WW8319 Scarred Lands - Edge of Infinity The Scarred Planes

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The very edge of infinity awaits your tread.

This book has been a long time coming.


From the very first Scarred Lands book, the
planes have been there, sitting just beyond
our perception. They bore mention in the
Scarred Lands Gazetteer: Ghelspad and in
The Divine and the Defeated. Those books
and others referenced how the planes affected
the Scarred Lands. The time is overdue to get
to the heart of the matter - to look at the
planes themselves, as well as the realms that
exist and the creatures that dwell within them.
This book uses the rules for planes as laid
out in the v.3.5 DMG. So, the rules are famil-
iar, but the content is all-new. This makes for
a different book than many that exist about
planes. We aren’t presenting the One True
Cosmology of your campaign. The planes are
infinite, making the job of creating a diagram
that demonstrates how one plane ends and
another begins problematic at best (in fact,
the very source of this book’s title).
So instead of a discrete structure of “how
the universe works,” Edge of Infinity ex-
plores the cosmologies of those who dwell in
the Scarred Lands in a manner that encour-
ages you t o incorporate them into your
campaign as you see fit. Perhaps the cosmol-
ogy within fits your campaign perfectly, as it
does for us (and for those within the Scarred
Lands). Perhaps it offers a new dimension for
the existing cosmology in your campaign -a
heretofore unexplored section of your game
universe, or a new reality accessible through
some wormhole or rift.
Whatever the rationale, the realms within
offer vast opportunities in any game. Beyond
the homes of the gods, the astral and ethereal
planes, the sources of elemental energies, and
far more that Edge of Infinity explores, you
will see also that the influence of the titans
and gods - and the horrors of their Divine
War -extends from the material plane across
countless realities.
You stand now at a threshold that few
cross. Come -walk with us. We have stories
of far-off places to tell.
Joseph D. Carriker, Jr.
Scarred lands Developer
Sword &SorceryStudjos
The planes are remote and enigmatic by their
very nature. Though many mortal creatures, including
spellcastersof all types, regularly draw upon and chan- As explained at some length in the Player’s
nel planar energies,few have any real understanding of Guide to Clerics and Druids, the gods discovered the
the realms from which these energies originate. That planes but did not create them. The origins of the
is to be expected, for it was only comparatively re- planes are mysterious. Even the titans were ignorant of
cently, as the progress of knowledge is reckoned, that many of the planar realms and were as surprised as
the vast majority of the planes were known to exist at anyone when the gods were drawn into the planes and
all. Such knowledge was initially restricted to the away from Scam. That fact preserved the gods’ exist-
devotees of the gods, but it has spread over the many ence, for without the planes, the titans would probably
years since the children of the titans were first drawn have destroyed their errant offspring, as they had
away from Scam and into the planar realms they now destroyed so many of their children before. In a sense
call home. Of course, the servants of the titans are then, the planes “made” the gods; for without these
quick to point out that their ancient masters were not enigmatic realms, the deities would never have been
without their own connection to and understanding able to come fully into the powers they now possess.
of the planes, albeit somewhat different ones. Once safely ensconced within their planar homes,
Despite the boasts of these and many other fac- the gods found themselves changed. Just as the titans
tions, there are few mortals who can claim to know the could reshape Scam as they pleased, the gods had the
truth regarding the planes and their inhabitants. This same power and effect on the planes. There was an
chapter rectifies that situation by presenting in a almost innate affinity between the deities and their
single place all that is known about the planar cosmol- homes. Whereas the gods had no real power over Scam,
ogy of the Scarred Lands, includingmuch that remains they had supreme authority over the planes. It was as if
mysterious to even its wisest of sages. In addition, this the planes had been waiting for their absent masters to
chapter also expounds upon several competing inter- command them. However, the planes were also prisons.
pretations of this cosmology, as seen through the eyes The intense affinity between the gods and their planar
of mortals who lack the fuller perspective. Ofneces- homes made it impossible for the gods to return to
sity, all the information presented in this first chapter Scam. They were effectivelytrapped within the planes
merely gives the reader an overview, while later sec- and, while their planar realms were ideally suited to
tions of the hook provide expanded coverage of the them, no being -certainly not beings of such immense
planes, their inhabitants and other details. power -enjoys being kept within a cage.

Truth, Subjectjvjtyand Game Mechanjcs


Throughout this book, the planes will be phatically the White Temple Tradition might
described in several different - and sometimes espouse its beliefs, there are facts regarding the
contradictory - ways. This apparent inconsis- planes that are not subjective and defy attempts to
tency is intentional. As withmany Scarred Lands make them so.
books, our intention is to provide both players These truths are presented using terminology
and Game Masters (GMs) with a variety of per- and expressions found in the v. 3.5 DMG, Chap-
spectives and approaches. This reflects the diverse ter 5: Campaigns. For the most part, they are game
opinions and beliefs of the inhabitants of the mechanical in nature and affect the way that
Scarred Lands, many of whom do not agree with characters interact with the planes and their deni-
one another when discussing such elusive topics zens. By using these standard terms, the GM can
as planar cosmology. Thus, this chapter presents be certain that the material presented here can be
many different cosmological theories, some of dropped into any campaign with a minimum of
which claim as truth things that other philoso- fuss. That’s not to say that the inhabitants of the
phies flatly deny. Scarred Lands will have any real clue about
As ever, the GM is the final authority on morphic traits or coterminous planes -nor should
what is or is not true in a given campaign. GMs they. The planes remain strange and mysterious
are thus free to use or reject anything in this book places, understood by few and visited by fewer.
-adding, subtracting, changing, or warping the Yet, it is important that a common terminology be
material as they see fit. Nevertheless, this book used to describe the game mechanics that govern
does contain its fair share of universally appli- the way the planes operate. Without it, GMs
cable truths. That is, no matter what the would be as lost as most natives of the Scarred
Coventacle of Ancients believed or how em- Lands and that’s no fun for anyone.
EDGE O F INFINITY: Tff E 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
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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%

the buildings are living things. Not only do the


walls and fixtures slowly move and shift, but some
of them also sprout branches or limbs of living Anyone who takes water back from the Highest
stone, wood or brick. These cities are inhabited by Brilliancediscovers that the liquid is impossible to hold
beings even stranger than their buildings. Instead unless the container is shielded against the water’s
of individual humans, demi-humans or humanoids, effects with a spell like positive energy protection. With-
each building and large public space contains a out this protection, the instant the container touches
writhing mass of intertwined limbs and torsos. the water, it begins to come alive and sprout append-
These creatures resemble exotic sea life made from ages. Wooden and leather containers become organic
human body parts. None of these entities are con- creatures, while metal, clay or glass containers become
scious and they are also not particularly stable - strange elemental-like beings. In either case, the crea-
whenever two of them come near each other, por- ture gradually absorbs the water of life that has been
tions touch and sections move from one to the placed within it. When it has consumed all of this
other. Occasionally, entire beings are absorbed by liquid, the container beast dies; this process normally
others. takes a week. During this time, the container is treated
These “inhabitants” also rapidly absorb any as an animated object.
visitor not protected by a positive energy protection If carried back in a well-protected container,
spell, but do little more than occasionally attempt the water of life has many uses. Drinking it acts as
to grab anyone protected by this spell or some both a cure cn’tical wounds spell and removes all
equivalent magic item. Every round that a pro- negative levels from the drinker. If poured on a
tected character is within 5 feet of one of these corpse or a statue, both temporarily come to life, but
creatures, it attempts to grab the individual Id4 they lack minds and will die within a day unless
times. The plane’s grapple check is a +6. Once a someone provides them with another dose of the
character is held by two arms, all of the rest of the water of life. This corpse should be treated as a
creature’s limbs leave the held person alone. Like :ombie, but is not undead. They will not obey vocal
all of the inhabitants of this plane, these creatures :ommands, but will move in directions in which
are effectively unkillable and can be most easily
treated as unusual features of the landscape.
CLHAPTER TWO: THE F V N D A U E N T A L PLANES

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

Entjtjes tose, thrown clear of the explosionand lost within the


void. There she remained for decades, unaging and
The denizens of the Deepest Sky are known
unmoving, flesh and spirit wracked and twisted by
collectively to scholars as the auran, though the
splinters of arcane light. During that time, the es-
people of the Great and Wondrous Storm rarely, if
sence of the Deepest Sky came to her, nursing her
ever, think of themselves in collective terms. In fact,
spirit and soothing her fevered brow with songs from
the auran language has no equivalent to the words
the time when the titans were young.
“we” or “us,” which causes no end of confusion when
Carolane regained full consciousnessthe moment
auran and non-auran interact.
the djinni were freed from imprisonment; but her
In addition to the djinni, who are as a race the
thoughts were plagued by visions of a black whirlpool,
mightiest residentsoftheDeepestSky, the plane ishome
herself in the eye of the storm, guiding its movements.
to all manner of birds and winged beings, from giant
Physically, Carolane Branwine (female human,
eagles, to demons and angels. Air elementals, invisible
stalkersand cloud and storm giants are common as well, Sor9/DrdS, CN) is still a young adolescent, though
her body is maturing at a startling rate. Reed thin, she
the latter commanding the sky from brooding fortresses
is all elbows and knees, her face spattered with large
ofstone,corral and azure. Onoccasion,dragonsand aged
freckles. Her hair is the color of soft-spun honey and
sphinx come to the Deepest Sky, usually questing after
gold, her eyes a swirling void of gray and black, shot
knowledge or magical baubles, but sometimes for no
through with streaks ofelectric blue. Emotionally and
other purpose than to soar the endless winds and gorge
mentally, Carolane is an adult, with a scholar’sknowl-
themselves on the plentiful birds.
edge of all matters arcane, religious and historical.
Though they should not be considered denizens
She is perhaps the foremost scholar of titan lore in all
proper, small conclaves of druids loyal to the memo-
the planes, privy to secrets even the titans themselves
ries of Gulaben and Lethene are scattered across the
have forgotten.
Infinite Sky; though small in number, these groups
count among their members some of the most power- Now known as the Queen of the Morning Glory,
she is consumed with rallying the titanspawn and
ful and fanatical spellcasters on the known planes.
forging them into an army capable of freeing the titan
The Ragged Dervish Lethene. Given her undeniable charisma,unshakeable
Though far from being the largest djinni warband, faith in the rightness of her cause, and her skill in
the whirling, ferocious horde known as the Ragged Der- parlay and battle, she may yet succeed.
vish is certainlyamong the most dangerous. The Dervish
is composed solely of spirit-eunuchdjinni, fanatical war-
riors who strip away their metaphysical essence in return
This oppressive earthen expanse is known to its
for unsurpassed ferocity and battle skill. The members of
inhabitantsas the Eternal Mountain, the Vault of Earth,
the Dervish are all disgraced outcasts, having either
and the Endless Womb. Many visitors from the Scarred
outlived the djinni lords they swore to protect or fled the
Lands refer to it instead as the IdiniteTomb. Regardless
places they were commanded to guard.
as to the name, it is undeniable that all forms of soil can
The Ragged Dervish‘s name comes from the be found here: fertile dirt, desert sands, swamp-muck,
bizarre and grisly outfits its members wear. The djinni sun-baked dust -whatever variety of earth exists in the
are each draped in a long robe made of thin, woven Scarred Lands is present within the Vault of Earth.
strips of flesh flayed from their enemies’ bones, pref-
The plane naturally has pockets of other envi-
erably while the victims were still alive. Each strip is
ronments in caverns large enough to hold small
magically preserved and brightly dyed, so each Der-
cities, although most have little to no habitation.
vish is covered in a grisly cloak of many colors that
This isn’t because no one has tried, but because
swirls and snaps as the djinn fights.
caverns and tunnels have the disturbing habit of
The warriors of the Dervishgo into battle with great collapsing, or worse, sealing up like a healing wound.
scimitarsmade of crystalor pearl and brass, and sing lusty Too many have met their demise encased forever
songs of war as they cleave their enemies in twain. within the Infinite Tomb. For obvious reasons, cav-
Carolane Branwjne, erns in sandy or particularly fluid environments
The Queen of Morning Glory collapse the easiest, although there are exceptions.
Of those places that remain stable, small villages and
When the divine armies laid siege to the Wall of
towns are the most common habitations. No tunnels
Winds, Carolane Branwine was a page in service to
cut by mining or magic survive longer than a day
ser Morvonas the Unbound, a sorcerer-knight sworn
without sealing up, but there are several tunnel
to the cause of Corean. On the morning of the siege’s
“currents” that run from cavern to cavern. Skilled
final day, Morvonas and his retinue were consumed in
navigators can traverse these moving passageways,
a great burst of sunlight, unleashed when one of his
taking travelers anywhere in the Vault - for a
artifacts malfunctioned. Carolane survived, coma-
CHAPTER TWO: THE FUNDAMENTAL PLANES
*-e
modest fee, of course. These tunnel segments are Even the most minor details collected could, over
generally 5d10 yards long, forging a path through time, come together and give the dao a reasonable
the omnipresent rock strata at roughly walking speed, explanation for why their status quo has been shat-
sealing up behind at the same rate. As the tunnels tered yet again.
are self-contained, air within them quickly becomes
stale. Because few travelers have the capability to History
refresh the air or abstain from breathing, particularly Like the other elemental planes, the titans and
long journeys are rare, and thus few have explored their servitors could often be found here in the epochs
what lies beyond established routes. before the Divine War. Golthagga was wont to search
Just recently, routes have reopened to what used for rare and strange ores within the Vault of Earth,
to be a central hub for travel, and is still the single and Thulkas crafted many creatures from the raw
largest habitation in the plane: The Citadel of Stone. stone and soil found here. The Eternal Mountain was
The native genie-kind, the dao, are unsure what to once also the home to the Cabal of the Fastness, a
make of this. Having adapted to their imprisonment group of druids and sorcerers dedicated to mastering
and resigned themselves to the fact that they would the potential inherent in the plane's element -they
never get out, suddenly they find, in an instant, are all, however, thought to have been destroyed in
things changed. The dao are cautiously examining the Divine War as servants of the titans.
the new state of things, uncertain about what has Since the Divine War and until quite recently,
transpired in the plane around them, wary of falling the dao of the Citadel of Stone had not been seen.
prey to some new trap. They occasionally send out With the absence of the original guardians of the
servants to explore, but the majority of their time is plane, many less than savory elements have taken
spent pondering the ramifications of their newfound hold in places such as Ascent and Honeycomb. With
freedom. Long, thoughtful discourses on the matter the reopening of the Citadel of Stone, these residents
can be heard throughout the towering chambers of have begun to reinforce their holds, intent on not
the city. Travelers to the Citadel had best beware; no permitting the dao to force them out. Fortunately for
matter how innocent their reasons for being there, them, the slow and ponderous nature of the dao does
they may be subject to questioning - or interroga- not incline them to quick action.
tion -regarding the state of things outside the city.
EDGE O F INFINITY: T H E SCARRED PLANES
x

the Plane of Earth. Rising through a vast sea of mud


Planar Trajts like a bubble of swamp gas, Ascent is a dismal locale,
Thevault ofEarthpcxssessesthefollowingplanarmits. but a popular trading area by those who can locate it.
Physical Many visitors find the miasmadifficultto breathe, but
Gravity: Normal gravity. The Vault of Earth since the town has passed through parts of the plane
possesses normal gravity. most people have never even heard of, the rarities
often available for purchase here make the trip well
Time: Normal time. Time passes normally in
worth the trouble.
the Vault of Earth.
In few other places is the epithet “Endless
Shape and Size: Infinite. The Vault of Earth is
Womb” more appropriate than in Ascent: life here
infinite in scope, extending in all directions eter-
exists in abundance. All sorts of plague-ridden ver-
nally.
min infest the town, getting into food, bedding,
Murphic Traits: Magically morphic. The na-
swarming through the air - even the light comes
ture of the Vault of Earth is alterable through the use
from a form of luminescent fungus that clings to the
of magic and supernatural abilities. Caverns may be
roof of the bubble. Some of the town’s older inhab-
opened or sealed by those with the power to do so, and
itants recall a time when this was not so, when
the very terrain may be turned into a razor-sharp
Ascent rose not through marsh, but through sand.
hazard in order to attack one’s foes.
Some say this day will come again, driving out the
Elemental less savory denizens who have claimed the town as
Earth-dominant: The Vault of Earth is an eter- their own.
nal mass of stone, earth and rock, though littered with Many sources point to there being a method of
occasional pockets of other elements (usually air and reaching Ascent through a marshland in the Scarred
water, though occasionally dangerous pockets of el- Lands. Rumor has it that there is a place, roughly ten
emental fire can be found). feet in diameter, where the swamp consists almost
entirely of bloody, writhing maggots. Travelers must
Aljgnment dive headfirst into this circle, swimming down-
Mildly Neutral Aligned: No alignments are wards, until they emerge from the walls of Ascent.
penalized in the Vault of Earth. What sources disagree on, however, is in which
Magjc swamp this maggot-portal is located: either the
Enhanced Magic: Spells and spell-like abilities Swamps of Kan-Thet or the Blood Bayou. Perhaps it
that use, manipulate, or create earth or stone (includ- can even be found in both. Either location has its
ing those of the Earth domain) are both empowered own perils, though, and mistakenly leaping into the
and extended (as if the Empower Spell and Extend wrong part of a noxious swamp can very likely be
Spell metamagic feats had been used on them, but the deadly.
spells don’t require higher-level slots). Spells and 1i oneycomb
spell-like abilities that are already empowered or Someplace far from established routes, visited
extended are unaffected by this benefit. only once a month by a tunnel segment leaving the
Impeded Magic: Spells and spell-like abilities Citadel of Stone, lies an anomaly in the structure of
that use or create air (including spells of the Air the Eternal Mountain. While most of the habitable
domain and spells that summon air elementals or portions of the plane exist in single bubbles, the
outsiders with the air subtype) are impeded. Honeycomb is a vast complex of caverns. The en-
tirety of the massive area has not yet been mapped;
Locales those who have been there claim it’s too large to be
The endless reaches of this plane are largely solid fully explored in any being’s lifetime. The walls are
and dense, impeding those creatures who are unable damp, and the sound of echoing water can con-
to maneuver through solid rock. Materials that com- stantly be heard. The most common comment about
prise the plane range from rock and dirt to sand and the Honeycomb is that it feels. .. empty. Those who
swamp muck and everything in-between - even travel through the passageways for a few hours or
veins of precious ores and gems. Pockets of air, and more begin finding statues. Some are ancient and
sometimes water, are interspersed throughout the worn by time and water, while others are newer,
plane like caves in mountainsides. Unlike mundane resembling nothing more than ancient Slarecians.
grottos, however, these precious areas don’t always Some of the other statues, however, bear a more
remain accessible. insectoid appearance, but are too eroded or strange
Ascent to be able to identify.
A pocket town surrounded by thick, viscous Although explorers who manage to leave the
swamp ooze, Ascent is constantly moving throughout caves often return empty-handed, rumors persist of
CHAPTER TWO: THE FUNDAMENTAL 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

half, however, since few overreachingresolutionsneed


be made when you’re cut off from the rest of existence.
Now that the Citadel is open once more, Gromuk The Land of Burning Sky, the Kingdom of Obsid-
finds himself with a lot of thinking to do. He’s unsure ian and Ash, Mother of Black Ashes, Titan’s Pyre -
on whether or not he should endorse communication these and other names are given to the cruelest, most
with outsiders, or whether the dao should simply forsaken of all the elemental planes: the Great In-
maintain their rather xenophobic mindset. Although ferno, elemental plane of fire.
he hasn’t discussed it with many others, he is rather All forms of fire can be found here, from the white
more sympathetic to the gods than he was at the time hot incandescence of the sun to the dull red glow of
of the Divine War. Their intentions were sensible, cooling embers. Often, the pure fires of the Great
after all, and their actions resulted in the flourishing of Inferno are tainted with the other elements, creating
his ownculture. He’s willing toopennegotiations with pockets of burning winds, molten lava and scalding,
other races and cities in the Plane of Earth, and to give blinding steam. This is a dangerous and hellish place,
fealty to the gods. He knows, however, that not all dao and most travelers are only able to visit the few
share his point of view. So for now, and in the foresee- mightily defended oases that are protected from its
able future, he’ll be content to question outsiders who fires.
come exploring, and watch the rest of his people for
their reactions. After all, there is plenty of time to Hjstory
make a decision. Like the other elemental planes, the Great In-
Tzjlsslplk fernoonce saw the tread of titans, most notably Thulkas
and Golthagga, who sought out pockets of pure el-
This relatively young spider goblin is the head of
emental fire for their own crafts. Mesos was also an
her particular clan, a somewhat unfortunate tribe
occasional visitor here, as the esoteric titan used the
that has managed to begin a war against the local
essence of this plane to create new pyromancies.
earth elementals. Tzilsslplk and her people, although
During this time the efreet ruthlessly controlled the
they are unaware of it, have taken residence in a small
plane, blessed as they were by their father, and even
series of caverns that house the remnants of an
the mighty elementals bowed to the brass-crowned
ancient earth elemental hero. The elementals merely
lords.
wish to drive away the interlopers, but Tzilsslplk will
not consider leaving. One must remain strong at all This situation changed with the Divine War.
times, after all, even when one’shome manifests arms Many fire elementals rose up against the hated efreet
and legs and vicious spikes of solid rock. She sees all when called upon by the gods of fire, Corean and
this as a challenge to overcome, nothing more, and Vangal. With the sealing of the City of Brass, these
encourages her tribesfolk to remain strong. Tzilsslplk elementals took control of the plane they considered
has, however, started to notice that the attacks hap- theirs by right. Now that the City of Brass has become
pen more often to goblins entering a particular cavern unsealed, war may soon come to the plane of fire.
with an oddly-shaped rock sitting in the middle.
What she does with this knowledge is anyone’sguess.
Planar Trajts
The Great Inferno possesses the following planar
Denev’sEar traits.
There are many who claim that the Plane of Earth
is the true incarnation of the Earth Mother, or at the very
Physical
least, that it is the greater part of her. W h y else would Gravity: Subjective directional gravity. Inhab-
natives call the plane the Eternal Womb? W h y else itants of the plane determine their own “down”
would shebe called the Earth Mother, ifshewas not a part direction in the Great Inferno, save for some places
of the Plane of Earth, and it a part of her? No one can such as the City of Brass. Objects not under the motive
answer for certain, but supporters often point at the force of others do not move.
apparition known as Denev’s Ear as proof. Never lasting Time: Normal time. Time passes normally in
longer than a week in any given place, the Ear is an the Great Inferno.
unusualformationofrockthat seems togrowoutofawall. Shape and Size: Infinite. The Great Inferno is
The structure is, as the name suggests, shaped very much infinite in scope, extending in all directions eternally.
like a five-foot tall ear. It is said that those who speak of Morphic Traits: Magically morphic. The na-
nurturing and care in its presence become blessed, while ture of the Great Inferno is alterable through the use
those who speak of destruction and genocide become of magic and supernatural abilities. The flames of the
forever cursed. Although not all inhabitantsbelieve the plane may burn brighter or duller for those with the
Ear actually belongs to the titaness Denev, most are power to command it, and the appropriate magics
careful to not speak with ill-willwhen in its presence. Just can allow the shaping of practically anything out of
in case. the flames.
CHAPTER TWO: THE F W N D A M E N T A L 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

brave enough to leap into it are immediately trans- C j v of Brass


ported to the Great Inferno. The second gate lies deep Above the center of the Great Inferno drifts an
within a volcanic maze, far below the City of Brass. It immense, black cloud of cinder and smoldering
e of molten brass,
which blossoms with bubbles large as nations and is
rocked by explosions that shoot columns of white-
hot metal hundreds of miles in the air. Between
these twin hells, in what all creatures of the plane
consider to be the center point of the Great In-
ferno, is the City of Brass.
The birthplace of the efreeti, the fabled City of
Brass is a sprawling metropolis of delicate minarets
and rounded domes, protected by a towering wall of
reinforced basalt and brass, and accessible only
through a gate carved of a single piece of obsidian
high and thick as a mountain. Within the walls is
a city unlike any other, a paradise of open bazaars,
enormous mosques, and palatial estates. The streets
wast, so WiqhtCut even hismoth are paved with red-hot iron ingots, the doors made
of obsidian and basalt, and everywhere, every-
where is brass. The walls of the houses are brass,
and the ceilings, too, shine with its luster; the
fixtures and the furnishings are bound in brass, and
the gardens filled with brass burnished until it
glimmers like the noon-day sun; brass adorns every
street corner oil lantern and tips every minaret; and
every pavilion in every bazaar in every corner of the
city is woven from brass thin and pliable as silk.
It is said that the City of Brass is larger than all
the cities of Scarn put together, and its people more
numerous than the blades of grass on the Plains of
Lede. This is not far from the truth. Uncounted
numbers of efreeti roam the streets of the metropo-
lis, and caravans of djinni merchants and travelers
from all the other elemental planes pass in and out
of the city gate in a perpetual stream. Each of the
seven famed open air markets of the City of Brass
occupies an area larger than the city-state of Hedrad,
and is filled to bursting with rare foods, spices,
wines, and all the wonders and terrors of the planes
that money can buy. Fat efreeti merchants, enthu-
siastic and shrewd bargainers all, accost potential
customers in the streets, favoring them with their
most ferociously benevolent grins. Urchins scuttle
underfoot, stealing coin and brass apples where
they may, while tale weavers sing of the love of
Samahat and Rashata with voices undulating and
soaring above the din.

