm can smite an
great delight in intimidating his foes. He always opponent, gaining a +4 sacred bonus t o his at-
begins by invoking his frightful presence, alert- tack roll and adding his hit die as extra damage
ing trespassers t o their transgression and giving to the damage roll.
them a chance t o flee. If the trespassers remain, Spell-Like Abilities: A t will-detect magic,
the genie begins random attacks until h e recog- produce flame, pyrotechnics (DC 15), scorching
nizes any spellcasters in the group, at which ray ( 1 ray only); 3/day--inuisibility, wall of fire
point he takes t o the air invisibly and focuses his (DC 17); l/day-grant up to three wishes ( t o
assault o n them. Ehrumm is careful t o avoid non-genies only), gaseous form, permanent image
overtly damaging the harem of his masters, and (DC 19), polymorph (self only). Caster level
12th. The save DCs are Charisma-based.
€ D C t OF INFINITV: T H E SCARRED PLANE5
W ’ aragan Re&
Patagon beasts are the incarnate souls of the de- Environment: Tanil’s realm of Myrtana
voted of Tanil, made manifest in the form of natural Organization: Solitary or family (2-4)
beasts in Tanil‘s realm of Myrtana. Those who serve Challenge Rating: Animals w i t h a CR of
rani1Well in the material plane often become paragon less than 1 become C R 3. Otherwise, Same as
beasts and continue to serve the goddess in the Sacred base creature + 2.
Bower. Treasure: Double standard.
Paragon beasts resemble impressive versionsof nor- Alignment: Always chaotic good.
mal animals. Their coats are sleek and rich in hue with Advancement Range: By character class.
reds and browns being common. The beasts’ eyes are
typically a brilliant bronze in color and belie their Paragon Beast Characters
preternatural intelligence. Recently, a number of para- When becoming a paragon beast, the souls
gon beasts have been seen to have ashen or white fur of particularly powerful servants of Tanil will
withsilvereyes, perhapsreflectingachangeinseason in retain Some of the abilities they had in life.
Myrtana. Upon passing from the mortal realm, these souls
Creatjnga Paragon Beast awaken relatively intact in Myrtana without the
usual memory ’loss experi-
“Pacagofl Beast” is a template that can be * A ^-^^ Al....L..
added to any animal (hereafter referred to as the
“base creature”). A paragon beast uses all the
base creature’s statistics and special abilities ex-
cept as noted here. An animal with this template 7
becomesan outsider and acquiresthe Chaotic and
Good subtypes. In addition, a paragon beast en-
c o u n t d o n thematetialplane has the extraplanar (
j
subtype.
Special Attacks: A paragon beast retains all
the special attacks of the base creature and also ’
gains the following.
SpellcaJting (Sp) : Paragon beasts can cast spells
as ifthey wereclericsofalevelequalto theirHit Dice. I
Specia1Qualities:Aparagonbeastretainsallthe
specialqualitiesof the base creature and also gains the
following.
Damage RedLcction (Su): A paragon beast has
damage reduction of Slevil.
lmmunities(Su):A paragon beast is immune to
electricity and petrification.
Resistances (Su):A paragon beast is resistant to
I
cold 10 and fire 10.
Tongues (Su): A paragon beast can speak with a
any creature who has a language, as if they were using k.
spell (casterlevel 12th).This ability is always
active.
Saves: Fortitude, Reflex and Will saves all
b e good saves.
Abilities: Increase from
rhe base creature as follows: 4-
Int +12, Wis +2, Cha +8.
SkillS:Paragonbeasts
now have skills according 4
to outsiders. a
Feats: Same as the
base creature.
APPENDIX T H R E E : NEW M O N S T E R S
normal for the paragon beast. This new score Saves: Fort +Q, Ref +6,Will +10
represents lost character levels in the transition A bilit iss: Str 27, Dex 13, Con 19, l n t
beyond death. For instance, a powerful priest of 14, Wis 21, Cha 17
Skills: Bluff +8, Climb +18, Concen-
Tanil dies and becomes a paragon grizzly bear.
tration +8, Diplomacy +21,
The character had 11 character levels in life and Gather lnformation +8, Heal
a paragon bear is CR 6. Thus, the new paragon +1Q, Intimidate +lo,Knowl-
bear has five character levels. The specific class edge ( t h e planes) +7,
levels retained are determined from the class Knowledge (religion) +16,
L i s t e n +15, Sense M o t i v e
levels the character had in life.