Though most mortals find it difficult to conceive


of any beings who could survive, let alone thrive, on
an infinite plane of fire, the Great Inferno has no
shortage of native inhabitants. Fire elementals and
salamanders swim rivers of boiling oil and bathe in
bottomless lakes of molten rock, packs of blade beasts
CHAPTER TWO: THE FWNDAMENTAL 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

of its “thickness,”as if moving through its weight-


less expanse required effort. Scholars of the
planes deny this is anything more than a false
Some planar travelers claim to have run
perception created by the alien environment of
across patches of the ethereal plane that are
the ethereal. Nevertheless, it is true that the
so infused by the tragedies and battles that
plane catches echoes of strong emotions from
have occurred there that the very nature of
the material realm and somehow preserves them
t h e plane has become warped, creating
for a time.
ghostly after-images of those events and fill-
Those echoes may be the reason that some ing the area with a psychic miasma that
souls, upon death, become “caught” in the ethe- sickens those who encounter it.
real plane rather than journeying on to the
Some claim that this etherwrack is not a
astral plane and Nemorga’s realm as they should.
true wrack of its own accord, but is rather the
Many types of undead beings, both good and
reflection of other kinds of wrack that exist
evil, have an existence in the ethereal plane and
on the ethereal plane. Indeed, those who
ghosts in particular are often found there. Be-
have studied such things claim that every
cause it is possible to see from the ethereal plane
patch of wrack in the Scarred Lands is mir-
into the material realm, there are many more
rored by a patch of etherwrack that replays
mortal travelers there than are to be found in
the events that created it. These scholars
t h e other occult planes. Though far from
also theorize that if the ethereal component
crowded, the ethereal plane is a crossroads of a
of this wrack could somehow be expunged or
sort and that is apparent in the diversity of
healed, the earthly manifestation of wrack
beings found there.
would become non-toxic and revert to a
natural element.
History
The ethereal plane has existed for as long as
the material plane has. Indeed, its creation, well as t o locations o n the material plane itself),
though unrecorded, probably coincides with the the ethereal quickly became important to the
creation of Scarn itself, given the degree to servants of the titans, many of whom journeyed
which it is tied t o the material world. Because of through its mists t o reach elemental realms at
its connection t o the fundamental planes (as the behest of their masters.
EDGE O F INFINITV: T H E SCARRED PLANES

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.

Physical The Stagjng Ground


Gravity: No gravity. The ethereal plane is The Staging Ground is a stretch of ethereal
without gravity, permitting those within it t o space in which a large number of malevolent
simply float. Native beings are able to maneuver ghosts have gathered under the leadership of a
without difficulty, as can those with spells that very powerful ghost known only as Fire Eyes (see
allow travel within the ethereal. All those who below). T h e area received its name because it
somehow end up here must find a means of appears that Fire Eyes is massing these ghosts
propulsion, however, or risk being practically like troops preparing to enter battle. Many wear
stationary and effectively helpless. ghostly arms and armor and are known to be
especially hostile toward members of the divine
Time: Normal time. Time passes normally
races, leading some t o believe that they can only
in the ethereal plane.
be former servants of the titans. T h e Staging
Shape and Size: Infinite. The ethereal plane Ground is accessible via portals located near
is infinite in size, as it touches all of the funda-
several major battlegrounds of the Divine War,
mental and material planes. which has only reinforced this hypothesis.
C H A P T E R THREE: T H E O C C W L T P L A N E 5

The Web during the Divine War. Slain by servants of


As its name suggests, this area of ethereal Tanil at the height of his powers, the general's
space is home t o a huge web spun from an un- soul was trapped within the ethereal plane and
usual material -phase spider silk. Defying logic, thus unable to be reincarnated. This only added
it is attached to nothing solid and yet is never- to his anger and frustration. His spirit grew in
theless quite secure, trapping any creature who power and evil while so imprisoned, and h e has
happens to pass in its general area. The web is spent the last century and a half recruiting other
home t o an impossibly large number of phase ghosts and incorporeal undead to serve in his
spiders, all of whom work together in maintain- army of the damned. Together, Fire Eyes hopes
ing this web and expanding its size. The spiders they will be able t o launch a n attack on the
claim the web is intended t o entrap the preda- Scarred Lands that will wreak vengeance upon
tors of the plane, such as ethereal filchers and those who slew him and his allies. He n o longer
marauders, in order to lessen their depredations cares much for the cause of the titans, as his
on the physical world. This, they claim, is a task being is wholly obsessed with revenge.
given t o their queen by Denev herself during the Zaamrathem
Divine War and they have never shirked from The cornugon devil Zaamrathem was exiled
carrying it out. The Web is accessible via a from the Iron Hells of Chardun many years ago
portal located deep within the Ganjus, where a for his unwillingness t o abide by the strictures of
small colony of phase spiders makes their home. that foul plane. Like many of his kind, h e was
conniving and ever seeking the means to im-
Entitjes prove his station at the expense of his fellows.
The ethereal plane has comparatively few Eventually, his schemes ran afoul of a more
native entities, but it does have many visitors powerful rival, who denounced him to the Great
and semi-permanent inhabitants, particularly General. In punishment, Zaamrathem was cast
incorporeal undead. out of the Iron Hells and since then he has made
Fjre Eyes his home in the ethereal plane. Here, he peers
into the goings on in the material realm and sells
So named because of the bright red eyes that
that information to interested parties. He is
glow within his skeletal head, Fire Eyes is the
especially keen on corrupting good-aligned souls
ghost of a great general who served Hrinruuk
EDGE O F INFINITY: THE SCARRED PLANE5
5%

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

servants, but these speculations never amounted


to anything more. Golthain, for example, learned
The Plane of Shadow is one of the “forgotten” t o manipulate shadows in a crude way; but the
planes, for few in the Scarred Lands today are aware of knowledge was never enough to give him com-
its existence, let alone its nature. In a way, that is plete command over them.
fitting, for this plane connects those places in the It was not until the demigoddess Drendari
world that lack full light. It could thus be called the was born of Enkili and Belsameth (disguised as a
premier example of an occult plane, for it encompasses siren) that the Plane of Shadow took a more
all the spaces that are typically hidden from sight. Yet, prominent role - and what a role i t was.
one must not mistake shadow for darkness;the two are Drendari’s nature was such that she was drawn
not the same. The Plane of Shadow is an in-between into the Plane of Shadow just as the other gods
realm, neither completely dark nor completely light. It had been drawn to their astral homes. Drendari
possesses qualities of both and is in fact dependent for followed suit and found she could reshape the
its existence upon light, for it is only through light’s Plane of Shadow as easily as the other gods could
waxing and waning that the plane has the opportunity reshape the astral plane. Better still, her new
to manifest in the world. home maintained a connection to Scarn that
The Plane of Shadow is not regularly traveled by other planes did not. She could exert her influ-
inhabitants of the Scarred Lands -or even visited by ence through any shadowy portion of the world
those of other nearby planes. In part, this is because and did so often, attracting a small but devoted
even the presence of the Plane of Shadow is more felt body of followers.
than known. Most intelligent beings will occasionally The enigmatic slarecians were the first t o
feel irrationallyuncomfortablewhile in an area cloaked understand the unique nature of Drendari’s realm
in shadow. The hairs on the back of their neck might and therefore plotted t o kidnap her and steal her
stand on end or they might feel an inexplicable chill. singular power. Although the slarecians suc-
These are often signs of the Plane of Shadow’s impo- ceeded in the first, they failed in the second. In
sition on the material world, though few beings fact, their act of antagonism briefly brought the
recognize this, never mind understand how to take fractious titans and gods together; temporarily
advantage of it. Most individuals, including sages who united, t h e combined forces destroyed t h e
should know better, assume that when ancient or slarecians forever. Drendari returned to the Plane
religious texts speak of a “realm of shadow” it is a of Shadow and has rarely been seen since. Some
metaphor rather than a literal truth. say that she fears being kidnapped again, while
Those who do travel the Plane of Shadow will others claim that she lives in terror of what
find it a disconcerting place, at least at first. All of the would happen if any should gain the occult
instinctive, uncomfortablesensationsdescribed above knowledge she possesses. If the latter is true, it
are much more powerful here. Lights, seeminglywith- would mean the Penumbral Lords are among her
out sources, randomly flash in the darkness, most dangerous enemies. Descended from ser-
illuminatingsome areas, casting others in deeper dark- vants of the slarecians, they continue their work
ness and providing shadows in all directions. Shapes, and attempt t o claim the shadows as their own
both moving and stationary, can be seen everywhere. domain.
Until a traveler becomes familiar with the plane’s During the Divine War, Drendari aided the
peculiar “terrain,” it is difficult to determine which other gods by commanding her faithful, the
way one is moving -or if one is moving at all. In time, shadow-walkers, t o act as spies and assassins.
shadow walkers acclimate themselves to these mad- She also allowed the servants of the gods t o hide
dening conditions and even learn to use them to their within her realm, as well as t o use it to travel
advantage. Yet, such individuals are rare indeed,which quickly - and unseen - from one part of Scarn
only contributes to the lack of general knowledge to another. This aid proved invaluable t o the
about the Plane of Shadow. divine forces, allowing them to strike without
fear of reprisal - for the titans lacked the com-
History mand of shadows that Drendari possessed. At
Given its hidden nature, one would expect the conclusion of the war, though, she withdrew
the Plane of Shadow to have played little role in into the Plane of Shadow and, it is widely be-
the history of the cosmos - but this is not the lieved, did what she could to hide knowledge of
case. During the reign of the titans, it is true, the its existence. Perhaps she did not fully succeed
plane was not well-known, mirroring its present in concealing her murky realm, but there can be
reputation in the Scarred Lands. Some titans, no doubt that the Plane of Shadow is no longer
such as Mesos and Golthain, guessed at its pos- well-known in the Scarred Lands, except among
sible existence, as did some of their cleverer a small number of dedicated individuals.
EDGE O F INFINITV: THE SCARRED PLANES
3

Planar Trajts particularly the material plane. Many locales


are reachable only when they are in utter dark-
The Plane of Shadow has the following traits.
ness, while others have a twilight existence that
Physical demands an equal play of light and dark before
Gravity: Normal gravity. The Plane of they become accessible. Most visitors believe
Shadow possesses normal gravity. that the Plane of Shadow has few permanent
Time: Normal time. Time passes normally locales and that fact might well be true - or it
in the Plane of Shadow. might not. The obscure nature of the plane
Shape and Size: Infinite. T h e Plane of makes any clear truths very hard t o determine,
Shadow is an eternal plane of twilight, without and there are undoubtedly many hidden loca-
limit or boundary. tions in addition to the handful commonly
known.
Morphic Traits: Magically morphic. Cer-
tain spells modify the base material of t h e Plane 1’he Palace of Shadows
of Shadow. T h e utility and power of these spells Drendari’s seat o n the Plane of Shadows is a
within the Plane of Shadow makes them par- vast fortress made from the very stuff of shadows,
ticularly useful for explorers and natives alike. or so it appears t o those few who have been given
Elemental permission to enter its halls. This place is com-
paratively inaccessible, being hidden completely
None: The Plane of Shadow is attuned t o
within a cloud of utter darkness. No light, not
n o element.
even that which occasionally flashes through
Aljgnmen t the rest of the plane, can penetrate this cloud or
Mildly-neutral Aligned: No alignments are otherwise shed illumination on Drendari’s home.
penalized in the Plane of Shadow. Finding the palace without already knowing its
location is well nigh impossible, which is just
Magjc how the demigoddess prefers it. Given her past
Enhanced Magic: Spells with the [shadow] experiences with those who would intrude upon
descriptor are enhanced in the Plane of Shadow. her domain, she has every reason to be paranoid.
Such spells are cast as though they were pre- T h e Palace of Shadows is very much a cita-
pared with the Maximize Spell feat, though they del as well as a home. All manner of shadow
don’t require higher spell slots. Furthermore, creatures as well as Drendari’s most faithful
specific spells become more powerful o n the mortal servants, man the battlements of the
Plane of Shadow. Shadow conjuration and shadow palace. The latter includes apostate members of
evocation spells are 30% as powerful as the con- the Penumbral Pentagon, who turned against
jurations and evocations they mimic (as opposed their former masters and now serve the Mistress
to 20%). Greater shadow conjuration and greater of Shadow. Drendari takes great pride in these
shadow evocation are 70% as powerful (not 60%), mortals and (to the extent that she ever does)
and a shades spell conjures at 90% of the power lavishes rewards upon them, a practice that has
of the original ( n o t 80%). caused some resentment among her long-time
Impeded Magic: Spells that use or generate minions. At any rate, the palace houses hun-
light or fire may fizzle when cast within the dreds of beings dedicated to protecting Drendari
Plane of Shadow. A spellcaster attempting a from any foe. Attempting t o come here unin-
spell with the light or fire descriptor must suc- vited would require either immense power or
ceed on a Spellcraft check (DC 20 + the level of immense foolhardiness - or more likely, a fair
the spell). Additionally, spells that produce light measure of both.
are less effective in general, because all light T h e Palace of Shadows is accessible from
sources have their ranges halved on t h e Plane of the Scarred Lands only on nights when there are
Shadow. no moons in the nighttime sky. Even then, one
Despite the dark nature of the Plane of can only enter by means of a portal specially
Shadow, spells that produce, use, or manipulate dedicated to Drendari. Very few shrines on the
darkness are unaffected by the plane. Material Plane possess such portals, since their
existence poses a risk to the demigoddess. No
Locales one, not even the greatest clerics of her faith,
The Plane of Shadow is, as noted earlier, a are aware of the locations of every portal in the
realm of alternating light, dark and everything Scarred Lands. O n e is known t o exist in
in between. Consequently, its geography is dif- Hollowfaust and another in Fangsfall. The ru-
ficult to grasp for those native to other planes, mored locations of others are much debated.
C H A P T E R THREE: THE O C C V L T PLANE5

The Shadowfane killed and his soul consumed by shadowstuff, which


One of the lesser known locals in the Plane of turned him into his present form. He is still loyal to his
Shadow is a site called the Shadowfane. It appears to divine mistress, acting as her eyes and ears, as well as
be a vast amphitheater-like temple; the problem is hatching plots by which Belsameth might turn her
that no one has any idea to whom - if to anyone - daughter to the side of evil. Thus far, he has been
this temple is dedicated. There is an altar (or at least unsuccessful; but hecontinues tolay snaresfor Drendari,
a large table) at its center, but there are no identifying nonetheless.
marks or symbols on it. Likewise, there are no statues,
sculptures or sigils anywhere that might give any
indication of the temple’s builders or purpose. Even If it were meaningful to say that the Plane of
the followers of Drendari will not publicly acknowl- Dreams -or the Dreamlands, as it is often called -
edge the possible identity of the structure’s creators. is even more obscure than the Plane of Shadows,
The most popular theory is that it is a slarecian scholars would undoubtedly say so. Ofcourse, as it is,
building, but this supposition seems unlikely given its an equal number of scholars would certainly be able to
architecture. Within its many rooms can occasionally disagree with this supposition. The truth, as ever, is a
be found magical items and weapons of use to travelers matter of perspective. On the one hand, more inhab-
in the Plane of Shadow. Again, no one can say where itants of the Scarred Lands have had contact, however
these things come from or what greater purpose they fleeting, with the Plane of Dreams than have had
serve. The Shadowfane itself is inaccessible from the interaction with the Plane ofshadows. Whenever any
material plane. Indeed, its location within the Planeof mortal beings dream, they inevitably touch the
Shadow may not be fixed, which may explain why it is Dreamlands for a brief time. On the other hand, very
rarely found on purpose. few of these same mortals believe the realm they visit
in sleep to be anything more than a figment of imagb
Entities nation.
The Plane of Shadow is surprisingly well inhab- Despite this confusion, the Plane of Dreams is
ited. While most of its natives are evil in nature, not every bit as real as the Plane of Shadows and, in many
all of them are so. Travelers should thus be careful to ways, more significant. Presently the realm of the
make the distinction, lest they inadvertently harm demigod Erias, the Dreamlands also comprises the raw
one of Drendari’s servants and elicit her wrath. stuff of ideas. It is where thoughts are given form and
Drendari whimsies take on reality, if only for a time. More so
even than the astral plane, the Plane of Dreams is a
The demigoddess Drendari is, not surprisingly,
location where the mind reigns supreme or, perhaps
the most significant entity of the Plane of Shadow.
more accurately, the imagination rules over all. The
However, she is a reclusive being and rarely can be
hopes and fears of mortals -and, some say, gods and
found outside her Palace of Shadows. When she does
titans- flicker into existence and might even remain
venture forth, she does so either in disguise or accom-
so if conditions are right.
panied by her most powerful and faithful minions.
However, her reluctance to travel has not prevented As with the other occult planes, few mortals
her from occasionally encountering visitors to her remain in the Dreamlands for long. Those who do are
realm. From time to time, Drendari will spy on those primarily servants of Erias, madmen and, naturally
who enter the Plane of Shadow to determine if they are enough, “dreamers” - the last category being com-
a threat and, if not, whether they are potential allies. prised of those individualswho imaginea worlddifferent
If the latter, she sometimes grants the visitors small than the shattered material plane in which they live,
boons, such as magic items or directions to the safest and hope to make it a reality. Direct passage into the
routes through the plane. Even should the allies be her Plane of Dreams is an art unknown to most spellcasters
worshippers, she is still unlikely to reveal her true in the present age. Some, such as the sages of the
identity, preferring to work in secret. Phylacteric Vault, are slowly rediscovering this abil-
ity. Nevertheless, it is likely that the Dreamlands will
Vextius the Shadow Master remain little more than a fond wish (or an utter
The mysterious being known as Vextius the nightmare) for most people for some time to come.
Shadow Master is believed by many to be a unique
form of outsider - a shadow “elemental,” who, like History
more common forms of elementals, is an intelligent Unlike the other occult planes, the Plane of
being composed of the stuff of his home plane. How- Dreams has not always existed. Indeed, its continua-
ever, the truth is that Vextius is in fact a greater tion is dependent on the appearance and growth of
shadow of advanced ability. In life, he served the mortal beings. Ofcourse, this fact hasn’t stopped the
goddess Belsameth and ventured to this plane on her followers of Erias, like the servants of Mesos before
behalf during the Divine War. While here, he was
E D G E O F INFINITV: THE SCARRED PLANE5

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

and the plane are synonymous. That other gods,


such as Goran and Tamul, maintain homes here as
n’s faithful. Con-
cus attention on

itful lives dedicated


Heaven is as mu
fact, even that re-
ing good for its own
like Corean, who
Mithril Heaven is
.he pain of mortals
sighted. Other be
; before the Divine
the Champion in
some cases, his re;
that should not n aven has played an
fact of Corean’s invitation should be sufficient to important role 111 LIK l l l w n y of the cosmos. Like
broaden their perspective. the homes of all the other gods, the House of
Corean is that region of the Astral Plane into
Since the Mithril Heaven is a product of
which the gods were drawn as they came into their
Corean’s nature, its landscape is much as one would
power. For reasons that remain unclear even now,
expect: vast sky-vaults, brilliantly illuminated by
the place now occupied by the Mithril Heaven was
the purest of light, gleaming mountains that strain
particularly suitable for the promotion of law and
to touch the sky, forests filled with great metal-
good. In a strange way, it was a missing part of
shod trees, shining plains that stretch to the horizon,
Corean’s essence and called to him powerfully -
and deep valleys where the burnished earth reflects
so powerfully in fact that he could not resist its pull
back the sky’s glistening starlight. Any construc-
and was drawn inexorably into the plane. Once
tion found here - and there are many - is made
there, Corean was at first unable to escape from its
of the sturdiest metals and built to withstand sieges
confines, as if his own realm was in fact a prison;
by the hordes of the abyss. Corean knows well the
and in some sense, of course, it was.
face of evil, having fought it during the Divine
E D G E OF INFINITV: THE SCARRED PLANES

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.

0 Enhanced Magic: All spells, found on


st in the Mithril
favored individuals in his teachings and what

during the days leadin


risking life and limb t
master’s will be done.
Mithril Heaven is

established the
etrable redoubt of ultimate har-
one shares t h e

esses mentioned earlier,

should best focus their energies o

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

The House of Corean dwarven history or language. The pronuncia-


Undoubtedly, the single most important lo- tion of Goran’s Burok Torn is slightly different,
cation in the Mithril Heaven is the one with owing to a lengthening of the vowels, which is a
which the plane is sometimes synonymous - traditional dwarven way of indicating a concept
the House of Corean itself. The House sits upon or an idea as opposed t o its earthly manifesta-
a vast stone plateau, which is itself on top of the tion. There is even a special diacritical mark
highest mountain o n the entire plane. Con- used when writing the name t o indicate the
structed like an earthly castle, although entirely same thing. Thus, Goran’s realm is the ideal
from precious metals of the utmost hardness, the Burok Torn, what the dwarven city would have
House is surrounded by adamantine outer walls. - and should have - been had it not suffered
Set into these walls are the famed Gates of ’ under the predations of the dark elves.
Heaven, which are guarded by the Champion’s Goran’s Burok Torn looks exactly as Scarn’s
celestial host (primarily archons of one type or did during its glory days, during the reign of King
another, although commanded by angels such as Noraim, right down to features long ago de-
devas or planetars). T h e host defends the Gates stroyed in the Divine War. I t is here that the
against any would-be attackers but is welcoming souls of the dwarven dead come after their final
to the souls of the faithful dead who make their journey. Even more so than the House of Corean,
way here after their mortal demise.
T h e House is also the abod
his most loyal se
sader receives n obsessed with de-
realm, as well as
- often brought to his ear by one of the hun-
dreds of lantern archons who flit about the
fortress, adding further flashes of color to its Nalthalos. This atti
already bright interior. O n rare occasions,

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
~~

EDGE O F INFINITV: THE SCARRED PLANES

can be encountered the souls of the dead, many


Fate of the Departed of whom have been trained as warriors to defend
the House of Corean against all invaders. In
Souls who end their journey before the ma-
short, the Mithril Heaven is a lively realm, filled
jestic throne of Corean are met with great fanfare
with many remarkable entities.
and celebration by the myriad celestials arrayed
there to greet them. Few are the mortals with the Corean
strength of honor and character that earns the T h e shining visage of Corean can oft be seen
rewards of the Mithril Heaven, so each soul who gazing out over the Mithril Heaven. At least
finds its way here is deserving of this salute. After once a day, Corean stands upon a balcony high
their arrival, these souls are given whatever train- in the wall of the House of Corean and looks out
ing they wish by the finest craftsmen ever known over his grandest creation. Sometimes he speaks
in all the planes. If a mortal has ever idly won- to the people of his domain; more often, he
dered what it might be like to craft pottery or simply gazes upon them, the slight smile of a
mighty weapons, they are given the entirety of an proud patriarch playing over his normally stern
afterlife to pursue that interest. countenance. When in times of great need,
Most of the souls who come to this realm Corean himself will ride out astride Permenthes
understand the importance of being willing to to do battle with those foes who dare to assail
fight the good fight. As such, they are also often the Mithril Heavens. Most often, however, his
trained to take up arms in the name of Corean arrayed forces are more than capable of accom-
and the Mithril Heaven, joining with the great plishing the task at hand.
hosts of this realm when the call to arms is Corean is described fully in T h e Divine and
sounded. the Defeated.
Goran
The Hearth is a stone structure made from the Goran travels about the Mithril Heaven,
hardest materials available on the plane; Corean him- seeking out allies and weaponry in his people’s
self assisted in its construction. This structure covers a war against the dark elves. He is most often
conduit to the Plane of Fire, where raging flames are found in his Burok Torn, of course, but he also
kept at bay because of the sturdiness of the Hearth. frequents the foundries and forges of the House
Katashama dwells within the Great Hearth, although of Corean and surrounding areas. There, he bar-
he frequently leaves the flames to travel elsewhere in gains with the Shining One’s servants for access
the Mithril Heaven. The Champion regularly con- to magical weapons, armor and even materials
sults him and is always available to hear the demigod’s that he can grant to his mortal servants in the
requests, which are few and rarely onerous. Katashama Scarred Lands. W h e n they refuse, as they typi-
has few servantsof his own, but does not seem to mind. cally do, Goran’s reaction is one of quiet
True to his nature, he is content to tend to his own resignation rather than burning anger. Over the
affairs and does not require a large coterie of celestial years since the Divine War, the dwarven demi-
or spiritual servants. god has come t o expect that no one, not even
Corean, will provide what he considers suffi-
There are many portals to the Great Hearth,
c i e n t assistance t o his people. Should h e
scattered throughout Ghelspad and Asherak, as well
encounter mortals in the Mithril Heaven, Goran
as a smaller number in Termana. In Ghelspad, the
may well ask them t o join his great crusade,
largest percentage of these portals can be found in
hoping that those of the material realm will be
Dunahnae and Calastia, where they are carefully
more easily swayed than his divine host.
guarded by his beleaguered priesthood.
Goran is described fully in T h e Divine and
En ti tjes the Defeated.
The Mithril Heaven, despite its metallic Tamul
cast, is by no means devoid of living beings. Always moving from place to place, the
Certainly, mountains and stony hills predomi- nomadic demigod Tamul appears as an old man
nate in Corean’s realm, but there are also dressed in the traditional garb of the Ukrudan
paradisiacal forests, fields and plains where a tribesmen of Ghelspad. Corean has offered him
traveler can find many forms of life. In addition shelter in the Mithril Heaven, but Tamul is still
to the archons and angels, there are dragons, not comfortable in this celestial dwelling. The
lammasu and couatl; and of course, roaming Mithril Heaven is too lush and well provided for
freely can be found great numbers of magnifi- to meet his unusual needs. He would much rather
cent steeds and well-bred hounds. Likewise, there travel the burning sands of earthly deserts like
his worshippers than exist amidst such super-
natural perfection and plenty. He is nevertheless
grateful t o Corean for offering him sanctuary
during the Divine War and treats visitors with
kindness and generosity, He is always pleased to
meet mortals who have visited his people on the
material plane and sometimes grants boons in
exchange for stories of them.
Tamul is further described in T h e Divine
and the Defeated.
Acaleus
The solar Acaleus is the Commandant of
the Gates, the leader of the celestial host whose
duty it is to guard the gates of the Mithril Heaven.
Like many of his kind, he fought beside Corean
during the Divine War, slaying many unholy
minions of the titans, as well as protecting mor-
tal beings from harm. Indeed, it was Acaleus’s
skill as a defender of mortals that won him his
current post. Corean wanted a celestial capable
not merely of dealing damage t o evil but also of
protecting those most in need of it. In this role,
Acaleus has excelled. He regularly interacts with
the souls of the faithful dead who enter the
Mithril Heaven, as well as with those few mor-
tals who make the same journey. He is strict and
businesslike but not unfriendly. In fact, some
claim he is one of the most affable celestials in
the Mithril Heaven’s garrison.
EDGE O F INFINITV: THE SCARRED PLANES

This sanctuary, however, isn't as secure as Alignment


Madriel would hope. Shortly after the culmination Strongly Good-Aligned: Evil creatures in the
of the Divine War, Madriel created a fortress in the Golden paradise suffer a -2 penalty on checks
Material Plane and placed it above the sun. Here, based on intelligence, wisdomor Charisma.
her most powerful angels keep a vigil over the
prison of the titan Thulkas. But unlike what many Ma@
in the Scarred Lands believe, the titan has been far Enhanced Magic: All spellsfound on Madriel's
from inactive. Using the same powers of creation domain spell lists, cast in the Golden Paradise, are
he had upon Scarn, the Iron Lord has created new considered to be maximized and empowered (as if
creatures made of the stuff of the sun. These beings the Empower spell and Maximize spell metamagic
have declared war on Madriel's citadel, and though feats had been used on them, but the spells do not
the angels have held strong, the cost has been require higher level slots).
severe. Impeded Magic: All spells that draw upon
Even more dire, some of these creations of negative energy or with the [Darkness], [Death] or
Thulkas have learned to traverse the planes. Spe- [Evil] descriptors are impeded in the Golden Para.

del of the Sun to Aolib, and this port

e their mundane

lm is dominated

The base of this


unheard of turmoil res rise from it to
that is Aolib.

Planar Trajts
riel's citadel is the city of
lis serves as an administra-

the Golden Paradise.

resters and miners ply their trade. However, in


Morphic Traits: Divinely morphic. The Aolib, all roads lead to the Citadel of the Sun. As
Golden Paradise is morphic to entities of at least travelers continue on, they invariably find them-
demigod power. It is alterable in the normal way for selves leaving the hills and climbing back down
more ordinary creatures. into the valley that houses the metropolis of Lioban.
Elemental The Citadel of the Sun
Minor Positiwe-Dominant: The Golden Para- Madriel's Citadel of the Sun is the most promi-
dise is minorly attuned to the Highest Brilliance. nent feature in Aolib. No place can be found in her
On Aolib, the sun shines brighter, the music is realm that cannot see this towering fortress. The
merrier and the food and drink richer. Energy main base forms a perfect circle, and is more than
suffuses all things in Madriel's realm, making ev- three thousand feet in diameter. Six lesser towers,
erything seem more vibrant and whole. All sentient all circular, jut from this center structure and rise to
creatures gain fast healing 2. heights between one hundred and several thousand
feet into the sky. A seventh spire, the tallest, and
most breathtaking of the minarets, is the central
tower that houses the most esteemed servants of
CHAPTER F O V R : THE D I V I N E PLANES

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

a sizeable percentage of the souls in


the streets of Lioban, one can find

no inflated taxes,

1can spend the time to craft quz


ause they no longer are underci
, ., 1 1 . _L--- ^-

iful and consistent


n the marketplaces
done, people go to

ministers span nu

most of the true power of the Ci


ally plague mundane

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

robes of the priest still hanging from its upper-


most branches.
Fate of the Departed
In Aolib, Aspharal was asked t o continue
Souls who return t o Madriel's realm find
his work by serving Syhana. Because of his sac-
themselves in their peak form. Retired ad-
rifice, Aspharal was given divine status and is
venturers might arrive in Aolib physically
one of Syhana's closest advisors. Aspharal still
the same as during the best of their adven-
travels, however, and is rarely seen in Aolib.
turing days; while a village elder might
Most of his time is spent in the material plane,
appear as a robust but elderly wise-woman.
as he continues trying t o heal the Scarred Lands
A child or adolescent, who dies and is trans-
and rebuild both its landscape and populace to
ported to Madriel's realm, would most likely
more resemble the blessed land of Aolib.
first appear as the age of their death. How-
Aspharal is further described in The Divine
ever, as the physical appearance of each of
and the Defeated.
these souls is determined by that individual's
state of mind, the young soul could age as Imal Wheatsheaf
time passes or an elder who tires of the role The farm-god Imal does not have a domain
of "wise seer" could find herself gradually proper in the Golden Heavens of Madriel. In-
appearing younger in order to take up an- stead, any place in Aolib t h a t is home t o
other profession. While all things are possible cultivated fields has a chance of being the cur-
regarding the appearance of a Madrielite rent home of Imal. Imal wanders into fields as
soul, the one constant is the unrestrained the work day begins, a tool appropriate to the
vigor and health apparent in all the resi- season's labor over one shoulder. Without say-
dents of Aolib. ing a word, h e sets t o work in a field that no one
else is working in - those who know Imal rec-
ognize that he prefers t o work in peace, so most
Syhana folks avoid those fields that he is focused on. By
Syhana spends practically every waking mo- the end of the work day Imal has completed
ment trying to restore the Scarred Lands - in whatever task he has set to, despite the fact that
essence this is changing the land of the material his labors would normally have taken an indus-
realm to more reflect Aolib. Her task is no small trious soul many days of work to complete. Then,
one, and because of this she spends most of her with a nod to the other workers, he departs into
time in the material plane. the distance.
Syhana is described fully in T h e Divine and Imal Wheatsheaf is further described in The
the Defeated. Divine and the Defeated.

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

ing at an individual level with allies to help beconsideredsymbolicoftheachievementsandgreat-


create more defenses throughout the realm. ness of the sentient races - free from the titans'
destructive influence - Tanil's plane is representa-
Ruma tive of the potential pristine beauty of the titans, made
Rums is perhaps the powerful and influen- manifest. Thus, Myrtana appears as Tanil envisions
tial angel in Madriel's court. Hers is the all important Scam mighthave been, if the titans had not squan-
charge Of ensuring the and harmony Of the dered their capabilitiesoninternal fighting and allowed
residents of the realm. Because of her responsibility, their creations to TuII rampant the world+
she is the closest of the angels to the First Angel
When Tanil founded the realm, her planar home
herself, and she is privy to many of the thoughts of the
was in an eternal spring. All the life in Myrtana was
Angel of Mercy.
young and vibrant, and growth could be seen from the
The current situation, with the marauding littlest flower to the most towering tree. Tanil, the
ations Of is causing Rums much anxiety- it beautiful Huntress,would prowlthis land, tending to
is obviously difficult to ensure the happiness of the the herds and sharing her feast with the wolf and
in her care when at any moment they be falcon. The sky was perpetually clear and crisp, even
harassed and tortured by invaders. Ruma understands when rain lightly showeredOver the forest leaves.
that these creatures are coming through the gate from
Then the father took the daughter in an act of
the material plane. S feels that the gate should
speakable violence. Tanil was shattered, and her
therefore be closed, t more damage is caused by
plane changed to reflect its patron's loss of inno-
having the gate open than is prevented by its presence.
cence. She returned t o where Hrinruuk couldn't
She has made her opinion known to the First Angel,
find her, into the safety of he
but so far hasn't pressed the matter.
and bore a child. Tanil's yout
Even with her concern, she is uncomfortablewith given to this child born of incest. Tanil raised Idra
the sweepingchanges Herian is suggesting. s ruled the realm as
harm in having angels willing to protect mother and daughter, Th as that within the
being of the souls of the faithful, but feels that land of Myrtana spring faded into summer and the
vision that is Aolib does not include fortifications and weathergrew balmy. The flowers that Once graced
bore ripe fruit. Day
nd the two goddesses
gly eternal summer.
as Idra reached matu-
was supportive of the
Lioban and create a
n Hrinruuk drove a
n mother and daughter. Idra realized her

land has changed yet again.

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 realm have more au-


s. Perhaps because the
Eternal Glade.

e leaves on the

location instead of their de

trails can change from de


beds to archipelagos - and
es of Myrtana would

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

The Timeless Vault is connected to the as pushed to the side, as vengeance


s primary concern.

Hedrada’s realm. There are also connections to t


Mithril Heaven and the Iron Hells, since both
these planes are strongly aligned toward law
chaos. The portals to both realms are c

the same zeal as he once had. The


perfectly ordered re by the Divine War had damaged

and hummed with

r’s nature. It did not

he is also a god who takes pleasure i


out of chaos. There can be few thin d in larger numbers
that are a more perfect example of this process than here than are the faithful of many other divine
what the Lawgiver wrought when he created the planes, if only so that the Judge can invest them
Timeless Vault. with greater zeal in rebuilding the Scarred Lands
After shaping this plane into his home, Hedrada according to his own divine principles. In addition,
spent many centuries meditating upon the rela- Hedrada continues to use his mortal servants as his
tionship between the titans and Scarn, as well as eyes and ears, hoping that one of them may uncover
contemplating the interdependence of the gods what he has sought for so long - and avenge his
and their newfound homes. Even then he did not daughter’s death in the process.
understand all there was to grasp about these thorny
issues, for there were too many unknowns, too PlanarTrajts
many things that not even the titans knew about The Timeless Vault possesses the following
their own nature. Even so, as he refined his control traits.
over the Timeless Vault, Hedrada came to realize
that the deep connection that existed between
Physical
himself and his realm must in some way reflect the Gravity:Normal gravity. The Timeless Vault
relationship the titans had to Scarn. In this way, he possesses gravity*
CHAPTER F O V R : THE D I V I N E P L A N E S

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

a’s faith. At the far end of this cathedral is

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.

who share a simi

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

The Great Oracle ~~‘~~ , JP3


Located in another public square not far from
Hedragos is the Great Oracle, a temple-like strut.
Fate of the Departed
ture that houses several servants of the Judge whose Those who find their final rest in the Time-
ability to foretell the future is almost as great as that less Vault are granted bodies that reflect those
of their divine patron. These servants are, by and times in their lives when they contributed most
large, the spirits of Hedradan priests and other to their communities and were at the peak of
minions, who in life had shown themselves to have their wisdom. Hence, a village elder is likely to
great insights into divination, In death, Hedrada appear here as a robust councilman. However,
has granted them a measure of his own wisdom, so not all who reside in this plane are elderly as a
that they might continue their researches into result - it is just as common to find the souls of
important matters - such as the connection be- those who served as couriers in their youth
tween Scarn and the titans. These seers are therefore arrive as gangly adolescents, and to find those
Hedrada’s “auxiliary minds,” which is to say, indid who defended their townsfolk appear as strap-
viduals who can devote themselves fully to thorny ping soldiery in the prime of adulthood.
questions of the past, present and future while the
god busies himself with other matters. They are no
substitutes for Hedrada, of course, but they have realm. T h e horses are sometimes used as trans-
occasionally provided their master with the germs portation in Aureon and elsewhere. In addition,
of insights that he has later used to good effect. they are occasionally sent to the material plane
T h e Great Oracle also has a small but steady as messengers or even as gifts to those favored by
trickle of mortal pilgrims who visit it, primarily Volskalka or (more rarely) Hedrada. Not sur-
devotees of t h e Judge from Ghelspad a n d prisingly, there is a portal from this glade to
Asherak. They seek the wisdom of the seers in Tanil’s divine realm, as well as to several loca-
return for furthering Hedrada’s goals in the tions in the Kelder Steppes. The horsemen of
Scarred Lands. T h e seers are usually reluctant to that region pay respect t o Volskalka and, by
divulge information about the future, but occa- extension, to Hedrada.
sionally do so if the Lawgiver gives his permission.
Their reticence hasn’t stopped the flow of pila Entitjes
grims, of course, although it has made them The Timeless Vault is home to many crea-
much less likely t o seek-out these esteemed indi- tures, all of whom serve Hedrada in one way or
viduals for trivial or personal matters. The only another. Despite the expectations of many, a
known portal to the Great Oracle is Hedrad, goodly number of these beings are “natural” in
although there are rumored to be others among origin - which is to say they are not mere
the city-states of Asherak. creations of the Judge, but rather are animals he
?he Verdant Vale has brought to his realm because they reflect his
Those who look o n Hedrada as a god of cold own character to one degree or another. Of
reason and lack of emotion would do well to visit course, many others are supernatural or extraor-
the Verdant Vale, a forested valley outside of dinary creatures, including some rarely seen in
Aureon. Here, wildlife of all sorts can be found the material plane, such as dragons and sphinxes.
in a setting that epitomizes the Judge’s attitude Hedrada
toward nature, namely that it should be pleasing The sight of the Lawgiver himself is some-
t o both the eye and the mind. Those who spend thing that many in the Timeless Vault used to
any time in the vale will find themselves quickly take for granted. In recent days, however, his
put at ease and refreshed. Not surprisingly, newly august personage rarely graces the streets of his
arrived souls often relax here as they acclimate mighty city. More often, the people of this plane
themselves to their new existence in the Time- present themselves before him only o n matters
less Vault. Hedrada’s servants encourage this, as of some urgency -once a month, there is a great
it also shows just what their god has in mind for ceremony where all such necessary petitions are
the remaking of the Scarred Lands in t h e after- brought before the Lawgiver in his mighty court.
math of the Divine War. Hedrada is described fully in T h e Divine
Among the many types of beasts who dwell and the Defeated.
here are herds of horses. These beasts are the
most perfect of their kind and are protected by Ptarhenaskes the Taurosph jnx
the demigod Volskalka, whom Hedrada has Besides Hedrada himself, t h e single most
granted dominion over this small portion of his significant inhabitant of t h e Timeless Vault is
CHAPTER FOWR: THE DIVINE PLANES

the god’s herald, Ptarhenaskes, known simply


as the Taurosphinx. He dwells within t h e Pal-
e Howlina l imbQ v

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

:rest of the plane.


apart one moment,
qext.

ever touched the


?ere the tree-tops
question. Indeed, D’Shan represent I l * .1

tion. He is righteous veng

ing Limbo always


purpose.
D’Shan is descri ek, visitors, while
and t h e Defeated.
Valms Auljs
The being known as Valms t of temporary Abil-
spirit of a loremaster from Loki
during the D~~~~~war.since
his demise he has the first, this DC increases by one. Once at zero,
dwelled in the city of Aureon, where has la- the character is declared insane. Those who roll
bored long t o create a vast compendium of all a 2o On Of these are forever
the laws ever promulgated in any place o n immune to this effect, which is the case with
Scam. He undertook this project of his own many of the Plane’s Permanent residents. Only
accord, although he has the blessing of Hedrada, those whose minds embrace the
who finds the prospect of such a complete record rial nature of the plane (that is, who are Chaotic
of laws pleasing. Aulis sometimes makes use of Neutral themselves) are immune to the wind’s
mortal agents t o aid him in this task. He re- effect.
wards those who help him with useful bits of Players and GMs are encouraged to pick a
information he typically possesses - prophe- particular insanity or two and start roleplaying its
ties, bits of history, genealogy,etc. - since his effects once the first point has been lost. After the
skill as a loremaster was considerable even be- character leaves the plane, however, lost points
fore h e died. will automatically be recovered at the rate of one
per day.
EDGE OF INFINITV: T H E SCARRED PLANES

The Divine War struck Limbo with unprec-


edented force. As the conflict began with Enkili
being stripped of his powers, Limbo was nearly
It might seem strange that Limbo has a lot of
destroyed. It was maintained in a “stable” state
“always,” which many don’t expect to find in a
only by the combined efforts of some of its other
plane that embodies chaos. The winds are always
inhabitants, namely Drendari, Fraelhia, Idra and
there, the people are always insane, the places (or
Manawe. All of them combined their forces to
at least their natures) stay the same, even when
help maintain Enkili’s planar home. Later, when
their placement does not. This is simply part of the
the other gods decided to work together to over-
character of chaos itself.
throw the titans, Limbo was almost abandoned
It can be thought of like this: pick a random entirely. The inhabitants, many of them sane for
number between one and ten. Do this ten times. the first time in decades, were left in a feature-
One person might pick a different number each less dark void, as though they were in a large
time, so that each number is represented, and call cavern with a ceiling too high t o see and a floor
their choice chaotic. A second person might pick to dark t o discern from anything else. The only
the same number each time, and call that chaotic. things visible t o these lost souls were each other.
Unfortunately, both people would be wrong, be- Some of those, who could do so, returned to
cause both methods are predictable. In the first Scarn to help do their part in the war - while
instance, once the person has chosen the first nine others simply sat and waited, not knowing what
“random” numbers, anyone would be able to prea else to do.
dict the tenth. Likewise, the second person’s
Once the war ended, Enkili re-forged his
“random” number, the same number each time, is
connection to the Divine realms and the Howl-
infinitely predictable. True chaos requires a mix,
ing Limbo was born once again. Those who had
ture of both techniques -picking either a different
died serving the god during the war were brought
number than before, or the same one. This is the
to Enkili’s plane; and many of those who had
process of unpredictability. Yet even so, over the
lived in Limbo before, but had departed, re-
passage of time an average will emerge; and it is
turned anew. But now Limbo’s residents look
this randomly created norm that creates the so
over their shoulders, whispering to each other in
called “laws of chaos.”.
words that mingle with the ever-present winds.
And thus these rules, of a sort, exist in Limbo. They speak of something else in the plane. They
-part of the teachings of Ennvol the Mad, a guide say it is always out there, always waiting. And
some day, it may break free.

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

Magjc On a lush, tropical island, his abode appears as a


Enhanced Magic: All spells found on graceful palace of marbled columns. Sitting o n a
Enkili's domain spell lists, cast in the Timeless sandy atoll, her dwelling might be a twisted spire
Vault, are considered to be maximized and em- towering over a white-capped ocean.
powered (as if the Empower spell and Maximize Inside Enkili's abode, some say the corridors
spell metamagic feats had been used o n them, twist unexpectedly and rooms and hallways shift
but the spells do not require higher level slots). and disappear - mirroring the god's own na-
Impeded Magic: All spells with the [Law- ture. The only constant, if it can be called that,
ful] descriptor are impeded in the Howling is the central gigantic cavern where the winds
Limbo. blow endlessly. A spring fountains at the very
heart of this cavern. The spring itself has many
Wild Magic: All spells cast in the Howling
guises, depending o n Enkili's mood. It may be a
Limbo are considered t o be wild magic.
gurgling hot spring when she is feeling seduc-
Locales tive, or a scalding geyser when he is angry. O n
yet another occasion, the spring may run cool
A t first glance the Howling Limbo merely and deep, like a sweet mountain river. Drinking
looks t o be similar to the landscapes of the from the fountain can cause any number of
Scarred Lands, but soon the differences become strange changes in the imbiber, some good, some
evident. After all, canyons large enough to swal- horrific, depending upon Enkili's mood.
low worlds and villages of thirty-six houses
Enkili has several names for her dwelling:
stacked like building blocks aren't often seen in
The Halls of Enkili, the Shifting House, Fortune's
the material realm.
Heart, the Storm Palace, the Twisting Manse.
The Halls of Enkjli Like Enkili, her dwelling is fickle. Enkili's her-
Enkili's abode in the Howling Limbo is a ald, Rhissa (see The Divine & T h e Defeated)
region of constantly shifting realities - a place also dwells here, a fitting place for a creature of
that mirrors her own ever-changing nature. Here storm.
the very ground shifts suddenly and storms that Fortune's Wheel
howl across a flashing sky batter the land. Enkili's
Fortune's Wheel frequently manifests itself
dwelling itself constantly changes forms. Sitting
as an immense paddlewheel boat, constantly
on a rocky island in the midst of a storming sea,
traveling somewhere in the seas of Enkili's er-
it can be a massive castle of a thousand rooms.
ratic realm. Large enough t o house a small city,
E D G E O F INFlNlTV: TI+€ SCARRED PLANES
&
E
-%*

the boat continuously plies the waves through


the harshest of storms the plane has t o offer.
Most of the ship is taken up by huge gambling Those who inhabit the mercurial Limbo as
rooms, where every form of betting known to the their afterlife reward are as prone to change as
divine races - and some that aren’t - are the plane around them. Though their minds are
available. As the gamblers try their luck at dif- safe from the insanities inflicted by the howling
f e r e n t tables, t h e s t a t i o n s change games winds of Enkili’s demesnes, their bodies still
mid-hand. Crowds emulate the sea below as they reflect the chaos of their new home. With those
flow and ebb through the various rooms of who have been in the plane only a short time,
chance. As the storms cause the ocean waves t o the changes are small - eye color, hair length
surge, Fortune’s Wheel tips, changing the odds and hue and changing tattoos, scarifications and
at every game. T h e House calls it “Enkili’s turn.” birthmarks. But as time passes, the alterations
Gamblers never say anything about the King of become more drastic and more frequent. Those
Fools cheating, because this is the one and only denizens who have been here the longest even-
sure route t o heavy losses. tually embrace the full nature of Enkili’s realm
Fortune’s Wheel also boasts a veritable army and enjoy the process of becoming any number
of attractive young men and women, who call of individuals, eschewing gender, age and
themselves Enkili’s Favored. They ply the trade ethnicity as meaningful to the identity of self.
of the courtesan aspect of their mistress, seeking
out those who have the most to lose in the
gambling halls and convincing them to be a Supposedly, a mountain cave exists in the
little more generous. Aside from these compan- Scarred Lands where one can directly enter Sil-
ions, the “House” employees rotate randomly houette during the new moon. Just where this is
with the gamblers. If a game needs running or a located is a matter of some debate, but many
table needs h a n d l i n g , someone steps i n . travelers insist it lies near Hollowfaust.
Everyone’s a winner in Fortune’s Wheel - a t The Vortex
least for a time.
In the sort of logic that can only work on the
Sjlhouette planes, particularly the plane of chaos, there is a
This area of the plane shifts less than most. location within the realm that is always far away
In fact, it’s almost stable. This certainly makes from everywhere else. Within this place lies a
Silhouette appealing to those willing to do busi- perpetual typhoon, raging over a massive whirl-
ness. One sure fact is that the area exists in pool. This frightful area is known as the Vortex.
constant twilight, the perfect conditions to bathe It is here that t h e titan Lethene is held captive,
the countryside in shadow. This makes it ap- brought by Enkili at the end of the Titanswar to
pealing to those whose business is of the less her tempestuous prison. Enkili, being a master
legal sort. It is also the perfect environment for of storms, managed t o create a weather system
Drendari, Mistress of Shadows. which feeds on itself. Since Lethene had little in
Drendari inhabits a large manor at the edge the way of physical structure, she could not be
of a city, also named Silhouette, in which most chained to a rock or tossed in the sun like her
of the inhabitants exhibit the same form of siblings. She is the fury of the storm, and thus,
insanity: acute paranoia. Silhouettians are con- only a storm can possibly contain her. The ty-
stantly on alert, fearful that at any moment phoon acts as her prison’s bars, the whirlpool as
something horrible could jump out at them from her chains. The more fiercely she tries t o escape,
the ever-present shadows. They’re not that mis- the more powerful her bonds become.
taken - monsters and mortals alike step from Lethene never had many followers in the first
shadow to shadow with alarming frequency. This place, but a handful of those few who are loyal to the
is because a second city occupies the same space ferocious titan have made their way to Limbo and,
as the first: a city of shadow. The creatures and after a long journey, have located the Vortex. They
people who inhabit that city walk from shadow know the Dame of Storms is within, but they haven’t
to shadow in the physical metropolis, just as figured out yet what to do about it.
physical beings might normally walk from street
t o street. Assassins, thieves, crooks and cut- En titi es
throats ply their trade in the physical version of Aside from the living members of the divine
the city - while spellcasters and other, less races who have made their way here, and the
savory creatures, mingle in the shadow equiva- souls of the dead who stand by Enkili’s side,
lent. myriad other creatures also inhabit Limbo.
C H A P T E R F O V R : THE DIVINE P L A N E 5