+ l o , Spellcraft +7, Spot +15,
Paragon beasts derived from specific charac- Survival +21, Swim +22
ters ignore the ability adjustments listed above. Feats: Combat Expertise, Endur-
Intelligence, Wisdom, and Charisma are modi- ance, Multiattack, Run
fied from the abilities they had in life as follows: Environment: Myrtana
Int +2, Wis +2, Cha +2. Strength, Dexterity, Organization: Solitary
and Constitution are the same as the base crea- Challenge Rating: 11
ture. Treasure: Double Standard
Alignment: Chaotic Good
Paragon beasts do continue t o advance
Advancement Range: By character class
through character levels. While the character
might have had practically any type of class Combat
during life, paragon beasts prefer to advance in Gherian is a cautious combatant, often
the cleric class. Levels gained in cleric add to spending several rounds sizing up an opponent.
the beast's innate spellcasting ability. He will usually do what he can t o spare the lives
Sample Paragon Beast of those in combat, preferring t o chase off rather
Gherian, Paragon Grizzly Bear
than to kill. He carries with him an unreasoning
3rd-level cleric/2nd-level ranger hatred of the planar servants of Hedrada, how-
(once 8th-level clertc/3rd-level ranger) ever, and will kill them whenever possible.
Large Outsider (Chaotic, Good) Improved Grab (Ex): To use this ability,
Hit Dice: 1 l d 8 + 4 4 (93 hp) Gherian must hit with a claw attack. He can
Initiative: +1 then attempt t o start a grapple as a free action
Speed: 40 ft. (8 squares) without provoking an attack of opportunity.
AC: 15 (-1 size, +1 Dex, +5 natu- Immunities (Su): Gherian is immune t o
ral), touch 10, flat-footed 14
electricity and petrification.
Base AttackIGrapple: +10/+22
Attack: Claw +17 melee (ld8+8) Resistances (Su): Gherian is resistant t o
Full Attack: 2 claws +15/+15/+10 melee cold 10 and fire 10.
( l d 8 + 8 ) and 1 bite +15 melee Tongues (Su): Gherian can speak with any
(2d6+4) creature who has a language as if they were using
SpaceIReac h: 10 Ft./5 Ft. a tongues spell (caster level 12th). This ability is
Special Attacks: lmproved Grab, spells always active.
Special Qualities: Lowlight vision, scent, dam-
age r e d u c t i o n 5 / e v i l ,
Spells: Gherian can cast spells as a sixth
immunities, cold resistance level cleric of Tanil with the domains of Animal
10, f i r e r e s i s t a n c e 10, and Good.
tongues
E D G E O F INFINITV: T H E SCARRED PLANES
and Sylvan. In addition, they can communicate depart, since those who travel to the material
with all birds. They can talk normally with all plane go to a world where their flight is difficult
sentient avians and can communicate in a lim- and clumsy. However, air walkers excel as scouts,
ited fashion with ordinary birds. messengers and barbarian raiders, so they have
Most of the air walkers encountered are managed to thrive. Many live among humans
warriors; the information presented here is for and are part of human culture, while an equal
one such warrior of 1st level. number live among giant owls or giant eagles as
part of their societies. Instead of riding these
Combat great birds, they work alongside them as friends
Air walker combat strategy emphasizes speed and allies. A few thousand live in wilderness
or strength and they prefer to only fight in areas where they form bands composed only of
places where they can fly. They always attempt air walkers and live as swift-flying hunters and
t o attack foes from above, flying up to a roof or raiders. Air walkers greatly prefer to live in
cliff top and hurling javelins. While they cannot windy, mountainous regions, but individual
attack from the air, they use their wings to help members of the species can be found almost
them move swiftly over a battlefield, rushing to anywhere.
aid comrades or t o rapidly gang up on foes. Air A n air walker's favored class is ranger and
walkers are an exceptionally brave and honor- most air walker leaders are rangers, sorcerer/
able race and only ambush enemies who they rangers or ranger/clerics. Air walker clerics wor-
have no respect for. ship the goddess Enkili and, of course, revere
Skills: Air walkers receive a + 2 racial bonus Rukha. Air walker spell casters favor spells of air
to all Spot and Jump checks because of their and weather control. Characters, who are air
keen eyesight and unusually strong slender limbs. walkers, have the following racial traits.
Ajr Walker Characters - Dexterity +4, Charisma + 2 .
Most air walkers found outside the Skylands - Medium size.
are descended from groups who left the plane to - A n air walker's base speed is 30 feet, base
explore the Scarred Lands. The population of air flying speed is 60 feet (poor).
walkers thrives in the Skyland of Rukha, and so -Special Qualities: Low+lightvision, speak
periodically the surplus population must leave with all birds.
and go t o the Scarred Lands. Few are happy to - Favored Class: Ranger.
- Level Adjustment: + 2 .
E D G E O F INFINITY: Tff E SCARRED PLANES
PS%**
Largo Outsider (Fire) sun. Only when the Iron Lord's stride was ech-
oed a thousand-fold did Thulkas turn and witness
Hit D m 9d8+36 (76 hp)
Initiative: the army of his creation. These creatures be-
+6
Speed: 50 ft. (10 squares), fly 40 ft. came known as the fierien.
(average) Unfortunately, the fierien were trapped
AC: 19 (-1 size, +2 Dex, +8 natural along with their patron on the face of the sun,
armor), touch 11, flat-footed 17 and could do naught with their new sentience
BewAtbdJGmpple +4/+20 but rage at their confinement. Then, Thulkas
Attack +1 flaming burst bastard sword noticed the creation of a fortress orbiting his
+17 melee (2d8+146+8/19-20) solar prison. T o here Thulkas flung some of his
or Bite +16 melee (ld8+7) or
Claw +16 melee (ld6+7) fierien to investigate. This stronghold, the Cita-
Full Attack + 1 flaming burst bastard sword del of the Sun, was created by the goddess Madriel
+15/+10 melee (2d8+ld6+8/19- to watch over Thulkas's prison. While the ar-
20), 1 Bite +14 melee (ld8+3) rival of fierien forces somewhat surprised the
and 1Claw +14 melee (ld6+3) citadel's defenders, Madriel's angels still readily
SpmcetReach: 10 ft./lO ft. withstood Thulkas's fiery siege. In the process,
Specid Attack Fiery mane, improved charge however, the fierien found their key t o freedom;
Special Qualitier: Damage reduction 5/magic, spell
proximity to one of the many portals in the
resistance 17, plane shift, feroc-
ity, invulnerability to fire, Citadel of the Sun could enable them to travel
vulnerable to cold, fiery aura to that portal's destination. Using the network
sawx Fort +lo,Ref +8, Will +6 of gates within the Citadel, the fierien have
Abilitk Str 24, Dex 14, Con 19, Int 12, since staged attacks on both Aolib and the
Wis 11, Cha 13 Scarred Lands. /
Silk: Appraise +14, Bluff +4,
Craft (any one) +14, In-
timidate +14, Jump +20,
Knowledge (arcana) +6,
Knowledge (the planes)
+6,Listen +13, Search+5,
Spellcraft +14, Spot +13
Cleave, Improved Initia-
tive, Multiattack', Power
Attack
The Citadel of the Sun,
Aolib
Solitary or Pack (2-12)
9
Doublestandard and see
below
Usually lawful evil
10-15 HD (Large); 16-
30 HD (Huge)
I N ~ ~ . : : ~ * : ~ : a - P . c . l I r
'*BI. - & ~ ~ ~ . ~ ~ . ~ ~ ~
Starsteel
From time to time balls of fire and iron incredibly pure and durable. Items made of
rain down from the heavens to cause death starsteel are considered masterwork for pur-
and destruction for the inhabitants of the poses of c o n s t r u c t i o n time, b u t t h e
Scarred Lands. Legend holds that these fiery masterwork quality does not affect the are
missiles come from Thulkas, the Iron Lord, mor check penalty of armor. Note that only
in his solar prison. Angered by the treachery items made wholly or mostly of this metal
of the gods, and his confinement, he rains qualify as a starsteel item.
pieces of his element down upon the people Starsteel has a hardness of 12 and 35
who betrayed him. Histories in the Library of hit points per inch of thickness.
Lokil, which describe similar celestial events Starsteel has an affinity to fire magic.
dating before the Divine War, lend some If an item made of starsteel is enchanted
doubt to this theory. In any event, the iron with magic with the fire descriptor, such
that remains from these stellar objects is enchantments have an x p Cost that is 10
percent less than normal.
Though fierien do grow to adulthood from claw attack only receives half the fierien's nor-
children, they do not have offspring themselves mal strength bonus to damage. Until the fierien's
- instead fierien spring into being solely due to next action, he suffers a -2 t o his AC as normal
the titan's efforts. for a charge.
Combat Ferocity (Ex): Due to sheer tenacity and
perseverance, a fierien may continue t o fight
Fierien typically enter combat with little
without penalty even while disabled or dying.
concern for their own safety. They prefer to do
Fiery Aura (Ex):Due t o the fieriens' fiery
battle o n the ground, where their speed and
nature, the creatures shed light for a distance of
mobility are an asset. While they do take to the
air when necessary, they are only mediocre fly- 120 feet.