Enkjlj power is, but he doesn’t seem to be referring to


None can predict the comings or goings of Enkili. Regardless, he has built up a few dozen
Enkili. She takes a thousand-thousand forms to followers, who accompany him from place to
meet the travelers of the Howling Limbo. In- place. Sometimes, h e will even ask a few people
deed, those who are savvy to planar travel know (not necessarily those in his company) to help
that it is best to meet any and all strangers (and him on his mission, and will assign tasks t o be
even friends) with respect here, for it is practi- completed. These errands could be anything,
cally guaranteed that the beggar you spurn or and rarely seem to be significant, so it is un-
noblewoman you insult will be Enkili in dis- known what bearing they may or may not have
guise. o n Random’s supposed mission.
Enkili is described fully in T h e Divine and Legeth on
the Defeated. One of Lethene’s few worshippers, Legethon,
Random follows Lethene less because he actually idolizes
No one is quite sure just what Random is, her and more because h e desires revenge against
although they suspect he originated from a Enkili for stripping away his own form -forever
botched magical experiment or summoning. transforming him into a celestian (see Creature
Called at times a “chaos elemental” or a “sen- Collection Revised). He leads the handful of
tient chaos golem,” Random seems t o simply be followers trying to free Lethene from her impris-
the embodiment of the idea of chaos. His hu- onment, although he is as yet unsure of what to
manoid form ripples with different colors and do, and unwilling t o get too close, lest he get
different elements, roiling with magma, evapo- entrapped as well. He has set up camp on a small
rating, shooting up to the sky in a bolt of island which seems to orbit the Vortex, watch-
lightning only t o grow up from the ground as a ing the storm system for patterns, waiting for the
tree. He is always wandering the plane, claiming day when he can release his mistress and get
to be o n a mission of some sort for a higher vengeance.
power. He has never mentioned who this higher

I I
EDGE O F INFINITY: ‘IffE SCARRED PLANE5

The Iron Hells Hjstory


The Iron Hells (also called Chardun’s Hell) The Iron Hells have had a powerful influence
is the bleak and dismal abode of the god of on the history of Scarn, even though they have
tyranny and war. Like all godly planes, it re- rarely been directly involved in mortal events.
flects the personality and nature of its master. From their inception, the Hells have served as
I n this case, it does so in ways that might make Chardun’s headquarters and as the ideal to which
one wonder how it could be that any sane being all of his followers aspire. While this is true of many
would choose t o worship Chardun. The plane is divine planes, the Overlord has frequently revealed
a smoking pit, with vast rocky surfaces, jagged the nature of the Iron Hells to his mightiest follow-
cliffs and immense mountains, all of which are ers in dreams and visions - occasionally even
covered by a gray sky illuminated only by flashes bringing them bodily into his realm -so that they
of lightning and volcanic eruptions. T h e air is might see what the cosmos would look like under
acrid and burns t h e insides even of the dead. his tutelage. Unsurprisingly, his most devout fol-
Any mortals who come here will quickly find it lowers have attempted to create their own version
unpleasant and hazard of the Hells within the Scarred Lands, sometimes
presence of Chardun h i with disturbing success.
Upon acentral mountaintop is During the period between the foundation of
and citadel, where he oversees everything that tran- Hells and the Divine War, Chardun spent
spires in his realm. All around the mountain are fields much of his time perfecting the torture and domi-
of war, where armies of devils and damned souls clash nation of souls. Fo
- both for the amusement of their master and in
preparation for the day when Chardun shall unleash
them on his many enem The armies fight with made. Many of the devils who serve Chardun were
incredible ferocity, for the batants know that any once mortal beings, whose evil allowed them to be
sign of weakness or disloyalty will be punished se- warped and molded into new and more treacherous
uses his divine powers to beings. In this, the other gods, especially Vangal,
iors and eternally set them llowed suit, a fact that flattered Chardun’s ego
din of battle never ceases ven as it infuriated him. The Slaver also began a
n souls, for he realized that he could gain
fight or how muct .change for mortal
against each other. on Hells became,
.etplace where evil
Elsewhere, deei
t as mortals might
the terrain. Fire an
these places, as do tl
unfortunate enougl h effort in perfect-
Overlord’sfaith is a ntless years he has
to adhere to its dictz ween his minions,
brutally punished i tal and terrifying
combatants, tortureu JUUI~LdllIlUL oe trw I.U.UU..
m e w not how this
no matter how exquisite the pain inflicted that one day he would
They reform, even as they suffer destruction, so that y to cast down the titans and claim
they can again be tormented by Chardun’s devils. the cosmos for himself - with or without the
Those who withstand these punishments with some assistance of his siblings and cousins. Perhaps be-
degree of stoicism might find themselves rewarded by cause of this, the Iron Hells were even more a
transformation into a lesser devil -after some centu- battleground than a marketplace. Few who dared
ries have elapsed, of course. This is the closest to hope visit its blasted terrain could escape the din of war
that exists within the Iron Hells and it is a path that and the stench of death.
comparatively few souls ever manage to find. When the Titanswar finally came, the Iron
The Iron Hells are, naturally, connected to the Hells became an infinite staging ground from which
astral plane. The fabled Gates of Hell make it difficult the gods launched their celestial assaults on the
to enter the plane via the astral without the permission cosmos. The trade in souls likewise became ever
of the gate-keeping devils, however. There is likewise more as was ‘0 trade

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

nghold, this vast


,d obsidian is the

possess normal gravity

the Iron Hells. the entire multiverse,

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

told dark elves -

of the agreement between Chardun and


at the dark elven
Overlord to seize

owever, Chardun has

Hells their domai

g their master to his former

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

minion in the cosmos. While he is often found


in the Scarred Lands, inspiring Chardun’s wor-
Fate of the Departed shippers and leading his troops into battle, his
Those whose final reward lies in the Iron true home is the Iron Hells, where h e acts as his
Hells of Chardun discover, regardless of their master’s majordomo. Within the Stronghold,
achievements while alive, that they are once only Chardun’s word carries greater weight. Like-
more quite low down on the ladder of tyranny. wise, Jerol regularly oversees the armies that do
In fact, the liturgy of Chardun teaches that battle o n the plane, suggesting new strategies
one’s life is merely training in overcoming ob- and rewarding those who exceed the Great
stacles and bending others to one’s will - General’s expectations. The only duty the her-
training that will permit the faithful of Chardun ald never seems t o p a r t i c i p a t e i n is t h e
to seize power and prove themselves worthy of punishment of the damned; some whisper that
the Great Reforging. All creatures in the Iron to cause remorse and regret in others might stir
Hells seek the Great Reforging, wherein their such things in Jerol’s own breast, an occurrence
very essences are remade into a new and more the Overlord has not intention of risking.
powerful creature by the tyrant-smiths of
Chardun. The truly wretched, who failed to
Ljnzen
uphold Chardun’s will while alive, arrive as The elder larva, known only as Linzen, be-
mere larvae; the faithful arrive as themselves, lieves itself t o exist outside the rigid hierarchy
with their appearances made more dreadful and of the Iron Hells. During the Titanswar, when
mighty the more power they managed to seize larvae where being consumed at a massive rate
for themselves in the material plane. Regardless to power divine magic, Linzen avoided that fate
of this initial state, however, progress is pos- by hiding deep within the recesses of the Gorge
sible. Those fortunate or malicious enough to of Perdition, where few devils dare go without
subjugate fellow souls have the possibility of explicit orders from their superiors. I n time,
drawing the attention of Chardun’s lieutenants, Linzen made his way out of the Gorge but con-
who eventually choose to forge the most vicious tinued to hide himself, evading patrols and
generally keeping a low profile. In doing so, he
became extraordinarily good not only a t hiding
but also at learning secrets. Consequently, this
diabolical worm is one of the Iron Hells’ most
ing from foul wolves to great dragons t o perni-
knowledgeable informants and guides, although
cious undead. Chardun draws many creatures t o
he rarely helps anyone without significant pay-
himself, finding a role for them in his growing
ment in return. What Linzen wants most of all is
Army of Evil, with which h e one day hopes t o
to escape Chardun’s realm, since h e knows it’s
conquer the cosmos. Little surprise then that
only a matter of time before he is found and used
the Iron Hells teem with unsavory creatures, all
like others of his kind. Whether or not h e suc-
serving the greater glory of the god of tyranny.
cessfully avoids this fate can only be determined
Chardun with time.
Chardun is a source of terror in the Iron Rahab
Hells, and rightly so. He never goes anywhere
The pit fiend Rahab is Chardun’s chief ex-
idly, and the screams of the agonized follow the
ecutioner, slaying those whom his master
tread of his mighty feet. With a plane filled with
designates. Because the Iron Hells are inhabited
servants and minions, Chardun’s arrival in any
by the souls of the dead as well as various infer-
area of his realm presages unprecedented horror,
nal beings, Rahab’s job is somewhat more
as anything that angers or intrigues him enough
complex than one might think. In Chardun’s
to force the god t o tend to it personally also
realm, there are two kinds of death. The first is
ensures that he will enact his sadistic whims o n
a temporary one, in which a soul or being recon-
everyone involved.
stitutes itself later in a lesser form. T h e second is
Chardun is described fully in T h e Divine a permanent death, in which a soul or being is
and the Defeated. utterly erased from existence. Rahab possesses
Jerol two great flaming swords, Pettyscourge and
The Herald of Chardun is a one-time pala- Everdeath, the first of which only temporarily
din of Corean named Jerol. Overcome by his slays while the second delivers exactly what its
own self-righteousness during the Titanswar, name implies. Which one Rahab uses depends
Jerol fell from Corean’s grace - but was quickly on Chardun’s explicit commands, which the pit
remade by the Overlord t o serve as his supreme fiend has never been known t o disobey.
EDCC OF INFINITV: TFfE SCARRED PLANES

The Black Lands is known by many names. To


scholars and priests it is the Cradle of Nightmares. , When the berries are eaten from the vine,
To witches it is known as the Suckling Lands and or distilled into wine, they transfer their essence
the Moonlit Demesnes. The Black Lands are the to the imbiber. When consumed by creatures of
home of Belsameth the Bloody, who is called the evil alignment, they function as a heroism spell
Death of Dreams, goddess of death, nightmares, cast by an 8th level cleric; when eaten by those
madness, the moon and darkness. This is the realm of good alignment they inflict the unfortunate
of eternal midnight, of a starless indigo sky and as per the Tashaa’s hideous laughter spell as cast
chill autumn wind; it is a world of endless wilder- by an 8th level sorcerer. Belsameth’s witches
ness, of twisted, shriveled trees and spiraling, coiling and priests prize these berries for their halluci-
thorns, of thick wet earth clotted with blood and nogenic properties, and gorge themselves on
decay, and columns of milk-white moonlight pour- handfuls of the swollen fruit before conducting
ing down. The Black Lands are a place of madmen
and savage beasts, of children’s nightmares and
parent’s fears, of wolves and spiders and all the dark
things who feast beneath the cover of night. eternal midnight sky. It is undeniably beautiful,
but it’s beauty is of the most feral, savage sort,
Planar Trajts hearkening back to the days of the Epoch of
The Black Lands possess the following traits. Gormoth, when vegetation grew thick and wild,
unhindered by man or beast. The forests of the
Physical Black Lands are dark and sinister, choked with
Gravity: Normal gravity. The Black Lands thorn bushes and short, sword-sharp tufts of grass;
possess normal gravity. the trees are twisted and ancient, and covered with
Time: Normal time. Time passes normally in cracked, black bark which forever leaks sticky red
the Black Lands. pitch, reeking of blood.
Shape and Size: Infinite. The Black Lands are
without end, extending infinitely.
The Thjcket of Precious Sorrows
The Thicket of Precious Sorrows lies at the
Morphic Traits: Divinely morphic. The Black
very heart of the Black Lands, and, by Belsameth’s
Lands are morphic to entities of at least demigod
decree, it is where all travelers to her plane arrive
power. It is alterable in the normal way for more
when they journey to her realm. The Thicket is
ordinary creatures.
roughly circular in shape, a forest glade choked
Elemental with thick, tenacious weeds and thorn bushes.
None: The Black Lands are attuned to no Rough-hewn stone obelisks are scattered here and
element. there about the Thicket; towering to impossible
heights above the forest floor, heavily blood stained
Aljgnment and covered with runes sacred to Belsameth, these
Strongly Evil-Aligned: Good creatures in the fat stones serve as altars and gathering places for
Black Lands suffer a -2 penalty o n checks based o n Belsameth‘s worshipers -. and each has borne
Intelligence, Wisdom or Charisma. witness to unholy rites of unparalleled savagery.
Magic By Belsameth’s decree, all who enter the Black
Enhanced Magic: All spells found o n Lands arrive in the Thicket of Precious Sorrows
Belsameth’s domain spell lists, cast in the Black and must tread its grim paths to go elsewhere in her
Lands, are considered to be maximized and empow- realm. Those who enjoy the dark lady’s favor need
ered (as if the Empower spell and Maximize spell only traverse a distance of a mile or so before
metamagic feats had been used on them, but the reaching the Thicket’s edge, but those who do not
spells do not require higher level slots). may walk for weeks without finding an exit.
Impeded Magic: All spells that draw upon The thorn bushes that choke the Thicket of
positive energy or with the [Good] or [Light] de- Precious Sorrows have been cultivated by great and
scriptors are impeded in the Black Lands. ancient enchantments. Clusters of enormous in-
digo berries, pregnant with sticky juices to the
locales point of bursting and guarded by sawtooth thorns,
The Black Lands is a wild sylvan expanse, a hang low from every vine, or lie split and rotten
plane of rolling hills, churning crystalline rivers across the many paths that crisscross the Thicket.
and thick, verdant forests spread out beneath an These berries, known to Belsameth’s worshipers as
the Black Queen’s jewels and to other folk as
CHAPTER FOWR: THE 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$

and driven mad by the attentions of the Death of


Dreams, they stalk the wilderness, shrieking
Belsameth‘s holy words and tearing at the unwary
The fate of those who find themselves in
with swords, spells and their bare hands and teeth.
the afterlife offered by Belsameth varies wildly.
The least of her worshippers appear as ghostly Finally, the spirits of Belsameth‘s many wor-
beings, composed of little more than memory shipers wander the hills and glades of her domain,
and madness. Her loyal priests and those note- eternally chanting supplications to her glory and
worthy folk who lived their lives furthering her seeking to find a pathway to her castle, the Cradle
glory appear as themselves, granted the ability of Nightmares. These spirits gather near the moon-
to command their ghostly subordinates. The lit pools and thickets in the deepest parts of the
most powerful of priests, witches and forests of the Black Lands, where they engage in
lycanthropes who die with her name on their tireless orgies of violence and sex, re-enacting night-
lips appear here as daemons of various power, mare visions sent to them by the Death of Dreams
granted an afterlife with the authority to con- and luxuriating in the indestructible nature of
rification of the their spirit flesh. Though the living can see and
hear these spirits, they cannot touch, speak, or
otherwise interact with them; for their part, the
unfortunate enough to stumble upon their domain spirits think of the living only as particularly vivid
of silk and shadow. dreams, interesting to watch but otherwise unre-
By Sethris’s decree, fire cannot take purchase markable.
in her realm. This means that torches and oil will Belsameth
not light, that spells with the [Fire] descriptor or
Belsameth rarely removes herself from her
that otherwise rely on fire will not discharge, and
black throne. But when she does, she flies the
that fire-based extraordinary and supernatural abili-
skies of the Black Lands accompanied by hags,
ties cannot be used.
daemons and flying lycanthropes. When her
Normally, the spider queen’s kingdom can only witches gather and perform their rites, some-
be reached by those willing to search the depths of times she will come among them -driving their
the Black Lands for it, but there is a legend that ecstatic rites t o bloody excess, fomenting mad-
speaks of a magical word, woven into the center of ness, despair and a dependence o n her own black
an ancient spiderweb in the center of the Scrub power. Woe comes t o those who meet Belsameth
Forest. If this word is spoken aloud at the precise abroad in the Black Lands, for she is whimsical
moment a venomous spider’s fang pierces the and wicked on those nights, and demands atroci-
speaker’s throat, then all who hear it are trans- ties as tribute from those she meets.
ported to the foot of Sethris herself.
Belsameth is described fully in T h e Divine
Entities and the Defeated.

The Black Lands is home to all manner of Oceans of Midnight


night predators, both natural and monstrous. Oceans of Midnight is a powerful moon dae-
Belsamaug and wolves are Belsameth‘s favored chil- mon witch and former consort t o Belsameth,
dren, and immense packs of blood-crazedbelsamaug, now long since fallen from favor. “She” appears
wolves and dire wolves hunt the length and breadth at all times as a young women of exquisite beauty,
of her forests. These dangers are often accompa- with milky skin and hair the color of red roses
nied by troops of werewolves, and worse yet they wrapped in black velvet. Oceans of Midnight is
are far from the only beasts which prowl the Black bitter and quite thoroughly mad. She n o longer
Lands. Carnivorous trees, dire bears, boar (both even remembers her true nature - instead, she
normal and dire), leopards, immense bats and owls, believes herself to be Belsameth’s opposite, a
spiders of all types and size, dream demons, ghosts divine being created for the sole purpose of
and gibbering mouthers all lurk in the great sylvan slaying the Death of Dreams. This delusion is a
midnight. Unlike in mortal forests, there are no source of great amusement t o Belsameth, who
deer or rabbits or other small herbivores; the count- keeps close tabs on her former lover; one of
less predators hunt only each other and unlucky Belsameth’s favorite games is t o lead unsuspect-
planar travelers, in an endless orgy of pain, fear and ing adventurers t o Oceans of Midnight, use her
death. own divine powers t o convince them of the
In addition to these many beasts and mon- truth of the daemon’s words, and then force her
strosities, madmen, priests and witches stalk the mad consort t o assume her true form and gorge
Black Lands as well. These are the chosen of herself o n her “allies.”
Belsameth; plucked from Scarn without warning
EDGE O F INFINITV: THE SCARRED PLANES

Colaxis,the Lord of Forgiveness


The Lord of Forgiveness is an awakened colas- malleable stuff of Khordeth. Called the Unborn by
sal spider of largest size, and the lord champion of the Reaver, these creatures are known as demons
Sethris the Spider Queen. His full title is Colaxis, when they are Seen in the Scarred Lands. Though
Lord of Forgiveness, Bringer of Equity, Marshall of weak compared to the might of Vangal, these un-
Equal Measure and Lord Champion of the Silken born were able to Slip the bonds of the Plane and
Banner, and it is his Sworn duty and great pleasure could bring war to the other divine realms and even
t o carry O u t the will of his queen - wreaking visit the material world of Scarn. In fact, it was
vengeance against those who believe themselves through the demonic evangelism of the Unborn
immune to retribution. Colaxis' favored weapon is that word o f t h e Reaver first came to Scam.
a strangling cord made of his own webbing, a fact Through the active worship of Vangal during
which he will quite cheerfully share with anyone life, the souls of those faithful to the Reaver found
he meets. themselves in Khordeth upon death. Unfortunately
Colaxis is a great, bloated monstrosity, with an for these loyal SOUIS* they were all quickly con-
enormous thorax swollen with poison and heavy scripted into the armies of the Unborn, to wage the
with armor plating. His mouth is a gaping maw Constant wars that ravage Vangal's Plane. The
dominated by glistening fangs, and his many red faithful thus filled only the lowest tier of what

faithful to the Reaver, trav-


ecure their future afterlife.
thoroughly evil and committed to s
of his goddess and liege lord. He k

annibalism, these souls became like demons them-

Much like Tanil's blessed realm of Myrtana,


the Pestilential Abyss (also called Khordeth or the

all. Khordeth is a

ambitious. Demons
ts of their lessers are

trying to maintain supremacy over its

T h e plane of Khordeth is also rather unique


the demons and who reside in the in that the followers of the other gods can actu-
Pestilential Abyss, the only security in the realm is ally end up there, Of course, this possibility is
the personal might required to exert power. most definitely a threat. Those among the faith-
ful of the other gods who betray the tenets of
Hjstory their faith may find themselves in Khordeth
It is thought that it was Vangal who first upon death. Here they form the lowest rung of
discovered the secret of the planes. This certainly the tormented and the punished. These miser-
makes it likely that Vangal was the first to become able souls are made slaves and workers to the
trapped away from the material realm. Vangal's more powerful demons of the realm. These souls
departure must have heralded an era of peace on do not belong to the Reaver, however. If they
Scam unlike any the land has seen since. Unable to serve their punishment and they sincerely pray
return to the material plane, Vangal satisfied his for absolution, the other gods may give mercy
CHAPTER F O U R : TffE DIVINE PLANES

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

picked up by demons who


the souls of the abandoned. Of course, any relief

bases for demons s


the water. The i
removed that less

raw materials ma struction difficult and

h which demon rules which


and queens among the de-
taken several o

Minister. Apparently a those few demons

prince is summoned
band raids ships that travel
emons so called are

rently control. Reaver in his audience chamber. What occurs in


The Blistered Plain these meetings is unknown, but a rare few return
This plain of broken basalt lies at the base of blessed by Vangal and strong in his Power. Many
the Splintered Peaks, the primary mountain more, however, are never heard of again.
range that runs through Khordeth. T h e weather
here is always incredibly hot, and volcanic vents
En tjti es
erupt into the sky every few miles. Because of Vangal
the topography, clouds of soot and ash fill the Vangal views much of his realm with a ca-
air, creating a perpetual gloom lit Only by sPO- sualdisinterest, the jockeying for power
radic eruptions. among the demons seeming to be nothing more
Because of the volcanism, travel in t h e Blis- than an amusement. occasionally, he will de-
tered Plain is treacherous a t best. Each step scend upon a or keep that has grown
might break through the fragile shell of recently complacent in its position and destroy many of
CHAPTER F O U R : THE D I V I N E P L A N E S

demigod freedom for obedience t o the Reaver.


Pride prevented him from accepting these of-
fers, but the clever serpent thought of another
Those who die in the Reaver's service are
plan. He spoke honeyed words t o one of these
often gifted demonic forms in Khordeth; most
messengers: the Reaver's herald herself. The
become dretches, though the more powerful and
herald knew well the capriciousness of her lord,
loyal servants are typically given more powerful
and sympathized with the chafe that imprison-
bodies. Also, even among the dretches, promo-
ment must hold for t h e powerful. In time,
tion to a higher level form is possible. Those poor
Laathsaal won the black heart of Vangal's her-
souls who have been unfaithful to their deities
and are sent to Khordeth are given twisted and ald, and she secreted him through the passages
that wound through the very foundations of the
misshapen shapes that - while reminiscent of
their former selves - underscore the afterlife Splintered Peaks. O u t they came, and the two
they should have received had they remained fell upon a small city, slaying the demon lord
devoted. A Madrielite who betrayed her calling who resided there and taking power themselves.
T h e two ruled this place for many months as
might appear diseased, with injuries that can
king and queen, but Laathsaal still found him-
never heal. A fallen paladin would suffer from
eternal weakness, and appear in the afterlife as a self trapped, unable to leave Khordeth - for
naked and emaciated wretch. none yet knew of his existence in the material
plane.
These traitorous souls are tormented and
eternally tortured by the native inhabitants of While Laathsaal struggled to escape the
the realm, but it is important to note that these prison that was Khordeth, Vangal noticed the
departure of his errant captive. Vangal pursued
punished souls do not technically belong to
Laathsaal, and the two gods fought a battle that
Vangal. The Reaver enjoys their presence, but
destroyed the city. In the end, Vangal's herald,
can do nothing to prevent others from taking the
wayward souls out of his own domain. Because of gravid with the seed of the asaatth god, showed
this fact, the devils of Chardun's realm are known her treachery by spilling the lifeblood of the
demigod upon the black steel of Fellblade. The
to commonly raid Khordeth - capturing those
shower of blood caused the herald to reel, and
souls not belonging to Vangal and returning to
the Iron Hell with their new slaves. It is a matter she birthed a swarm of serpents. These creatures,
of debate whether or not these captured souls the product of the union of demigod and herald,
actually benefit from their new predicament. became the most potent warriors and priests in
Vangal's army - the mariliths.
Regardless, most members of the Scarred Lands
would rather not experience the Gods' punish- These creatures later came to the material
realm t o proselytize the worship of their slain
father to the scattered creatures of Mormo. Thus,
the cult of Laathsaal has risen in the Scarred
Lands. However, the priests receive their power
the creatures within. A few are spared, t o re- through the Reaver, not the deceased demigod.
build and c o n t i n u e o n i n their struggles. Vangal's reasons for this subterfuge or unknown;
Invariably, those who are left learn from the perhaps it is for some subtle future manipula-
mistakes of their predecessors. tion, or perhaps the evil deity merely finds the
Vangal is described fully in The Divine and worship of these titanspawn humorous.
the Defeated. Some among the mariliths, however, main-
La a thsaal tain that the wily serpent-god managed to escape
Laathsaal, an asaatth given divinity in the destruction at the hands of the Reaver. If this
final days of the divine war, was loyal t o Mormo was actually the case, then the advent of mortal
even up to the Serpent Queen's demise. Laathsaal followers could offer Laathsaal a new opportu-
was captured by the gods, however, and impris- nity at power.
oned in Khordeth beneath the Citadel of Fallen The Dark Minister
Tears. T h e indignity of his defeat and the fate of T h e Dark Minister once served a powerful
his goddess caused the treacherous demigod t o demon lord of one of the many coastal cities.
rage against the captivity. But Vangal's wards Here h e witnessed the power that was held in
proved to be potent. controlling the souls of the abandoned, as those
Laathsaal's anger cooled and, in time, his who betrayed their faith are called. Where souls
presence was all but forgotten among the resi- of the faithful had the blessings of the Reaver
dents of t h e Citadel. Occasionally various upon them, and often were powerful creatures in
servitors of Vangal visited him, offering the
-

E D G E O F INFINITV: T H E SCARRED PLANE5

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

As all high astrologers e n it is ascendant in t h e sky,


signs of t h e zodiac are more than simply Stars which only occurs during t h e month t h a t it is
in the sky. Not only do they form t h e basis for associated with. At t h e end of this time pe-
a type of divination that reveals t h e fate of riod, astrologers and other would-be visitors
both people and nations, but each constella- must wait fifteen months before they can ei-
tion is also a vividly real physical plane of ther travel to this specific plane o r summon
existence. A t t h e end of t h e Titanswar, t h e any being from t h e plane. Those who remain
gods created sixteen separate realms, one for in a plane long enough to allow another sign
each sign of the zodiac. These planes are both to become ascendant are trapped i n t h e plane
the constellation spirits' homes and places until it is next ascendant in t h e sky -no force
where their influence is unchallenged by any save the direct intercession of a god is able t o
other being or force. retrieve a character so trapped.
Each of these planes also houses other T h e other major limit o n travel t o and
beings, including the creatures t h a t high as- from these sixteen planes is t h a t everyone who
trologers (see Relics 6r Rituals 2: Lost Lore) visits a zodiacal plane always returns to t h e
can summon. Some planes also possess special Scarred Lands a t exactly the same spot that
properties t h a t can make them useful t o visit. they departed from. Characters can never use
In addition, while high ast se planes as a way to travel from
form a variety of divinations, t h e Scarred Lands t o another.
t o t h e plane allows visitors
constellation spirit of t h a t r zodiac realms always arrive back
These spirits are vastly know1 Lands at the same location they
t h e past, present and future o
influence and can provide far
t i o n t h a n is available fr astness of T w o s
divination.
Once the gods created these sixteen
they allowed each to become a co
independent realm - and t h e gods do Visitors and native inhabitants walk
rectly control any of them. Instead, t inside his enormous form. Nothing out-
c r e a t e d mysterious b e i n g s kno f Turros exists on this plane.
maintainers (see Appendix) t o look aft
planes and repair any pro
endanger those realms ring t h e Titanswar, this tower was the
maintainers are merely servants - ructure left standing when t h e T i t a n
is ruled by t h e being who t h e gods vaged t h e o n c e - g r e a t c i t y of
selected to represent t h a t partic rn. T h e Gods enshrined Turros in
house. Game statistics are not
these beings because they
their and cannot be harmed Or the cities that had been destroyed during the
killed while in those realms. T h e rulers of t h e war.
zodiacal planes are all completely immune t o
damage, spells or other similar effects per- Plana1 T1ajtS
formed by any being except a god. T h e Fastness of Turros possesses the fol-
Although the easiest way to visit any of lowing planar traits.
these planes is by t h e use of planar travel spells
or similar abilities, there are also various gate- Physical
ways t o each of t h e realms t h a t do not require @ Gravity:Normal gravity. T h e Fastness
travelers to use spells. I n fact, characters can of Turros Possesses normal gravity.
even accidentally stumble into several of these Time: Normal time. Time passes nor-
planes. In addition to the various idiosyn- mally in t h e Fastness of Turros.
cratic methods of visiting each zodiac plane, a Shape and Size: Finite. Turros is a single,
slarecian gatekeeper (see Creature Collection vast tower. The entire plane is bounded by t h e
2: D a r k Menagerie) can also transport char- tower and nothing exists beyond its walls.
acters to whichever realm is currently Although i t was an ordinary tower in t h e mor-
ascendant. There is only one major limit o n tal world, its movement t o a celestial plane
visiting t h e zodiac realms: each plane can only completely transformed it. Now, t h e building
CHAPTER FIVE: T H E ZODIACAL PLANES

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

ambers are more

Morphic Traits: Divinely morphic. The

e will of the gods, or by Vespis herself.


Turros
Turros never actually appears as a n e n -
tity, since h e is t h e e n t i r e tower. However, None: T h e Deepness of Vespis possesses
a t T h e Summit, petitioners c a n directly talk no elemental traits.
t o him. He speaks in a slow, booming male Alignment
voice. W h e n questioned appropriately, Mildly Neutral-Aligned: N o alignments are
Turros provides answers about how best t o penalized in the Deepness of Vespis.
build, repair or reinforce any building. H e is
also well-aware of t h e weak points t o any Magic
existing structure ( + 10 circumstance bonus
Enhanced Magic: All spells with the [Dark-
t o all Knowledge (architecture and engi- ness] descriptor are considered t o be maximized
neering) rolls dealing with buildings). He and empowered (as if the Empower spell and
c a n also tell those who h e deems worthy how Maximize spell metamagic feats had been used
best t o reach any city, including long lost
on them, but the spells do not require higher
ruins. However, h e will n o t answer ques-
level slots) in the realm of Vespis.
tions from anyone who has ever used violence
Limited Magic: Inside the palace of Vespis,
while i n Turros, and will only provide aid if
all spells that produce any type of light auto-
the question i n some direct way helps pro-
matically fail.
t e c t a l a r g e g r o u p of r e l a t i v e l y g o o d
individuals from harm or provides a n o n - Locales
l e t h a l means t o stop individuals who seek t o
destroy a city or harm a large number of The entirety of this realm is one giant intercon-
innocents. nected series of large caverns. The caverns wind and
twist extensively but the general pattern is radial -
many dozen caves and passages coming off of the large
E D G E O F INFINITY: THE SCARRED PLANES

central cavern. While these grottos are quite large,


characters able to see clearly rarely become lost. Vespjs'sPalace of Njght
These caverns are almost completely dark; the This palace is decorated on the outside with
only light comes from luminescent patches of lichen intricate relief sculptures of bats of all sorts. The
on the ceiling that closely mimics the patterns of both interior of the palace is pitch black. All types of
existing constellations and the starry skies that existed artificial light, including light produced by magic,
before the Titanswar. Beings with low-light vision, automatically fail - the interior of the palace is
darkvision or blindsight can see normally. However, impossible to illuminate, exactly as if it were subject to
humans and other creatures with ordinary vision re- a high level darkness spell. Only creatures with some
quire some form of artificial light. Unfortunately, the form of blindsight can see inside Vespis's palace.
caverns of The Deepness of Night are antithetical to Vespis is willing to hear requests, but petitioners must
light - all light provides half the illumination it find their way through the various hallways and pas-
normally would (for example, a light spell only illumi- sages in the outer portions of her palace. This is an easy
nates a 10 foot radius while in this plane). task for any creature with blindsight, but almost im-
possible for other beings. Characters who do not
The Central Cavern possess blindsight, or who are not lead by someone
This enormouscave is the home of Vespis the Bat. who does, must make a DC 30 Search check to find the
Vespis actually dwells in a huge onyx palace that lies way through the passage and into Vespis's chamber;
at the exact center of this cavern. The cavern itself is rerolls are allowed on this check, though they take
roughly circular and more than a quarter mile in place only once every hour (meaning that Taking 20
diameter, it is approximately 200 yards high and is on this roll takes some twenty hours).
always filled with a multitude of flying bats of all sizes
and types. All of the other smaller caverns lead into
Cavern Entrances
this central grotto. Each of the smaller caverns and passages that
branch off of the central cavern ends in an entrance
into the Scarred Lands. Each entrance is located in a
power point (see Relics & Rituals) that has some
CHAPTER F I V E : T H E ZODIACAL PLANES

association with darkness. Most are inside caverns,but


some portals are located in deep ruins, temples to the
The CelestialFactory
powers of night and shadow, crypts, and in three
locations, the basements of large palaces. These gate-
ways are extremely ephemeral, and only exist for five The Celestial Factory is a giant factory where fire
minutes on either side of sunrise or during the elementah and other magical beings create thousands
month of Belsamer. of magic items for the gods and (on occasion) for brave
and daring mortals willing to journey here to acquire
These gateways are always one-way -characters
them.
can only leave The Deepness of Night to go to the
ScarredLands at sunset and can only leave the Scarred
Lands to enter The Deepness of Night at sunrise.
Hjstory
During the appropriate month, large clouds of bats and At the end of the Titanswar the workshops of the
occasional members of the Night People leave this gods were in Shambles, both from the attacks Of the
plane and enter the Scarred Lands to hunt or explore. titans and from massiveoverwork-after all, the d S '
In all cases, these gateways are pitch black openings Servants were attempting to create Sdfkient
Of magic weapons and to rep1ace those
that can be clearly seen with blindsight and felt by
touch. However, the portals are invisible to all other destroyed during the Waf*While the gods maintained
senses. their own facilities to create their most impressive
artifacts, they built The Celestial Factory to create
Entitjes ordinary magic items like ever-burning torches and the
Naturally, hundreds of speciesof bats live in these various other gifts they often gave to their most valued
servants.
caverns. Each of the smaller caves holds a large colony
of some variety of bat as well as magically created food
appropriate for that species. While few mortals from
PIanarTrajts
the Scarred Lands wish to dwell h 1 Factory possesses the following
Night is also home to several h
several hundred unusual beings
The shadows mostly stay in the ormal gravity. The Celestial Factory
only attack visitors who attempt
her palace.
Night People
- I me: ivormal time. Time passes normally in
the Celestial Factory.
The Night People are evil-aligned bat creat Shape and Size: Finite. The Celestial Factory is
(see Appendix) who serve Vespis and live in one of the smallest of the zodiac planes -it is asixteen
Deepness of Night. They serve her and the bats, story building, with ceilings that are 15feet high. The
also act as her spies in the Scarred Lands. tire structure is a square approximately one and a
If miles per side. Within this plane, nothing exists
Vespjs outside of the factory.
Vespis is a huge dire bat with a 30 foot wingspan.
Morphic Traits: Divinely morphic. The features
She possesses vast Of about dark- of the Celestial Factory can be altered by the will of the
ness and events that happen there. Vespis can provide
gods, or by Malneus himself.
a wealth of information about events that have or will
occur in complete or almost complete darkness. If a flemental
queen is going to be murdered in her chambers at night None: The Celestial Factory possesses no el-
with no light present and the curtains drawn, Vespis emental traits.
will know how and when, and who willdo it. However,
Vespis only possesses knowledgeof events that happen
Alignment
in deep darkness; she only knows of actions that occur Mildly Neutral-Aligned: No alignments are pe-
outside if they will happen on a moonless or heavily nalized in the
clouded night far from a city or town. She can also Magic
provide detailed maps of any natural cavern in exist- Enhanced Magic: All conjuration spells are
ence* However, year, Vespis only answers a considered to be maximized and empowered (as if the
Single Simple query from any individual questioner. Empower Spell and Maximize Spell metamagic feats
Also, while all ofthe answers she provides are true, her had been used on them, but the spells do not require
responses can sometimesbe both enigmatic and meta- higher level slots) in the realm of ~ ~ l ~ ~ ~
phorical.
E D G E O F INFINITV: THE SCARRED PLAN€S

Locales outsiders, or magical beasts (of at least Challenge


Rating4) are all acceptablepayments. However,forge-
The Celestial Factory is a huge, loud, clanking
masters prefer to be compensated with the whole or
factory, where fire elementals, golems, and similar
broken remains of artifacts or powerful magic items.
creatures ceaselessly create works of functional art,
many ofwhich are then imbued with magic. While not Malneus
attuned to the element of fire, the Celestial Factory is Malneus appears as a 24 Hit Die Iron Golem, who
quite hot - it always remains between 100 and 120 breathes cones of fire instead of clouds of poison gas
degrees Fahrenheit (see DMG, Chapter 8: Glossary, (which inflict 12d6fire damage, DC 17 Reflex save for
"The Environment," Heat Dangers for effects). half damage).Although Malneus has dexterous hands
The CelestjalForges capable of working metal with consummate skill,
when he clenches his hands into fists, they become
These forges are huge and complex arrays of
powerful hammers that can deliver devastatingblows.
arcane machinery that are capable of producing any
ordinary item, generally of masterwork quality. They Malneus welcomes honorable visitors, because he
are worked by fire elementals, golems and similar is always willing to trade for items or information. He
beings. The primary reason characters typically come regards commerce as sacred and will slay anyone who
to the Celestial Factory is to visit the Celestial Forges, tries tocheat him. However, he always deals fairly with
those who are honest and willing to pay the appropri-
either to seek advice about creating a magic item or to
bargain for one. Ineither case the character must speak ate prices.
to one of the forge masters of the Celestial Forges or to Malneus can create any magic item known, but in
Malneus himself. return will demand one or more artifacts with a total
value of at least equal to that of the desired item.
The Hammer House
The Hammer House is a s
extend through all of th
The ChamelFields
sits at the exact center o
the personal dwelling of plane has no direct connection
exterior of the Hamme most visitors agree that it looks
exquisite metal relief scu
of metalwork. The Hammer House is not guarded,
a special alarm alerts all of the forge-masters if
uninvited visitor enters this structure. Ten fo
masters arrive within 10 rounds and ten more ar
every 10 rounds thereafter until all 200 forge-m
are present and ready to defend Malneus.

Entjtjes This plane is a monument to death and rot.


Only and his 200forge-masters are However, it also honors the perseverance of the
ally intelligent and capable of conversation. Most of vulture Nekheros, who was the first carrion-bird
the many workers are mindless creations that exist
to descend on the first battlefield of the
Only to Serve the wishes Of the forge and Titanswar. Unfortunately for most visitors, this
Malneus. Workers do not interact with visitors unless plane also to display the horrible tenacity
directed to do so by Malneus himself, or by one of the
of the undead.
forge-masters. The Celestial Factory is patrolled by
iron dragons (see Creature Collection 2: Dark Me- Planar 'Jrajts
nagerie) who constantly watch for any attempts at
The Charnel Fields possess the following
theft or vandalism.
planar traits.
Forge Masters Physical
Forge-mastersare huge fire elementals who are in
0 Gravity: Normal gravity. The Charnel
charge of the Celestial Forges. Each elemental con-
Fields possess normal gravity.
trols one of the two hundred forges in the Celestial
Factory. Visitors can ask these entities for masterwork Time: Normal time. Time passes normally
items or for advice on how to make specific magic in t h e Charnel Fields.
items. However, all forge-masters charge for their Shape and Size: Finite. The Charnel Fields
services; furthermore, the forge-masters only accept are a roughly circular valley approximately four
special materials as payment. Dragon scales, demon miles in diameter, SUrrOUnded o n all sides by
ichor, or other impressive and useful parts of dragons, high mountains- Nothing exists beyond these
CHAPTER F I V E : T H E ZODIACAL PLANES

e nearest skeleton attempts to grasp


are completely unscalable. The gray and loom- the portion of the person touching it. TO get
ing sky visible above and beyond these mountains free, the character must either succeed in a DC
is actually an impenetrable wall. 15 Strength check or must attack the skeleton
Morphic Traits: Divinely morphic. T h e and inflict at least one point of damage (use the
features of the Charnel Fields can be altered by human warrior skeleton for stats, under ”Skel-
the will of the gods, or by Nekheros himself. e t o n ” in t h e MM; it should be treated as
flat-footed, however).
Elem ental Inside, skeletal arms illuminate the interior
Touch Death’ not thanks to the luminescent fungi that grows o n
negative-dominant, this plane has a slight con- their extremities, shining like dim and eerie
nection to the Eternal Void. No wounds heal candles. The entire lower floor of the crypt is
naturally on this Plane, and no living thing can one open room. The second floor Covers the
either grow Or living back half of the vast skull and is only accessible
creature here ages twice as rapidly as normal. by flight, magic or climbing the skeletons. The
Even death and undeath operate differently here. DC of the Climb check is only 10, but the
Anything that dies in this Plane automatical’Y skeletons attempt to grab anything that touches
rises as a zombie Or One hour after
them. Anyone who successfully reaches the sec-
death. Only comPletelY destroying the deceased ond floor of this crypt can ask questions of
body prevents it from rising again. Bodies that Nekheros.
are merely partly destroyed reform into skel-
etons in one hour. The Lesser Crypts
Aljgnmen t entered by walking i
Mildly Neutral-Aligned: No align
penalized in the Charnel Fields. powerful magicians or

Enhanced Magic:

(as if the Empow


themselves in an identical crypt
Charnel Fields. T h e only way to
realm of Nekheros. ither immediately climb or step
is same coffin or wait to do this
Locales e next midnight. When visitors walk
outside they will find a crypt that looks in all
Except for the Crypt of Nekheros, the en-
ways like the one they left, but the land sur-
tirety of the Charnel Fields is one vast expanse
of dead bodies, blighted grass, leafless ebony- rounding it will be the vile and desecrated carrion
barked trees and wandering masses of the undead. fields of the domain of Nekheros. Characters
The landscape is marked by a series of several who enter the Charnel Fields using a planar
travel spell will still appear in one of the Lesser
hundred small stone crypts. Great vultures circle
overhead and the sky is perpetually dark and Crypts and can leave either by using the same
gray, providing similar light t o a typical twilight spell again or by stepping over the body, located
or evening sky. in the crypt of their arrival, at midnight.

The Crypt of Nekheros En t j ti es


At the exact center of this valley is an The only native inhabitants of this plane
s e made completely of human, &mi-
i m ~ ~ e ncrypt are the various sorts of corporeal undead and the
human, and humanoid skeletons. The crypt itself many vultures found circling the skies and dot-
is shaped vaguely like a human skull 40 yards ting the putrid landscape. Most of these creatures
high and 30 yards across -visitors enter through will gladly attack any living beings who venture
the “mouth” and great vultures continuously into this hellish plane.
enter and exit through the “eye sockets.” The
skeletons that make up the crypt are fully ani-
Nekheros
mate and regularly clean themselves and attempt Nekheros is an enormous black and gray dire
t o arrange their neighbors into more Secure con- vulture with a wingspan of 40 feet. He cares
figurations. While they will not attack, if any little for mortals or life and is only concerned
living being touches the walls of the crypt with with carrion and death. He can many
E D G E O F INFINITV: TI+€ SCARRED PLANE5

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.

dred sea elves and


unmatched bounty
is a calm and plea
the exact center of
that extends both

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

?he Sea Gate IefieJdof Destrim


The only way t o enter the Sea Castle is t o
pass through the legendary sea gate. Many sail- T h e Eternal Battlefield is exactly what its
ors tell fabulous tales of this unique portal. Unlike name implies - a huge and constant battle
the other entrances t o the astrological planes, where two sides endlessly fight and slay one
the sea gates moves - every dawn it appears in another. Every dawn, all of the dead get up
a different location, typically far from where it and begin t h e battle anew. The combatants
was the day before. The only limit or trend fight during t h e day and once t h e sun sets,
behind these appearances seems t o be that the those who are still alive rest i n their camps
gate only emerges in bodies of water large enough and tell stories about t h e day's victories and
for ships t o sail o n them. Of course, as the gate defeats.
never appears o n land, only swimmers and those
in a boat or small ship can enter the Sea Castle.
H j story
The sea gate appears as a glowing rainbow-col- I n addition t o honoring t h e steadfast
ored ring, 8 yards in diameter; only something or warhorse Destrios, t h e gods created a monu-
someone small enough to fit through this ring ment t o both t h e glory and the horror of t h e
can enter the realm of the Sea Castle. T h e sea Titanswar. This living lesson as t o the reali-
gate always causes visitors to appear at the edge ties of armed conflict became t h e plane
of the misty region of the watery plane. How- associated with t h e month of war, Chardot.
ever, the instant someone passes through the
gate, it moves to someplace else in the Scarred Planar Trajts
Lands - and in the plane of T h e Eternal Battlefield possesses t h e fol-
way instantly moves t o the ex
the planar sea from where
Although visitors need only pa
the sea gate to return home to th a1 gravity. T h e Eternal
they must first go through t esses normal gravity.
of getting to the sea gate. time. Time passes nor-

Entjties and Sire: Finite. T h e Eternal


All of the residents of this tively flat, grass covered
creatures. Even if they are otherwi a small forest o n each side and a
of those who enter here become full ing t h e plane roughly i n half. T h e
and capable of speech. Most are region is a square, five miles on a side
friendly to visiting mortals. These creat the impenetrable walls of t h e sky coming
bring anyone who falls overboard, or otherwise down at the edges of t h e plane.
seems to be in trouble in the water, to the sea Morphic Traits: Divinely morphic. T h e
castle. features of t h e Eternal Battlefield can be al-
tered by t h e will of t h e gods, or by Destrios
Delphos himself.
Delphos is a large and magnificent dolphin
20 feet long. She has a precise knowledge of the Elemen tal
future, but only for those places on the water or Minor Positive-Dominant: T h e Eternal
o n land that are within three yards of the shore Battlefield is minorly attuned t o t h e Highest
of an ocean, large river, or lake. She can describe Brilliance. Everything is strong and warlike
the events that will occur on a particular por- here, bursting with the vigor of health and
tion of beach anytime in the next century, but life. All sentient creatures gain fast healing 2.
has no knowledge of land-locked regions. She Additionally, anyone killed o n t h e Eternal
freely answers any question about a specific fu- Battlefield returns t o life t h e next dawn, with-
ture event that visitors bring to her. However, out any penalties t o character level.
she does not wish petitioners t o become too Aljgnmen t
reliant on her. Therefore, she will only answer a
Mildly Neutral-Aligned: N o alignments
single question every year from each group of
are penalized i n t h e Eternal Battlefield.
petitioners. Also, she will not answer questions
designed to help the petitioners harm innocents Magic
or defile waterways. Enhanced Magic: All evocation spells
t h a t inflict damage are considered to be maxi-
E D G E O F INFlNlTV: T H € SCARRED PLANE5

mized and empowered (as if the Empower spell The Edge


and Maximize spell metamagic feats had been T h e Eternal Battlefield ends in a precise
used on them, but t h e spells do n o t require edge where t h e solid, impenetrable dome of
higher level slots) in the realm of Destrios. t h e sky comes down and touches t h e edge of
t h e square battleground. All new arrivals to
Locales t h e plane enter standing with their backs
Every dawn, t h e Eternal Battlefield is re. against this edge. Also, visitors can only enter
stored to a pristine field, with its forest the Eternal Battlefield a t dawn; they always
unmarred and in t h e first bloom of spring. arrive just in time t o see the dead warriors rise
During t h e course of the day, t h e fierce war, up for a new day of fighting and for the war to
fare despoils this lovely wilderness and t h e once again begin .
stream t h a t runs through t h e center of t h e
plane turns red with blood.
Battle Doors
Entrances t o t h e Eternal Battlefield can
Destrjos's Tent only be found at exactly the moment of dawn,
Destrios does n o t fight; instead, she stands o n a field or other battleground where blood
in her t e n t and provides tactical advice to has been spilled i n combat within t h e last
both sides. Her quarters are a simple military month. Just before the doorway opens, the
tent large enough for a horse t o comfortably sounds of battle will be faintly heard and a
move around in. I t is continually refurnished hazy mist will rise up to obscure most of the
with grain and water, but it is otherwise ex- area. If t h e characters enter the most dense
ceedingly plain. This t e n t sits at t h e exact portion of the mist, they will emerge at t h e
center of t h e Eternal Battlefield, in t h e middle edge of t h e Eternal Battlefield. Likewise, exits
of a field 100 yards wide which contains n o t h - to this plane only appear at dawn. Those wish-
ing except Destrios's tent. A perpetual truce ing t o leave must go t o t h e edge of t h e
operates inside this circle and t h e perimeter is battlefield and place their hands against the
marked with one hundred pennants flying small impenetrable sky as t h e sun comes up - the
white flags. moment the sun rises above t h e horizon, the
characters will stumble forward and find them-
selves o n c e more i n t h e Scarred Lands'
battlefield t h a t they departed from.
CHAPTER FIVE: T H € ZODIACAL PLAN€S

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

locations or other planes without the use of magic. It Elemental


can also provide advice on how to deceive a specific Minor Positive-Dominant: The Forest of Lycaeus is
person about a particular topic (+ 10 to a single roll to minorly attunedto the Highest Brilliance. Everythlng is of
deceive someone or to convince someone of a false- vigorous health and strength here. All sentient creatures
hood) and can provide magicians with a one-time +5 gain fast healing 2.
bonus to their level when casting a single illusion or
enchantment spell. Alignment
Unfortunately,Kylos asks odd and eccentric prices Mildly Neutral-Aligned: No alignments are penal-
for its services. It requires some petitioners to go on ized in the Forest of Lycaeus.
lengthy and difficult quests or safely escort a traveler Magic
along a dangerous route, other supplicants are in- E k e d Magic: All divination spells are consid-
structed to convince some important person of some
ered to be maximized and empowered (as if the Empower
falsehood. In all cases, Kylos grants the desired boon
spellandMaximizespellmetamagicfeatshadbeenusedon
the instant the task is completed. The only other way
them, but the spellsdo not require higher level slots) in the
to obtain a service from Kylos is to gamble. The result
realm of Lycaeus.
depends upon a flip of a coin -any attempts to cheat
results in the petitioner losing. If the petitioner wins Locales
the random toss, Kylos immediately grants the request.
Except for the Hunting Lodge, this entire plane is a
If Kylos wins, the petitioner must complete the agreed
upon task with no reward. Kylos can easily tell truth
from falsehood and will only agree to gambling if the
petitioner truthfully plans to perform the desired task.