ers. Fierien are typically armed with + f flaming Plane Shift (Sp): Though a fierien cannot
burst large bastard swords made of starsteel. When travel the planes on his own, he may use nearby
in close combat, they typically attack with their planar openings as a means of travel. As a full
weapons followed by a devastating bite and an round action, a fierien may use a gate or planar
offhand swipe of their claws. opening to travel t o the target destination o n
the conduit. This gate must be within 100 feet of
Fiery Mane (Su): The mane of a fierien is
the fierien, and he must either know of the
made of pure flame that can strike out on its own
existence of the portal or be witnessing i t s Cree
if in close proximity to an enemy. If a fierien
ation (for instance, watching a spellcaster cast a
successfully strikes with a bite attack, the flames
spell). When traveling in this manner, the fierien
of his mane take an additional strike at his
does not get any information about where the
opponent. T h e target must make a DC 14 Reflex
save or take an extra l d 6 fire damage. portal leads. The fierien merely follows the con-
duit and emerges randomly within one hundred
Improved Charge (Ex):Fierien specialize
miles of the destination of the portal. This abil-
in quick and powerful attacks. Typically a fierien
ity operates with any spell that breaches planar
will charge into combat; while charging, the
boundaries (etherealness, gate, plane shift etc.)
fierien makes a normal attack and may make an
but doesn't work o n other transportation spells
additional secondary attack with his claw. Both
that do not breach planar boundaries (like deport
of these attacks are at his full base attack bonus
or dimension door).
but with no added bonus due to the charge. The
E D G E O F INFlNlTV: Tff E SCARRED PLANES
c! Night Peo
Medium Humanoid live and work among humans or other races wear the
Hit Dice ld8 (8 hp) garments of the local people.
Initiative: +2 Most night people encountered outside of the
speed: 30 ft. (6 squares), climb 15 ft. Deepness of Night are either full or part-time spies for
Ac: 15 (+20ex,+l natural, +2 leather)
,touch 12, flat-footed 13
Vespis. However, some merely pay homage to Vespis
+1/+1 and live among humans, bat-devils or with one of the
Short sword +1 melee (ld6) or races that dwell deep underground. Regardless of why
sling +3 ranged (ld4) they are in the Scarred Lands, all night people are
Full Attack Short sword +1 melee (ld6) or deeply curious and they all love the night.
sling +3ranged (ld4) Most night people encountered are warriors; the
5 ft.15 ft. information presented here is for one of 1st level.
Low-light vision, Blindsight 60
ft. Combat
k Fort +2; Ref +2; Will +1 Night people are fast and highly effective in
Abilitii Str11,Dexl5,Con10,Int10,Wis darkness. They always prefer to attack at night or in
13, Cha 10
skills Climb+4, Hide +4,Jump+4, Lis-
ten +6, Move Silently +4, Spot
+6
Cldlenge Rating:
7 - m : Standard
Alignment:
AdWWCUIlUlk
Level Adjustmonk
dim or lightless conditions. They climb and jump protecting her from harm. The remainder live in the
exceptionally well and are extremely stealthy. As a Scarred Lands. Most of these dwell among other races,
result, they typically climb above their foes and hurl both above and below the ground. However, there are
missile weapons down upon unsuspecting enemies; also nomadic bands of night people who either hunt
alternately, some night people jump down upon their the surface at night or live in the extensive caves
foes and use surprise to gain the advantage. While they underneath the Scarred Lands. Civilized night people
are swift, careful, and not prone to taking unnecessary work as spies, thieves or couriers, while most other
risks, night people can be extremely brave if their night people are nomadic hunters.
families or something else they care about is threat- The favored class of the night people is rogue, and
ened. most of their leaders are rogues or sorcerer/rogueswith
Blindsight: The night people's blindsight is based bat familiars.Night people clerics worship the goddess
on echolocation; thus, this is negated if they are within Belsameth and revere Vespis. At first level, all night
an area of magically created silence. Additionally, people clerics receive a bat companion that has no
even if they are themselves not located in such areas, special traits (it is not a familiar or animal compan-
they are not able to discern what is in a magically silent ion), but anything they whisper into its ears is heard by
area -much as an area of darkness prevents someone Vespis directly. Night people spell casters favor spells
with normal sight from seeing what is going on within. of darkness and deception. Night people characters
Skills: Night people receive a +4racial bonus to have the following racial traits.
Spot and Listen checks. These bonuses are lost if their -Dexterity +4,Wisdom +2.
Blindsight is negated. They also gain a +2 bonus to all -Medium size.
Climb and Jump checks. - A night person's base speed is 30 feet, base
Night Person Characters climb speed is 15 feet.
There are only approximately10,000night people. -Special Qualities: Blindsight.
Almost a third live in the zodiacal realm called the -Favored Class: Rogue.
Deepness of Night, tending to Vespis's needs and -Level Adjustment: +l.
E D G E O F INFlNlTV: T H E SCARRED PLANES