Thisplane is the huntu dfLycaeus.


Here,Lycaeusand his wolfp allmanner
of creatures. the plane, new arrivals can
periphery. Short of using a
Hjstory
Created to reward the brave
who attacked one of the Titans aft
beloved forest, this plane also e
holars. Here, natural gateways
senceofTheHunt.Huntersinprim
the Scarred Lands revere
magical light at noon, every day during the month of
hunting hounds to him, in hopes that these favored beasts
Tanot. Anyone walking through one of these gateways
will be reborn as one of the celestial wolves in h i planar
enters the Forest of Lycaeus. To leave this plane, visitors
forest.
- of the planar forest. For three
need only walk to the edge
PlanarTraits minutes on either side of noon, the barrier around thii
plane shimmers with magical light. Those who walk
The Forest of Lycaeus possesses the following planar
through thii light return instantly to the gateway where
traits.
they entered the plane.
Physical TheHuntingLodge
Gravity: Normal gravity. The Forest of Lycaeus
The only structure in the entire forest is a large
possesses normal gravity.
dwelling made of living trees woven together to form a
Tim: Normal time. Time passes normally in the sturdyandnaturallybeautifulbuilding.Thehuntinglodge,
Forest of Lycaeus. asitisknown,is9Ofeetlong,40feetwide,and20feethigh,
Shape and Size: Finite. The Forest of Lycaeus is a and the interior is a single great open hall. Lycaeus and a
large wooded area ten miles in diameter. However, since dozen ofhis most favored wolf companionscantypically be
anyone who attempts to wander beyond its boundaries is found lounging inside. The walls are decorated with the
instantly transportd to the other side of the plane, the magically stuffed and mounted heads of the many dozens
forest seems far larger. of dangerous and fierce creatures that Lycaeus has slain.
Morphic Traits: Divinely morphic. The features of
the Forest of Lycaeus can be alteredby the will of the gods, Entities
or by Lycaeus himself. Almostany type of wild prey imaginablecanbe found
in the hunting grounds. Except for the wolves, these
EDGE O F INFINITV: THE SCARRED PLANES

creatures are all either herbivores or scavengers,but they


range from large rats and squirrels to exotic beasts like
cockatrices. The only commonalities are that these crea- This vast building was created solely from
turesareallbeaststhatdonothaveanIntelligenceofmore the hundreds of thousands of swords and other
than 3 and that they are all able to survive in a forest. weapons used in the Titanswar. It is both a
monument to the weapons that cause death, and
TheWolves a place to store the enchanted armaments that
The Of Lycaeus's forest are dire harness death's energies for the uses of the gods.
wolves who spend their time hunting the abundant prey of
this plane. They normally do not interact with travelers, H
jstov
but if visitors harm any of the wolves, attempt to damage
A t the end of the Titanswar, the gods at-
orsetfiretotheforestitse1forthreatenL~caeus~thewo1ves
tempted to gather togetherall weapons that had
willtumontheoffendingindividualsandhuntthemuntil tasted the blood of an avatar; Corean then re-
the intruders are either slain or manage to escape from the
forged these many and diverse items into a single
plane.A1thoughtheYrarelyspeaktovisitors, ifacharacter
gigantic scythe.This scythewas mounted in the
killsananimalandgives*ecarcass tooneof*ewolves' heavens, surrounded by a dense field of stars
wolfwill the gift giverboth how to LYcaeus's representing the vast multitude of weapons used
favor and how to leave thii plane. in the Titanswar. Today, the House of Blades is
Lycaeus gods store their weaponry and is
inder of the horrors that can

ing changes: 14 Hit Dice, add +


Scores). He only aids petitioners
hunters. Any person or ossesses the following
Lycaeus must first find with a Chal- plana

avity. The House of


es possesses normal gravity.
Time: Normal time. Time passes normally
he House of Blades.
Shape and Sire: Finite. The House of Blades
ngle cubical building one mile on a side.
killit.Lycaeusignoresanyonewhohasnotco ctual plane forms a cube 50 yards wider in
a hunt and each new question or petition requires a imensions than the building itself - visi-
prey be chosen. can thus stand outside of the House of
If the characterssuccessfully hunt and kill an es and gaze at its dark majesty. The actual
priate prey animal, they must carry the animal's h are the stark white
Ly-eu and lay it at his feet. In return for such an offering, glowing that limit move men On five
~ ~ ~ ~ ~ ~ ~ ~ sides.
~ T h e
~ ground ~ underneath
d ~visitors'
~ feet, out-
d ~ ~
-in all cases, this advice only works on a single side the building, consists of a moat of inky
~ ~ v ~ ~ u a ~ ~ v ~ n g ~ i n g , w ~ ~ c ~ c ~ ~ s p black e c ~ fwater a nwyi tthhpaths
~ ~ a sset ~ n g of wide, pale-gray
fiomll~edragonwho~ivesin~reyrockcavern~~ !Ine
to stepping
pletely
stones
around
that
the
allow
House
visitors t o walk com-
Of
next griffin we encounter." This counsel provides the
characterswho hear it with a +2 insight bonus to all attack Morphic Traits: Divinely morphic. The
rollsmade todefeatthistarget. Lycaeuscannotprovideany features of the House of Blades can be altered by
information on how to hunt humanoi&, m o ~ ~ ohu- us the will of the gods, or by Sikklos itself.
manoids or undead. Elemental
Alternately,Lycaeuscaneitheranswerasingleyes/no Touch of Death: Although not actually
question about the P a , Present Or future. He 'an ah0 negative-dominant, this plane has a slight con-
provide a single character with a +5 effective caster level nection to the ~~~~~~lVoid. ~~~~~~lhealing
for a single casting of one divination spell, but the spell occurs at half the normal rate, and new life
must be cast in his presence and he will be privy to the into existence on this plane -
information thus gained as well. seeds won't sprout and all people and animals
are completely sterile.
CHAPTER F I V E : THE ZODIACAL PLANES

Alignment The Black Moat


Mildly Neutral-Aligned: No alignments are The ebony water surrounding the House of
penalized in the House of Blades. Blades is the water of death from the rivers of the
underworld. It is minorly negatively aligned.
Magjc Anyone who touches this liquid with even the
Enhanced Magic: All necromancy spells tip of a finger loses ld6 hit points per round.
are considered to be maximized and empowered Anyone reduced to 0 hit points by this damage
(as if the Empower spell and Maximize spell crumbles to dust. N o one knows if the moat has
metamagic feats had been used o n them, but the a bottom - characters who have attempted to
spells do not require higher level slots) in the explore its depths while protected by magic have
realm of Sikklos. never returned. Even the splash caused by throw-
Limited Magic: All spells that heal damage ing something into this water harms those who
of any kind are only half as effective as normal the water touches. However, Sikklos and all of
(round down to determine damage healed). the weapon guardians are completely immune to
the effects of the water.
Locales
The House of Blades is a fell and terrible
The Weapons
place. O n the first level, channels filled with the This structure contains every magic and
water of death (see below) flow across the floor mundane weapon imaginable. However, they
in several places. Fortunately, these channels can typically only be removed at the behest of
are only 6 inches wide and deep enough that the Sikklos; even the gods must petition to remove
water lies 6 inches below the level of the floor. a weapon, although in the case of the gods, such
The floor, walls and ceiling are composed en- petitions are mostly simple formalities. Without
tirely of weapons. Although it is safe to walk Sikklos's permission, removing a weapon re-
through this building while wearing sturdy shoes quires a DC 25 Disable Device check t o pry it
or boots, any character going barefoot must make out of the many surrounding weapons that hold
a DC 15 Reflex save every 15 minutes or take it fast. attempting to remove a weapon must also
l d 3 slashing damage from minor cuts and blood make a DC 20 Reflex save or take l d 6 damage
loss from the many blades in the floor. Every- from minor cuts from the many surrounding
thing in the House of Blades is massive and blades.
imposing and all ceilings are 40 feet high.
EDCE O F INFINITY: THE SCARRED PLANES

The Throne Room l d 4 rounds, l d 3 sword golems detach them-


T h e throne room of Sikklos sits at the exact selves from t h e WeaPOn-filled walls of t h e
center of the building. This immense chamber is House of Blades. These beings only obey corn-
400 feet on a side and has the Same 40 foot mands from Sikklos or from one of t h e weapon
ceiling as the rest of the dread structure. Sikklos guardians. In the absence Of commands, they
and its shrouded wielder are always located in attack anyone who attempts to remove O n e Of
the center of this room. Various artifact weap- the weapons from the Of the House

ons and major magic weaponry form the walls, Of

floor and ceiling of this room. Those who are Sikklos


barefoot, wearing flimsy shoes or anyone Sikklos is t h e embodiment of d e a t h .
unarmored who falls o n the floor takes ld4 of Though many of those who before it
damage every minute they are touching the floor. make the mistake of thinking that the ten
foot tall shrouded form who wields t h e blade
Entjties is Sikklos, this is n o t t h e case - Sikklos is a
Being the realm of death and weaponry, this massive, fifteen foot long jeteblack scythe.
plane is quite sparsely inhabited and contains T h e body t h a t wields it is simply t h e voice
only the various weapon guardians (see below) and hands of Sikklos; indeed, it is unknown if

Blades are empty. However, any noise


bance alerts the weapon guardians
them arrive within one minute of a
motion. tude save or die, their
The Weapon Guardia ted with hundreds of
A collection of la
creatures - nd petition Sikklos
stiff price for any
petition it must
at least medium-sized and all have hands ca-

steal any of the weapons contained in the


of Blades. Otherwise, most completely I
travelers. Visitors can ask these guardians
tions about various weapons and, if the vis uring t h e battle, and will t h e n be allowed to
polite, some guardians will answer. Ho ave unharmed - though empty handed.
prolonged questioning is eventually ign Characters may ask for the use of a weapon
guardians spend the vast majority o f t om t h e House of Blades for a full year.
owever, t o do this, t h e character must first

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

The wodqof 1j r-cgS considered to be maximized and empowered (as if the


Empower spell and Maximize spell metamagic feats
This primeval woodland is the domain of Ursos, had been used on them, but the spells do not require
the astrological patron of strength and healing. Heal- higher level slots) in the realm of Ursos.
ers come to this plane to improve their craft and the
desperate come seeking the healing mud found in the Locales
heart of the forest. The majority of this plane consists of a beautiful
and tranquil forest, where bears and many other ani-
History mals live peaceful and happy lives. All of the larger
After the druids slew Ursos because he chose to trees in this forest contain dryads who help tend both
use his powers to heal rather than destroy, the gods the woodland and the numerous patients who come
placed him in charge of the month of strength. While seeking treatment.
many think of strength as brute force or raw power, the
true strength of Ursos was the intensity of his convic-
Ursos' Cave
tions and of his compassion. As a result, the woods of At the center of this woods is a large shallowcave.
Ursos have become a magical sanctuary of healing. Like most bears, Ursos sleeps most of the time and only
rouses herself if her forest is threatened or if someone
Planar Trajts comes with a worthy question. The cave is set into a
The Woods of Ursos possess the following planar hill and is 10 feet tall, 15 feet wide and 30 feet deep.
traits. The interior of the cave is dark but characters with
low-light vision, or some sort of light source, can see
Physical normally. To speak to Ursos, visitors must actually
Gravity: Normal gravity. The Woods of Ursos enter her cave.
possess normal gravity.
Time: Normal time. Time passes normally in
the Woods of Ursos.
Shapeand Size: Finite. 'The Woods of Ursos are
actually located in a great cavern 5 miles in
diameter and two miles high. To anyone
more than 100 yards away from one of the
walls, the cavern appears to be a sunlit Val-
ley. However, closer examination allows
E D G E O F INFINITV: ‘Iff
E SCARRED PLANE5

The Mud Pools e Island of Song


Ursos’s cave is surrounded by a large ex-
panse of warm mud pools. Here, hot springs feed The Island of Song is ruled by and dedicated to
water imbued with potent healing properties Charys the Siren. Visitors can hear her inhumanly
into the earth, producing a series of mud pools enchanting voice throughout the entirety of the plane.
capable of healing any injury or illness. Anyone Within 100 yards of the island that lies at the center
who lies in these mud pools for more than ofthisplanehercallisirresistible,andanyonewhocan
minutes will fall soundlyas.eep and will awaken hear her will ignore everything else in an effort to get
four hours later, fully healed and refreshed. This ‘loser to her exquisite music.
mud even cures injuries or illnesses that have
defied all other forms of healing. Time spent in
Hjstory
one of these healing pools not only heals all hit Both to honor her voice and to protect the Scarred
points and cures all diseases, but it also restores Landsfromitj thegodsplacedcharysthesireninthe
all Ability losses (either permanent or zodiac andgave her acelestial island to rule. Here, she
rary) and all negative energy levels. The mud constantly sings music beyond all mortal comprehen-
pools form a 20 yard wide ring around the cave sion. Evenforthose whoknowhow toreachher island
Ursos slumbers in, leaving only a road in front itisaPlaceofbothwonderanddanger--Omewhogo
and behind to the cave directly. Unlike there never return, or only wander back after years or
ordinary mud pools, the fumes are pleasant and even decades have passed*
refreshing to all who breathe them.
Planar Trajts
En ti tj es The Island of Song possesses the followingplanar
This realm is filled with large, harmo
and healthy forest animals. The dr
lestial bears both serve as Ursos’ will rmal gravity. The Island of Song

a1 time. Time passes normally in


restorative mud. Anyone, fr

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-

glistening black In contrast,


sand, moss, lichen and those who are deaf or
several streams car who have stopped up
fresh water. To anyone their ears to avoid falling
who cannot hear, the island under Charys's spell must eat,
appears lovely, but also bleak, drink, and sleep normally. Anyone
desolate and almost lifeless. How- has become enthralled by her music,
ever, it is also inhabited. In addition to
Charys, who lives in a lake at the center of remember anything substantial about the
the island, the isle also contains all melody. However, these individuals will for-
those who came seeking ever know that any other music
Charys's music and found they hear is in some
themselves unable to important way in-
break away from her spell.

the truth about this plane (those


EDGE OF NF

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

dofKhW Shape and Size: Finite. The Sun Field is a


rectangle three miles wide and twelve miles long.
This realm is the most barren and uniform of Morphic Traits: Divinely morphic. The fea-
any Of the zodiac planes* Here, the great solar tures of the Sun Field can be altered by the will of
scarab Khepira eternally spends her days rolling a the gods, or by Khepira herself.
ball of golden sun-stuff across a long and narrow
plane of blue earth, only to bury the glowing mass Elemental
every evening. None: The Sun Field of Khepira possesses no
elemental traits.
History Alignment
During the Titanswar, several Titans attempted Mildly Neutral-Aligned: N o alignments are
to hurl the sun from the sky. After the war was over, penalized in the sunField of Khepira.
the goddess Madriel created the solar scarabs as
part of a vast and powerful enchantment to protect Ma@
the sun from the possibility of future harm. Every Enhanced Magic: All illusion spells and spells
day these small golden creatures roll their balls of that create light are considered to be maximized
dung across the earth and bury them in the evening and empowered (as if the Empower spell and Maxi-
- this action helps reinforce and strengthen the mize spell metamagic feats had been used on them,
sun's similar passage across the sky. Khepira is the but the spells do not require higher level slots) in
greatest of the scarabs, and so her daily journey the realm of Khepira.
with her mighty sun-ball is the center of this pro- Limited Magic: All spells that produce any
tective enchantment. type of darkness or shadows automatically fail in
the Sun Field of Khepira.
Planar Traits
CHAPTER FIVE: THE ZODIACAL 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

hundred solar scarabs that wande


firmament from the
The Dawn Gate
for him to inhabit
glowinggolden walls.
entrance to the plane

it for three days, and then go ace of Imperatus possesses the fol-

The moment the sun starts to


Gravity: Normal gravity. The Golden Palace of
peratus possesses normal gravity.
walk out the eastern-wall at dawn or the western-wall Time:Normal time. Time passes normally in the
at sunset. Golden Palace of Imperatus.
Shape and Size: Finite. The Golden Palace is a
Entitjes single vast building two miles on a side and fifty stories
The only entities in this realm are the twenty-five tall.
huge beetles, and several hundred solar scarabs; noth- MorphicTraits: Divinely morphic.The featuresof
ing else lives here. The solar scarabs and the celestial the Golden Palace of Imperatuscan be alteredby the will
stag beetles that accompany Khepira on her journey of the gods, or by Imperatus himself.
are all mindless creatures only intent on their task. Elemental
They ignore all visitors. However, Khepira is both None: The Golden Palace of Imperatus possesses
exceedingly intelligent and capable of speech. no elemental traits.
Khepjra Alignment
Khepira is a giant celestialstag beetle some30feet Mildly Neutral-Aligned: No alignments are penal-
long. She has16 Hit Dice, an Intelligence of 20 and a ized in the Golden Palace of Imperatus.
+8 added to her natural armor AC bonus. Khepira
possesses great knowledge of light as well as a host of Magjc
information. She will answer a single question asked EnhancedMagic: All illusionspellsand spells that
by any group of characters who agree to avoid harming affect metal or stone are consideredto be maximized and
empowered (as if the Empower spell and Maximize spell
E D G E O F INFINITV: T H E S C A R R E D PLANES

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

counting his wealth or polishing the various bejeweled e Fieldssf Astarra


wonders here. The rest of the inhabitants are guardians
In this plane, Astarra the druid-mother presides
who help keep this realm safe from thieves and vandals.
over a peaceful and pleasant populace. This is the most
'The Palace Guardians serene of the zodiac realms and some visitors choose to
The palace guardians are all exceptionally dili- remain here and lead lives of simple contentment.
gent and loyal beings who attack and attempt to kill or
capture anyone who harms or steals any of the Golden History
Palace's wealth. Many of the guardians who patrol the In addition to providing a place for the gods to
palace are hound archons with silver skin and brilliant honor the heroic druid Astarra, this plane also provides
golden hair, while the guardians in Imperatus's throne an example of what a truly perfect community looks
room are celestial griffins with golden fur and feathers like.
that appear to be made from living jewels.
Guardians always accept surrender,but otherwise PlanarTrajts
fight to the death and attempt to prevent thieves from The Fields of Astarra possess the following planar
fleeing. They always travel in pairs and any loud traits.
commotion summons Id3 additional pairs of guards in
1d4+ 1rounds. The guardians are aided by golems and Physical
constructs who appear to be ordinary statuary until a Graity: Normal gravity. The Fields of Astarra
servant or guardian calls for their help. The copper possess normal gravity.
golems in the Golden Palace are all made from a Tim:Normal time. Timepassesnormallyin the
special gold alloy, so they appear to be made from solid
gold. ize: Finite. The Fields of Astarra is a
e miles across. Anyone who wanders
Imperatus ods surrounding the town emerges
The ruler of the Golden Palace r side of the settlement.
bejeweled realm. He is as dazzlin
ruits: Divinely morphic. The features
throne room. Imperatusstands 10feet tall
tarra can be altered by the will of the
polished gold, brilliant diamond eyes
looks like it was spun from the finest rubii
Imperatus is friendly and exception
and he is always willing to sell inform Positive-Dominant: The Fields of Astarra
He knows all of the secrets of every v attuned to the Highest Brilliance. All life
the Scarred Lands. He can describe in d gly and lushly here. All sentient creatures
location, properties, and value of the
any person, living or dead. He can also te
ters the exact location of any item that is worth at least
500 gp. Mildly Neutral-Aligned: No alignments are pe-
Unfortunately, there are two important limita- nalized in the Fields of Astarra.
tions on his knowledge. He only knows about the Magjc
valuables themselves. He can provide absolutely no Enhanced Magic: All spells that heal or transform
information about the magics, guards or other protec- living things are considered to be maximized and em-
tions someone may have placed upon their valuables. powered (as if the Empower spell and Maximize spell
Also, he never gives away information for free. As the metamagic feats had been used on them, but the spells
living avatar of the month of wealth, Imperatus always do not require higher level slots) in the realm of Astarra.
asks for 5% of the value of any item or items that he is
asked about. Poor characters need only pay him 1%of Locales
the value up front, but he then asks for an additional The entiretyof this realm is exceptionallyidyllic; this
6% of the item's value, with a third to be paid every is a place without injury, illness or even unhappiness. The
year on the last day of his month. Characters need only woods outside the settled area are filled with contented
set out goods and verbally offer them to him. However, animals and the fields grow crops that are supernaturally
any who attempt to cheat Imperatus of the monies due abundant and healthy. The central portion of this plane
him, find themselves under acurse that results in every consists of verdant fields surrounding the small pastoral
valuable thing they possess turning to dust in their community of Day's Rest. A slow windmg river, 30 yards
hands. This curse will naturally dispel when the swin-
wide, roughly bisects this plane and flowsby the edge of the
dlers have lost items with a value equal to three times town. The outermost portion of the Fields of Astarra
what they still owe Imperatus. consists of a ring of forest that surrounds Day's Rest.
EDGE OF IhlFlhllTV: T H E SCARRED PLANES

The Forest Entities


The forest that forms the edge of the Fields of Every person and animal who lives in the Fields of
is between and three miles wide, but Astarra is happy and in the peak of health. Although
because ofthe nature of this plane it seems much larger.
both people and animals hunt, no creature is ever
Those wander too far into the woods find them- maimed or sick and all prey that is killed dies a quick and
selves on the opposite side of the plane. In addition to painless death.
being an incredibly vibrant and lovely woodland, this
forest is also the path into and out of the realm. The People of Day'sRest
Anyone who wishes to enter the Fields of Astarra This realm is home to nearly two hundred humans,
must make an offeringof grain and fruit -thesefood half-elves, and halflings who all live in Day's Rest and
items must have been personally harvested by the farm the surrounding fields. All of these residents are
individualplanning to enter the plane. At during beings with the abilities of druids between 1st and 7th
the month of Madrer, the character must dedicate this level. They spend their days living simple lives in touch
offering Astarra and to the powers of the natural with the natural world. All of these people are extremely
world and make the offeringat a power point located in friendlyand talkative-n e Y ask visitors many Polite and
a forest. Those who have pe will insist on giving visitorsfood
can then walk through the ters who are overly brusque,arrogant,
will find themselves in the idyllic woods of the Fields of Or will obviouslymake the villagers feel
Astarra. m. These characters will be
If multiple characters wish to enter this plane, they take time to enjoy life.
must each make an offering that they personally har- AS
vested. Since Astarra govems the month of harvest, acal spirit of this realm is a 20th level druid
acquiring the appropriate offering is rarely difficult. To mof 24. She is a tall, attractivemiddle-aged
leave this plane, the characters must make a appears about 45 years old, with hair the
offering and set off into the woods at noon. I e is always happy to see
minutes, they will find themselves walking throu will serve them tea, talk to them about the
forest they were previously in. entertain them withmany enjoyablestories.
Thevillageof Day'sRest o has behaved in a consistently pushy, arro-
Day's Rest is a small de fashion to her or to any of the villagers will
rounded by well-tended fields and for t stem lecture on the importanceof
any extremely prosperous and happ politeness, kindness and taking time to enjoy life. She
Scarred Lands, except that the ent then dismisses these disrespectful characters and will not
inhabitants seem both too perfect an answer any of their questions until her constellation is
people are all filled with celestial next ascendant in the sky. Anyone in the company of
many ordinary mortals often find ner, but they must first
somewhat disturbing. turn without any party members
All of the houses are one-st ed Astarra's sensibilities.
arranged along the town's ho behave graciously and politely can
proximately 40 yards apart, tarra one question, which she will gladly
single wider road runs east to serves the travelers lunchor dinner. Astarra
south roads intersect the east-west road there is a large an auspicious time to perform a
town square paved with roughly polished marble slabs. single spell relating to healing or non-harmful transfor-
The houses of the village's most important inhabitants mational magic or any skill check that has Intelligence,
(includingAstarra herself) are all arranged around this Wisdom or Charisma as a key ability. Astarra can tell
square. Other than those used for hunting, there are no characters the soonest time this can be done, or can
weapons of any kind in this village. provide a time near any date of the character'schoosing.
In all cases, the time she provides will be within two
Astarra'sHouse days of the time desired by the character and at least one
Astarra lives in a simple wooden house like all of fullday after the characters ask Astarrafortheprediction.
the others in the town. Her home is painted with scenes This auspicious time allows characters to automatically
of farm life, especially those of harvest time. Although add c10onanyaffectedskillroll. Also, any spellcastwith
everything in her dwelling is exceptionally wellmade, this bonus is cast as if the caster were 5 levels higher. Each
it is all simple and not that differentfrom what could be character can only gain this one-time bonus for casting a
found in any prosperous farm house in the Scarred single spell or making one skill roll and Astarra will not
Lands. provide another auspicious time for the character until
her constellation is again ascendant.
CHAPTER FIVE: THE ZODIACAL PLANES

e nualitvof Drachys arrangement of all of the plants, rocks, animals, and


people are the same. If a deer in the left-land lies down,
The most exotic of the zodiac realms is the Duality its identical counterpart on the right-land also does.
of Drachys. The two halves of the realm are identical in In addition, if a visitor moves a rock on the right-
all ways and all visitors must enter in pairs. These two land, the identicalrock on the left-land also moves in an
travelers are then joined together into a single compos- exactly mirror image of this change. As a result, every
ite being for the duration of their visit. object that is local to this plane weighs twice as much as
normal and is twice as difficult to move. The Duality of
Hjstory Drachys is surrounded on all sides by an impenetrable
Drachys was born as a pair of gold dragons who blue barrier that looks and feels like a waterfall made of
fought on different sides of the Titanswar. Eventually, crystalline blue glass.
they resolved their differences and both fought for the
gods. In return for this service, the gods created a realm The River
that would allow visitors to attempt to understand and The river is the only way to enter or leave the
resolve similar conflicts. Duality of Drachys. At both ends of the river, the
waterway is only 2 feet deep, however, within a quarter
Planar Trajts of a mile of leaving the plane's border it becomes more
The Duality of Drachys possesses the following than 50 feet deep. To enter or leave this plane, a pair of
planar traits. characters must stand in the middle of any river or
streamat twilightor dawn,duringthe month ofVangalot.
Physical Characters can only enter the realm of Drachys if they
Gravity: Normal gravity.The Duality of Drachys are in pairs. Each pair must consist of two individuals
possesses normal gravity. who are enemies or rivals (GMs discretion as to the
Time:Normal time. Timep required extent of this animosity); these two must clasp
Duality of Drachys. f the exact center of the
ShpeandSize: Finite. will then appear at one
miles wide and three miles lo e of the plane's dividing
that are separated by a characters
widens out at the center o of the river
island. the plane's
M ~ h i Traits:
c Divi
of the Duality of Drachyscan be'
gods, or by Drachys itself. It should in the center of the river is a perfectly
everything in the Duality (with the except circular and totally flat piece of land 200 yards in
island in the center itself) weighs twice as much, as diameter. The only features on this island are a series of
lifting or moving an item on one side also lifts or moves large game boards where Drachys plays chess or similar
its twin on the other. games with itself. None of the locals ever crosses the
Elemental river, so no boats are to be found on this plane. To reach
None: The Duality of Drachys possesses no the island visitors must either make their own boats, use
elemental traits. magic, or swim (DC 15 Swim roll) the 100 yards from
either of the two surrounding lands. If the two charac-
Aljgnment ters who have been joined togethercannot work together
Mildly Neutral-Aligned: No alignments are pe- peacefully, both swimming and boat building are effec-
nalized in the Duality of Drachys. tively impossible.
Magjc Entjtjes
EnhancedMagic:All abjurationspellsare consid-
The local inhabitants of this plane seem perfectly
ered to be maximized and empowered (asif the Empower
ordinary. The Duality of Drachys appears to be a pasto-
spell and Maximize spell metamagic feats had been used
ral land of farmers, sheep, deer, birds, crops and trees.
on them, but the spells do not require higher level slots)
The only unusual feature is that each creature or person
in the realm of Drachys.
has an exact counterpart on the other side of the central
Locales river. If someone talks to a farmer on one side of the
river, the farmer's double on the other side will speak
This realm consists of two halves, each of which is
and act the same way, even though no one is talking to
the exact mirror image of the other. Locally, they are
that individual.
called the left-land and the right-land. Not only are all
of the features of the terrain identical, but the exact
E D G E O F INFINITV: T H E SCARRED PLANE5

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

of stars, characters with this feat add a + 1 profane


bonus to the Difficulty Class of the saving throws
for all spells they cast, and a + 2 profane bonus to The planes are soaked in magic - indeed, some
caster level checks to overcome a creature’s spell sages have noted that most magics are simply the
resistance. introduction of planar energiesinto the material world.
As such, it is only natural that there is a profusion of
Vengeance Born [General] magic items associated with practically all of the planes.
Some souls are caressed by Sethris the Spider
Queen and kissed by Belsameth the Mother of Magic Weapons
Murder as they enter the world. Such folk are
consumed by the need for vengeance against those CrystalScimitarsof the Ragged Dervjsh
who wrong them and let nothing stand in their way Description: The deadly djinni warriors of the
when achieving it. Ragged Dervish charge into battle wielding large,
Prerequisites: Diehard, Endurance wickedly curved and razor-edged scimitars made of
Benefits: When reduced to negative hit points, crystal and pearl. These vicious blades are capable of
a character with this feat enters a blood frenzy. This shearing through bone with a single blow, and are
character gains a profane bonus to his damage rolls much feared throughout the planes.
and Will saves equal to the number of points he is Powers: These weapons are +2 kengreat scimitars (see
below 0; also, he does not suffer the normal 1 point sidebarfor details on great scimitars).Once per day, as a full
of damage when performing strenuous actions. If round action and after spinniig the blade mound his body
raised above negative hit points, the profane bonus in a complex seriesof movements, the wielder can send the
disappears. weapon flying;the spinningscimitarwill fly in astraightline
50 ft. long x 5 ft. wide, in whatever direction the wielder
Voice of Mjdnjght [Tradjtjonl chooses, striking all who stand in its way. Potential targets
The sound of the character’s voice is like a are allowed a DC 15Reflex save to avoid the blow, with all
chill midnight wind, capable of quailing even the who fail to save suffering damage as the blade slicesthrough
strongest of hearts. This feat is common among and beyond them. At the end of its flight, the scimitar
those bardic witches dedicated to Belsameth’s ser- instantly reappears in the wielder’s hands.
vice. Strong evocation; CL 10th; Craft Magic Arms
Prerequisites: Perform (singing) 3 ranks, and Armor, fly; Price 50,000 gp; Weight 61bs.
Bardic Music Ability, Charisma 15
Benefits: The character gains the ability to Wondrous Items
inspire terror with her bardic music, causing en-
emies to succumb to fear and weakening their
Amulet of StarBlessjng
resolve. To be affected, an enemy must be able to Description: This amulet is a small silver sphere
hear the character sing. The effect lasts as long as the size of a large grape, with the 16signs of the zodiac
the enemy can hear the singer, and for 5 rounds inlaid in gold around its equator.
after that. Powers: Anyone who wears this amulet gains
Enemies are permitted a Will save (DC 10 + different skill bonuses every month, depending upon
1/2 the character’s bard class level + Charisma the dominant zodiac sign (see Table Al-1 on the
bonus) to resist the effect; those who fail suffer a following page). The wearer can only receive one set
-1 morale penalty to saving throws against fear of bonuses at a time. The amulet normally provides a
effects and a -1 morale penalty to attack and + 2 luck bonus to all appropriate skill rolls; but if the
weapon damage rolls. A t 8th level, and every six wearer actually journeys to the zodiac plane, these
bard levels thereafter, this penalty increases by 1 luck bonuses increase to +5 for as long as the amulet’s
(-2 at 8th, -3 at 14th, and so on). Inspire terror is bearer is on that plane and for the next three days after
a mind-affecting, supernatural ability. the individual returns from it.

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

I Malneus Make whole l/dav Minor creation llday


Delphos Swift water llday Divination llday
Vespis Shadow strike l/day Shadow form of Lyrand llday
Turros Protection from arrows llday Stoneskin llday
Nekheros Ghoul touch l/day Animate dead Vday
EDGE O F INFINITY: THE SCARRED PLANES
Y
-.%

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

Powers: Sethris’sJudgment is a +5 spear of seeking,


distance and returning. When wielded against a target .Cnells
marked for vengeance, the spear is also considered to Find theAstrologjca1Doorway
have the bane enhancement. The first time a ven- Divination
geance marked target is struck by Sethris’sJudgment, he Lmwl:Clr 2, Sor/Wiz 2
or she is injected with a virulent poison and must Components: S, M
succeed at a DC 25 Fortitude save or suffer 3d6 points Casting lime: 1 minute
of initial and secondary Constitution damage. Those Range: Unlimited
Target: The nearest gateway to the ascendant zodiac realm
reduced to 0 Constitution are instantly and irrevoca-
Duration: 1 Full day
bly slain, their spirits disfigured to the point where
k i n g Throw None
they cannot be resurrected by any means short of Spell Resistance No
divine intervention.
In order to uselwlgment‘sremarkably potent bane
Description
ability, the wielder must invoke Sethris and promise The High Astrologm developed this spell to allow
his or her soul to the mistress of vengeance. The ritual them to find nearby gateways into the zodiac planes. The
required to invoke Sethris in this manner is directly caster must lay out or draw a map of the local area and then
transmitted to the vengeance seeker’s mind the in- performa few simplemeasurementsof theangleofthesunor
stant the individual lays hands upon Sethris’sJudgment. the stars. This spell summonsa t i y fragment of the power of
Invoking Sethris’sblessing requires a full day of con- theascendantstarstohelpleadthecastertoaplanargateway.
stant worship, during which time an invoker must Spell Effect
prick his or her palms with the tip of the spear, When the spell is complete, a fist-sized glowing ball of
allowing the seeping poison to mingle with blood. At light -of a color appropriate to the zodiac sign currently
the end of a day of proper worship, Sethris’sholy mark ascendant -appears in front ofthe caster. Thiitiny ball of
appears on both the invoker’s palms and the victim’s starlight leads the caster in the direction of the nearest
forehead; the mark on the victim is invisible, and can gateway for the next full day. It alwaysremains withi arms
only be seen by Judgment’s wielder. Once sworn and reachofthecasterandmovesatthesamespeedasthecaster
accepted, the invoker has 30 days to complete the travels. If the caster reaches out and touchesthe ball oflight
desired vengeance, or die trying; those who fail to she will have a briefvision ofwhen and how that particular
strike within 30 days automatically fall prey to the gateway can be opened. When the caster reaches the
spear’s poison themselves. gateway,the ball of starlight grows significantlybnghter and
Strong transmutation and necromancy;CL 20th. then vanishes into the portal.
The following prestige classes are not necessarily limited to
those who travel the planes. Rather, they are indicative of those
whose knowledge and aims lie in the planes -masters of planar
energies and the direct servants of gods (rather than simply their
churches), among others.
APPENDIXTWO: PRESTIGE CLASSES

Chardun is known as the Great General among Requjrements


many of his worshippers who seek to emulate his tyran-
To qualify to become an Iron Lord, a character
nical ways in the Scarred Lands. Occasionally, the god
must fulfill all of the following criteria:
will bestow his favor upon particularlypromising mortals,
whose earthly deeds reveal the depths of their devotion Alignment: Lawful evil or lawful neutral.
to his creed. Such rare individuals, imbued with the Base Will Save: +6.
otherworldly power of Chardun, are known as iron lords Faith: Chardun.
and they are greatly -and justifiably -feared. Feats: Leadership, Skill Focus (Intimidate).
Iron lords typically arise from among the military Skills: Diplomacy 5 ranks, Intimidate 10ranks,
commanders who lead the armies of the ScarredLands. Knowledge (religion) 5 ranks, Sense Motive 5
Theyarenotalwaysclerics, althoughmanyare.Evenso, ranks.
the faith that even the non-clerics place in their Great Special: The character must gain command of a
General is so remarkable that it might be considered military unit devoted to the faith of Chardun. The
praiseworthywere it channeled in less destructiveways. size of the unit does not matter so much as its zeal in
Unfortunately, iron lords can be counted upon only to pursuing the goals of the Gre
expand the dominion of Chardun across the world - General.
and thusly their own power beneath him.

tablished nations and


hierarchies devoted to
Chardun. This is due to
the fact that these indi-
viduals relentlessly seek to
promote themselves and
their supporters,which makes
them a threat to those who al-
ready possess power. For that
reason,few if any iron lords arefound
in Calastiaor its colonies and they are
almost as rare in Dunahnae.

The iron lord is, at its core,


warlord-style prestige class
Those who acquire it gather
followerswith promisesofvio-
lence and pillage, and drive
their foes before them in fear.
I As such, this class can be
easily placed in any cam-
paign setting where there
is a tyrant god or other
lawful evil entity of fear
andwar. Indeed,theclass
can also simply be di-
vorced from religious
associationsentirely-
for those who desire

divinereason todoso.
EDC€ OF INFlNlTV: THE SCARRED PLANES

ClassSkills centration skill, or any abilities that require patience or


concentration-nor can they cast spellsor activatemagic
The ironlord’sclassskillsareBluff(Cha),Craft (Int),
items that require a command word, a spell trigger (suchas
Diplomacy (Cha),Gather Information(Cha), Intimidate
a wand), or spell completion (suchas a scroll)to function.
(Cha),Knowledge(religion)(Int),Profession (Wis),Sense
Inspired characterscanuse any feat they possess,exceptfor
Motive (Wis) and Survival (Wis).
Combat Expertise, item creation feats and metamagic
Skill Points at Each Level: 4 + Int modifier. feats. Zeal of iron lasts for a number of rounds equal to 3 +
the iron lord’s Wisdom modifier. An iron lord may prema-
ClassFeatures turely end the zeal of iron if he chooses. At the end of this
All of the following are class features of the iron lord effects duration, those inspired lose the zeal mcdiiers and
prestige class. restrictions and becomes fatigued (-2 penalty to Strength,
Weapon and Armor Proficiency: Iron lords are -2 penalty to Dexterity, can’t charge or run) for the
proficient withsimpleand martialweapons and with light, duration of the current encounter.
medium and heavy armor and all shields. An iron lord can inspire others in this manner only
Aura of Hatred (Su): At 1st level, the iron lord once per encounter. At 3rd level he can use this ability
exudes an aura in a 15ft. radius aroundhimself that causes once per day. At 8th level he can use it an additionaltime
all within it to react more negatively toward one another. per day. Initiating the zeal of iron in others takes 1 minute
Those effected will have their attitude on the Influencing to cause.
NPC Attitudes chart shifi to the next less favorable Unnerving Faith (Su):At 2nd level, the iron lord’s
reaction (helpfulto friendly, fnendly to indifferent,indif- absolute faith in the presence of Chardun’s guidance is so
ferent to unfriendly, unfriendly to hostile). The aura’s great that it may unnerve even thoseopposed to him. If the
effects can be avoided by a successful Will save against Dc iron lord makes a successful Dc 20 Intimidate check,
12 + the character’s levels in the iron lord prestige class. intelligent opponents within 30 ft. suffer a -4 morale
The ironlord himself may suspend the aura at any time and penalty to W ill saves and a-2 morale penalty to attack and
followers ofchardun (eventhm opposed to the iron lord) damage rolls. The range of this ability increases to 60 ft. at
are immune to its effects. 6th level and its morale penalties increase to -6 and 4
Leadership: At 1st level, the iron lord gains a +2 respectively at 1Othlevel.Thiiabilitycanbeusedanumber
bonus to his Leadership score for recruiting both cohorts of times per day equal to the iron lord’s Charisma bonus.
and followers. This bonus increases to +4at 5th level and Fearsomew e (Sp):At 4th level, the iron lord gains
+6 at 9th level. the ability to cause fear a number of times per day equal to
Zeal of Iron (Ex): An iron lord can inspire allies, his Charisma modifier (minimumone). Thisability func-
within 30 ft. of himself,as they prepare to vanquish the tions exactly like the arcane spell fear, with the Dc based
enemiesofchardun.Those inspired,tempmilygaina+2 on the character’s iron lord class levels. If the character is
bonus to Strength, a +2 bonus to Constitution, and a +1 also a clericof Chardun,he may add those levels to the DC
moralebonusonWillsaves,buttakea-1 penaltytoArmor as well.
Class.The increase in Constitution causes normal in- Chardun’s Glory (Sp): At 7th level, the iron lord
creases to the hit points of those inspired, and these hit gains a +4 bonus to AC but is surrounded by a dark violet
points are the first lost when damage is taken. glow similar to the spell faerie fire. f i e iron lord may
While so inspired, individuals m o t use any Cha- extinguishtheglowatwillasafreeaction,butdoingsoalso
risma-, Dexterity-,or Intelligence-based skills (exceptfor suspends the AC bonus until he chooses to ignite the glow
Balance, Escape Artist, Intimidate, and Ride), the Con- once more.

TableA2-1: Iron Lord (Ild)


Bess
b Atcedc Fort Ref will
L8w!lBmsseveswe% speclel

6th +4 +5 +2 +5

10th +7 +7 +3 +7 Unnerving Faith


APPENDIXTWO: PRESTIGE CLASSES

er of the Great 1 aws


Hedrada is the lawgiver of the gods. Across the Requjrements
Scarred Lands, many peoples worship him as the
To qualify to become a keeper of the great laws,
establisher of order and the preserver of the peace. His
a character must fulfill all of the following criteria:
methods are not always pleasant ones, but they do
work. The price of stability is sometimes high, which Alignment: Lawful neutral.
is why those who serve the Judge are not always held Faith: Hedrada.
in the greatest regard. Their relentless quest to ensure Skills: Knowledge (law) 10 ranks, Knowledge
that chaos is checked and justice upheld sometimes (religion) 10 ranks.
brings
- them into conflict with those
who do not share their zeal.
This fanaticism is never truer than
in the case of the keepers of the great
laws. The keepers are specially chosen
divine agents of Hedrada, sanctioned by
the White Temple, to act in the defense
of law, order and justice - at least as
defined by their own interpretation of
these concepts. Keepers are noteworthy
not merely for their devotion, but also
for their unique abilities. Imbued with
Hedrada’s power, they can create small
planar prisons into which can be cast
those who have run afoul of the Lawgiver
or his servants in the Scarred Lands.
Many a wrongdoer has disappeared at
the hands of a keeper of the great laws,
never to return.
Keepers are rare servants of their
godly master. Many consider their rarity
to be fortunate, for some keepers act as
judge,jury and executioner, making little
distinction between a merely chaotic na-
ture and a malevolent disregard for the
law. On the other hand, many keepers
are heroic individuals,whose utter devo-
tion to their cause has led them to
undertake missionsagainstfoes few would
face. That so many of these Hedradans
succeed is as much a testament to their
faith as to their abilities.
Use in Other Campaigns: The
keeper of the great laws can easily be
placed into any campaign setting. It
neednot even be associatedwith agod
of law; an elite order of judges or
vigilanteswho hold themselvesabove
the workings of politics and king
doms, or an ancient order of scholars
who have applied their learning to
the defense of the ancient laws, are
equally worthy niches for this prestige
class.
Hit Die: d8.

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~

TableA2-2: Keeper of the Great Laws (Kgl)


Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special Spells Per Day
1st to +o +o t2 Imbue law +1 level of existing class
2nd -1 +O +O +3 Law immunity +I level of existing class
3rd +1 +1 +1 +3 Champion of law (+4) +1 level of existing class
4th +2 +I +I t4 Chaos resistance ti level of existing class
5th +2 +1 +1 +4 Maze Vday +l level of existing class
6th t3 -2 +2 +5 Champion of law (+6) t 1 level of existing class
7th +3 +2 +2 +5 Maze 2/day +1 level of existtng class
8th t4 +2 +2 +6 Champion of law (t8) +I level of existing class
9th +4 +3 +3 +6 Maze 3Iday +1 level of existing class
10th +5 +3 +3 +7 Bound by Law +1 level of existing class
m WT.2 *S I ’ . Q ‘ P . ( R l i ~ ~ . .
~L -
r0~ ‘R: ’ ~
APPENDIXTWO: PRESTIGE CLASSES

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

Requjrements such as the feats from the Player’s Guide to Rangers


To qualify to become a moonlight lord, the and Rogues.
character must meet all of the following require- Black Howl (Su): The moonlight lord is the
ments. embodiment of all the night’s savage terrors. Not for
Alignment: Any non-good, non-lawful. him is the quiet knife or the subtle threat. He is the
glittering eyes in the darkness, the snarling, snapping
Base Attack Bonus: +8.
jaws, and the rending claws. In his aspect is all that
Feats: Blind Fight, Endurance, Night Predator, mortal’s fear when they close their eyes, and it is a
Track. moonlight lord’s calling, and his joy, to make those
Skills: Intimidate 4 ranks, Survival 9 ranks. nightmares true. Beginning at 3rd level, the moon-
light lord gains the ability to issue the black howl, a
ClassSkills blood-curdling shriek which seems to erupt from the
The moonlight lord’s class skills are Climb (Str), depths of his soul. This effect can only be used from
Craft (Int), Hide (Dex), Intimidate (Cha), Jump the hours of dusk till dawn. All those within a 10 yard
(Str),Listen(Wis),MoveSilently (Dex),Spot (Wis), x the moonlight lord’s class level radius of him must
Survival (Wis) and Swim (Str). succeed at a Will save against a DC equal to 10 + the
Skill Points Each Level: 4 + Int bonus. moonlight lord’s levels in this prestige class or be
stricken with abject terror, as though affected by afear
Class Features spell. The fear effect lasts a number of rounds equal to
All the following are class features of the moon- the DC of the Will save. Beings with fewer hit die or
light lord prestige class. levels than the moonlight lord’s levels in this prestige
Weapon and Armor Proficiency: A moonlight class are also affected as if by a touch of idiocy spell cast
lord is proficient with all simple and martial weapons, by a sorcerer of his levels in moonlight lord -as blind
and with light and medium armor. terror robs them of their ability to reason.
Fast Movement (Ex): A moonlight lord can run If the black howl is unleashed under the light of
with the tireless strength of the wolf, moving so Belsameth‘s full moon, increase the Will save by +4
swiftly that typically his terrified prey can never DC; all creatures who fail their save are affected as
outpace him. A t 1st level, the moonlight lord adds 10 though by touch of idiocy regardless of their Hit Dice.
ft. to his base movement, a bonus which stacks with If the moonlight lord possesses existing ranger class
any other fast movement bonuses. At 7th level, and levels, half these levels are also added to the black
again at 9th, his speed increases by another 5 ft., for howl’s radius of effect, the DC of the Will save
a total of 20 ft. of bonus movement by 9th level. required to resist it, and to the moonlight lord’s class
Eyes of the Owl - Eyes of the Wolf (Ex):A levels when determining who can be affected by touch
of idiocy. At 5th level, and then again at 9th, the
moonlight lord’s eyes are as keen as an owl’s, and
piercing as a wolfs glittering stare. Beginning at 1st moonlight lord gains the ability to make an additional
level, the moonlight lord’s vision grows so keen that black howl.
he can spot a single bent blade of grass on a moonless Lord of Night Beasts (Su): The moonlight lord
night, or see a mouse running through the underbrush is kin and master to wolves and night cats, and all the
a bowshot’s distance away. He gains an inherent other creatures that prowl the midnight forests. Be-
bonus to Spot checks equal to his class level. cause of this affinity, beginning at 4th level the
Further, he acquires low light vision, allowing moonlight lord can assert his dominion over certain
him to see three times as far as a human in twilight or creatures. He gains the ability to speak with wolves
night conditions. If the moonlight lord already pos- and nocturnal animals, as though by the spell speak
sesses low light vision, he can now see four times as far with animals, and can communicate with intelligent
as a normal human. nocturnal monsters and lycanthropes as though using
the tongues spell.
Bonus Feat: Moonlight lords are the consum-
mate versatile predators and survivors. At 2nd level, In addition, wolves, lycanthropes, and all noc-
and again at 8th, they can select a bonus feat from turnal animals are automatically considered friendly
among the following: Alertness, Athletic, Combat to him. Finally, he can, once per night, summon dire
Expertise (Improved Trip), Combat Reflexes, Die bats, wolves or dire wolves as though by a summon
Hard (Red Soul), Improved Critical, Improved Ini- nature’s ally IV spell cast by a druid of his moonlight
tiative, Improved Unarmed Strike (Improved lord class level. If the moonlight lord has previously
Grapple), Power Attack (Cleave, Great Cleave), gained levels in the ranger class, half those levels are
Stealthy, or Weapon Focus. added to his effective caster level.
The GM is also encouraged to add any other feats Lord of Moonlight (Ex):The moonlight lord is
appropriate to the feral, predatory nature of this class, suffused with lunar essence, and in his breast beats a
wolfs savage heart. Beginning at 6th level, he takes
~~~~ ~ ~~

APPENDIXTWO: PRESTIGE CLASSES

TableA2-4: The Moonlight Lord (Mnl)


Base
Class Attack Fort Ref Will
Level Bonus Save Save Save

4 +4 +4 +4 +1 Lord of night beasts

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

The occult planes are, as their name suggests, myste-


rious and enigmatic. Few spellcasters, even those whose
Requjrements
spells are powered by energies from these planes, have To qualify to become an occultist, a character
must fulfill all of the following criteria.
much understanding of the forces with which they toy.
For them, all that matters is that their spellswork. For the Feats: Spell Focus (Conjuration), Ghost Spell,
occultist, however, mere functionality is not enough. Greater ’pel1 Focus
These men and women seek to plumb the depths of the Skills: Concentration 6 ranks, Knowledge
occult planes, learning and mastering their secrets. (planes) 10 ranks.
Occultists are much misunderstood in the Scarred Spellcasting: Must have access to, and be able to
Many believe &em to serve dark powers or be in cast, dimension door, dream, secret chest, and S@W
league with the titans. Neither is necessarily the case. In conjuration.
fact, occultists, as a rule, are so interested in the affairs of Special: Must have visited at least two of the
the occult planes that they often take little notice of the occult planes.
goings-on elsewhere in the cosmos. In part, this is
because occultistshave learned how to travel back
and forth between the Scarred Lands and the
occult planes with comparativeease. Traveling

there are few things that can compareto the


thrill of being among only a handful of
mortal beings to do so with any regularity.
“hii lends an air of elitism and aloofness to
many occultists’ personalities, which may
explain why others often poorly regard them.
Occultists are typically found among the
ranks of wizards, particularly those who be-
long to cultures or organizations that place
a premium on explorationand discovery -
such as the Phylacteric Vault of Ghelspad.
That said, some sorcerers also become
occultists,includingt h a e whose con-
nection to Mesos is strongenough to
draw them to these
extradimensional realms where
the Sire of Sorcery once held
sway. Both types of occultists
see their endeavors as worth-
while in and of themselves,
but many are happy to share
their knowledge with others
should they be inclined to

Use in Other Cam-


paigns: Because of the
nature of the interrela-
tionship between the
occult realms in most
campaign settings,
A P P E N D I X TWO: PRESTIGE CLASSES

Class Skills Occult Lore: As the occultist increases in


level he unlocks greater secrets of occult magic,
The occultist’s class skills are Concentra-
gaining access t o spells he might not be other-
tion (Con), Craft ( I n t ) , Hide (Dex), Knowledge
wise capable of learning. These spells are added
(Int), Move Silently (Dex), Profession (Wis),
t o t h e spell list of t h e occultist’s primary
Spellcraft ( I n t ) and Use Magic Device (Cha).
spellcasting class, though they still must be
Skill Points a t Each Level: 2 + Int modifier. gained in the normal fashion for that class.
Additionally, the occultist is treated as though
Class Features he had applied the Heighten Spell feat to his
All of the following are class features of the spells for the purposes of casting conjuration
occultist prestige class. spells from t h e c a l l i n g , s u m m o n i n g a n d
Weapon and Armor Proficiency: Occult- teleportation subschools. T h e actual spell level
ists gain n o a d d i t i o n a l weapon or armor of these heightened spells is not in any way
proficiencies. Armor of any type interferes with changed, nor is the casting time.
the occultist’s arcane gestures, which can cause The occult lore spells, listed below, are added
his spells to fail (if those spells have somatic t o the occultist’s spell list when he reaches the
components). minimum caster level to cast spells of that level.
Spells per Day: When a new occultist level
.* ~ ~ ~ ” ~ ~ ~ \ ‘ ~ + ? h - ~
%, ~ J ~ ~ , ~ 0
is gained, the character gains new spells per day Occult Lore. 1st: Longstrider, pass without a trace.
as if h e had also acquired a level in t h e These spells are gained at 1st level
spellcasting class he belonged to before he added &PMX ”find traps, Sdenke. These spds are
the prestige class. He does not, however, gain gained at 3rd level.
any other benefit a character of that class would Occult Lore, 3rd: Banish shadow (RR), deeper dark-

-*
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.

TableA2-5: Occultist (Occ)


Base
Class Attack Fort Ref Will

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

Medium-size Humanoid feet. Air walkers cannot use weapons or tools


Hit Dice: ld8 (8 hp) while flying since they must use their arms solely
Initiative: +6 t o fly. However, when they fold their wings,
Speed: 30 Ft. (6 squares), ft. they can move and use their arms and hands
(Poor) normally. Air walkers are carnivores who eat
AC: 15(+3Dex’+21eather)’touch 13’
Flat-footed 12 almost exclusively meat and are noted hunters.
0ase AWGrapple: +l/+l Although they can fly extremely well in the
Ab& ~ ~ ~
(ld6) ~
orJavelin ~ ~
Skylands, + in the1 normal gravity of the Scarred
+3 ranged (ld6) Lands they are somewhat clumsy fliers, forever
Full Attadc Rapier +1 melee (ld6) or javelin denied the freedom of the air granted to their
+3ranged (ld6) beloved rocs.
Spacemeach: 5 ft./5 ft. Air walkers fe
SpeCialQdik Low-lightvision,speakwithbirds birds of pre.. ,A .
Savbs: fort +2; Ref +2; Will +O
Abilities: Str 11, Dex 15, Con 10,
lnt 10,WislO,Chal3
skills: Climb +1, Jump+3,
Listen +1, Search
+1, spot +3
Feats: lmproved lnitia-
tive
Emironment: Temperate and
warm land and
underground
?
Organization: Solitary, gang (2-
4), or wing (5-20)
Chellenga Rating: 1
Treasure: Standard
Alignmenk Usually neutral
Advancement: By character class
Level Adjustment: +2
fl x

The being looks like a slender human


with a broad chest and golden-tan skin with
fine feathers instead of hair. Great feathered
wings grow from his arms, though he retains
delicate hands that grasp a javelin.
Description
The air walkers were created by
the gods to serve Rukha and the other
rocs in Rukha’s celestial Skylands.
However, some travel to the Scarred
Lands t o trade for goods useful to
the rocs, and other have even per-
manently left their realm to seek
out an independent life - u
ally high in the mountains
working as couriers.
Air walkers are approxi-
mately 5 feet tall and very
slender, typically weighing just
over 100 lbs. Unlike many fly-
ers, their arms serve as their
wings. These limbs are heavily
feathered with their primary
feathers extending from their
wrists, giving them a wingspan of 12
APPENDIX T H R E E : NEW MONSTERS

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)

The 12-foot-tall being looks like a


heavily-muscled man with a flaming, lion-
like head. Despite the masculine physique,
the creature is without apparent gender.
Descn'ption
After the treachery of the gods left
him trapped on the sun, Thulkas wan-
dered the face of his fiery prison looking
for escape. Unbeknownst t o the Iron
Lord, eddies of pure flame coalesced w i t h
the titan's passing. These took form and
sentience from the titan, and they fol-
lowed their patron's passage across the
APPENDIX THREE: NEW MONST€RS

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.

Item Market Price Modifier


Light armor +500g p x "* ,*
Medium armor +2,000 gp
, . +5,000 9p ..I.,. .e ?".*r
Heavy armor
Shield +300 gp
Other iternS""' ' +300 gp per'p8uWw
A

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

The creature i s perhaps 5 feet tall and


has the eyes, ears and muzzle of a bat, but
otherwise looks humanoid. Its bare flesh is
darkgray and brown, with patches ofpale gray
fur. Its lipless mouth is filled with many
sharp teeth.
Descrjptjon
The night people are a re-
clusive demi-human race that
primarily lives in deep caverns
and in the Deepness of Night -
they worship the bat-spirit Vespis and
serve as her eyes and ears in the Scarred
Lands. Several thousand night people now
live in the material plane, and most either
report directly to Vesp
the month of Belsamer
mation to one of their number who then
goes t o speak to the great bat.
While they can be active both at
day or night, night people certain1
prefer to be nocturnal. Night people
eat meat and fruit, but only ones
who live among humans cook ei-
ther. Many night people wear
stolen clothing, but those who
APPENDIX T H R E E : NEW MONSTERS

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

Medium Outsider ascendant. Although they always work behind


Hit Dice: 6d8+18 (49 hp) the scenes and rarely interact with any of a
Initiative: +3 planes' residents, maintainers help keep all of
Speed: 40 ft. (8 squares) these realms functioning as they were originally
AC: 1Q(+3Dex,+6natural),touch 13, designed. Unsurprisingly, maintainers also know
flat-footed 16
all manner of secrets about each of these planes.
Ease Atteck/Grapple: +6/+10
Attsdc Slam +10 melee (ld8+4) or dart Regardless of any bribes o r t h r e a t s ,
+Q ranged (ld4+4) maintainers will never betray their duties or
Full Attack 4 slams +10 melee (ld8+4) or 4 help anyone perform an action that harms any of
darts +'? ranged (ld4+4) these planes or their native inhabitants. If a
SpacelRsedc 5 ft.15 ft. maintainer sees someone attempting to damage
Special Quslities: DR 5/magic, SR 12, Darkvision or steal from a zodiac plane, the maintainer will
60 ft., Immune to all spells that inevitably try to stop them and attack if the
affect minds or emotions, spell-
like abilities vandals do not cease immediately. Maintainers
ssvss: Fort +8; Ref +8; Will +8 mostly attempt to avoid notice, but characters
Abilities Str 18, Dex 17, Con 16, Int 14,
Wis 16, Cha 10
%ilk Appraise +7, Balance +8, Climb
+Q, Concentration +8, Craft
(any) +11, Hide +12, Jump +Q,
Knowledge (arcana) +7, Knowl-
edge (architecture and
engineering) +16, Knowledge
(astrology) +7, Knowledge (the
planes) +7, Listen +8, Move SI-
lently +8, Search +7, Spot +8
F& Multiattack, Multidexterity,
Point Blank Shot
Environment: The zodiacal realms
Organization: Solitary, team (2-5), band (10-
50)
Challenge Rating: 6
Tteasure: Standard
Alignment: Lawful neutral
Advancement: -
Lave1Adjushsnt: 0

The humanoid is hairless with


pale gray skin,large eyes, and four
slender, muscular a m .
Desm'ptjon
The gods created the
maintainers to look after and
maintain the sixteen zodiacal
realms.The native inhabitants
of these planes rarely see
maintainers; and even when
they do, most consider them to be menials who are
beneath their notice. Although maintainers are free-
willed intelligent beings, they are all passionately
devoted to their jobs and none of them have ever
ventured to the Scarred Lands or otherwise attempted
to shirk or escape their duties.
Maintainers wander through all of the zo-
diac realms - the gods gave them the unique
ability to travel freely from one zodiac realm to
another, regardless of which realm is currently
APPENDIX THREE: NEW MONSTERS

will sometimes see them tinkering with various Combat


portions of a zodiac realm. Often their actions Maintainers avoid combat if they can, but they
appear completely - they are passionately devoted to the zodiac realms and will
might touch a glowing crystal to a 'Pot defendtheseplaneswiththeirlives.Whenconfronted
Of the ground Or dig and rep1ant a fern three with a problem, they never call for help unless there
feet away* However, such seeming are other maintainers nearby. Instead, they attack
tions help keep the zodiac realms in balance. their enemies from hiding, typically throwing darts at
Maintainen are brusque and taciturn, but unsuspecting foes. They move after every shot, keep-
characters who are Polite and ask intelligent ing out of sight until they have either weakened or
questions about a Particular realm can gradually driven off the threat. Then, depending upon the
get t o know one of these elusive beings. Anyone opposition they are still facing, they either close in to
who earns a maintainer's friendship has access dispatch the remaining or retreat and sum-
to a wealth of information about all of the zodiac
realms and the comings and Wings of everyone
maintainen tohelp deai ,&, the problem.
Maintainen are extremely bmine=.like combatants,
else who visits them. treating vandals or attackers just as they would any
Maintainers live on tiny planes that lie in- other problem with one ofthe zodiac planes.
between the 16 zodiac realms. Only maintainers Spell-Like Abilities: A t will - mending,
can access these Planes, but they can bring 0th- detect magic, hold portal, knock, and make whole.
ers with them if they so choose. These planes are These abilities are as the spells Cast by a 12th-
small and efficiently organized and look much level sorcerer. Maintainers are considered t o
like well-designed hotels. Here several dozen also have a permanent non.detection spell in
maintainers relax and discuss plans for projects effect on them at all times.
that may need t o be done. Once outside the In addition, maintainers can use the plane shift
'Ompact maintainer planes these are spell 2/day. Although they can take no living being
they work in with them, they can use this spell-likeability to travel
teams to accomplish difficult tasks. Maintainers from one plane to another, only maintainers
are relatively cold beings and rarely show any possess &is special ability.
emotions even when dealing with their own
Skills: Maintainers have a +4 racial bonus
kind. They are also sexless and immortal. If an
t o Craft, Hide and Knowledge (architecture and
individual maintainer dies, it is simply reborn
engineering).
the next day in the nearest maintainer plane.
__

E D G E O F INFINITV: THE SCARRED PLANES

Appendix: Legal lnformatjon


ThiseditionofEdge ofhfinity: The ScarredPlanes is produced OGCbyvirtueofappearingthere.TheaboveProduct1dentityisnot
under version l.Oa, 4.0 and/or draft versions of the Open Game Open Game Content.
License, the d2O System Trademark License, d2O System Trade- Designation of Open Game Content: Subject to the Product
markLogoGuideandtheSYstemReferenceDocumentbYPermission Identity designation above, the following portions of Edge of Infm-
from Wizardsof the Coast. Subsequentversions of this product will io: The Scarred planes are designated as @en Game Content: all
incorporate later versions of the license, guide and document. creature and NPC statistic templates, (Le., from Size TVpe (e.g.,
Designation of Product Identity: The following items are Small Undead) down to the italicized text immediately before the
hereby designated as Product Identity in accordance with Section “Description” header); all skills, feats, special attacks (SA) and
l(e)of the Open Game License, version 1.O: Any and all Sword and specialqualities (SQ); prestige classes; all text under the “Powers”
Sorcery Studio logos and identifyingmarks and trade dress, includ. section of magic items or artifacts;all text under the ‘‘Spell Effect”
ing all Sword and Sorcery Studio Product and Product Line names section of spells and true rituals;all text under the “Combat”section
including but not limited to Echoes of the Past: The Slarecian of a creature’slisting; and anything else contained herein that is
Legacy, Creature Collection Revised, Creature Collection 2: Dark already Open Game Content by virtue of appearing in the System
Menagerie, Creature Collection 3: Savage Bestiary, Relics and Reference Document or some other OGC source.
Rituals and Relics and Rituals 2: Lost Lore, the Scarred Lands and Some portions of this book that are delineated OGCoriginate
the Scarred Lands logo; all text under the ‘Description” header of from the System Reference Document and are 01999-2004 wlz-
any creature, spell, true ritual, magic item, artifact or NPC‘s listing; ards of the Coast, Inc. T h e remainderof these OGC portions of this
any ekments of the ScarredLandssetting,includingbut not limited book is hereby added to Open Game Content, and ifso used, should
to capitalized names, names of artifacts, characters, countries, bear the COPYRIGHT NOTICE ‘‘Edge of Infinity: The Scarred
creatures,geographic locations, gods, historic events, magic items, Planes Copyright 2004, White Wolf Publishing,Inc.”
organizations, spells or titans; any and all stories, storylines,plots, All contents of this book, regardless of designation,are copy-
thematic e’ements and all sYmbO1st desl@% rightedyear 2004by White WolfPublishing,Inc. All rights reserved.
depictions, illustrations, maps and cartography, likenews, Poses, Reproductionorusewithout the written permissionofthepublisher
logos, symbolsorgraphicdesigns,except such elements that already is expressly forbidden, except for the purpose of review or use of
appear in the d2O System Reference Document and are already OGC w,th the WL.
8 Identification: If you dlsmbuteOpen Game Content you must clearlydicate
OPEN GAMEUCENSEVersionl.0 which prtions of the work that you are dismbuting are OpenGame Content.
The followurg text IS the pmpermof W d oftheCoast, Inc and IS CoWnght 9. Updatlng the License: W d or its designated Agents may publlsh updated
2wO W d ofthe coast,Inc (‘Wuards”).All Rights Resewed. verslonsofthlsLiceose.YoumayuseanyauthoruedversionofthlsLicensetocopy,modlhi
1. DefinltlonS:(ay%”m” the C O m m h d m uademark ownm and dlsmhte any Open Game Content ongmally dismbuted d e r any version of thls
~ ~ ~ c o n m h t e d ~ ~ m e C o n t e n ~ ( b y ~ v a t i v e ~ L~~ ~ ~ m e a n s ~ ~ ~
mte~lmcluding k v a n v e worlrs and uanslatiom (including into other computer
hguages), ptation, modification, correction,addition, extension,upgrade, improve-
10.Cqy0fthsLicense:You MUST includeacopyofthlsLicensewtthevetycopy
of the OpenGame Cmtent You h b u t e .
ment, compilation. abdgment or other form m which an exlsting work may be recast,
uanstomed or adapted; (c) “Lhsmbute” meam to repoduce, license, rent, lease, sell, 11. UseofCmmhtorCredits:You may not marketor advalse theOpen Game
broadcart, pblicly display, fransmit or d e w dmbute; (d)”OpnGame &tent” ContentusmgthenameofanyConmbuforunl~youhavewnnenp~~ionhomthe
means thegame mechanicand mludes the methods, procedures,pnxesses and mtine~ Conmbutor do 50.
totheextentsuchcontentdoes norembxlythePrcduct ldentityand lsanenhancment 12. 1nabilitymComply:lfit lsimpssibleforYoufocomplywithanyoftheterms
over the pnorart and any additicmalcontent clearly identifiedas Open GameContent by ofth~L~withrtosomeoralloftheOpenGameContentd~tosgtute,iudic~l
theConmbutor,and means any workcovered by thls License, mludingnanslationsand order,or governmental regulation then You may not Use any Open Game Matenal so
denvative works under copyright law, but specifically excludes Product Identity. (e) affected.
“Roduct Identity” means prcduct and product line names, l o p and identlhjlng marks 13. Tet~ni~tion: Thls License will termmateautomatically dYou fail to comply
including trade dms, amfactr; c m m characters; stones, storylmes, plots, thematic withalltermsherem~failfoc~~~~withm3Oda~of~mga~ofthe
elemena,dialogue,uxidents, ianguage,ammk, symbls,desimdepictions, Itke-, b r e a c h All sublicensesshall w i v e the termmationofthls License.
formats, poser, concepts,themes and graphic. photographic and other v m l or audio 1 C R e f m n o n : IfanyptovlsionofhsLicense l s h e l d m k & b l e , d
~tatlons;nandanddernptlonsofcharacters,spelE,enchanrmenB,personalInes. pmvlsion shall k reformed only to the extent nffgsaryfo make 11edmceable
teams,personas.Iikenmandspecml abilities;places, locations,envitonments,matures,
equipment,mag~calor supemacuralabilitia or effects,loge., symbk,or graphic des-; 15. COPYRIGHTNOTICE
and any other trademark or regwered trademark clearly identified as Prcduct dentity by OpenGameLie~vl.O~t22ooo,WdofthecoBsf,Inc
the owner of the product Identity, and which specifically excludes the Open Game System Ref- DocumentCnpynght2ocO-2004,W d o f t h e h t . Inc.;
Content;(n~~ma~meansthelogus,names,~k,sign,mono,designsthataRuEed Audws]onathanTweer.MonteCook,SkipWilliams,BNceRCll,basedonongmal
byaConmhtortoidenti~itselforitsproductsortheassoclatedprcductswnnihtedto matenal byE.GaryGygaxandDave Am-
the Open Game License by the Conmhtor (g) “Use”, “Used”M“Usmg” means to use. original SpeU Name compendium Cqyqht 2002 Necrmnancer Games,Inc.,
h h t e . copy,edit, format, modify, translate and othenvlsecreate Derivative Matenal based on spells from the PWr Hmulbmk that w e ~ renamed e UI the System Werence
dOpenGameCmtent. (h)’~~”or“Your”meanstheliceweeintermsofthsagreement. Document,found on the legal pge of uuw m
2.TheLicense ThsLicenseappliestoany OpenGameContentthatwnta~a Relics and Rituals Cqynght 2001, Clark Peterson.
m c e indicating that the OpenGame Content may only be Usedunder and in terms of CreatureCollection 2: Dark Menagerie h h t 2001, White Wolf hbllsh-
thls Lrense. You m m affix such a notice to any OpenGame Content that you use. No ig, lnC,
cermcmykaddedtoorsu~redfromthlsLice~exceptasdgcnbedbytheLicense
itself.Noothert~orwnditi~maybe~liedtoanyOpen~me~tentdismhted “he Divine and the JMeated Cqynght 2031. White Wolf hblwhmg, Inc.
wing thr License. seprred Lands Campsig. setting: Ghelspad Copyright 2002, White Wolf
3. C#er and Acceptance: &Iusmgthe Open Game Content you udicate yaur F’ubllshlng’In‘
accepranceof the terms of thls License. Relks and Rituals 2: Lost LOR CoWnght 2002, Wh~teWolfhbllshng, Inc.
4.GrantandConslderatlon:InconslderatlonforapeingtousethsLicense,the ScarredLandsC:Termana~ght2002,WhiteWo~bllshmg,Inc.
Charbum grant You a perpetual, worldwide, myaltyfree, non-exclusive license with CreatureCollection Revised w g h t 2003, White Wolf hbllshtng, Inc.
the exact termsof thls License to Use, the OpenGame Content Player’s Guide to Winds, Berds and Sorcerers cownght 2003, White Wolf
5. RepRsentatum of A u h t y to ConarbUte: If You are conmbutmg o n p l hbllshing, Inc.
matenalas OpenGamehtent,YourepresentthatYourConmhtionsareYourongll Player’s Guide to Fitem and Barbarians CopVnght 2003, White Wolf
neationand/or You have sdficient nghts to grant the nghsconveyed by thls License. F‘ubllshmg, Inc
6.Notice of License cownght.You must update the COPYRIGHT NOTICE Player’s Guide to Clericsand Druids Cqynght 2003, White Wolf F‘ubllshmg,
ponion dthls License to inclde the exwt text ofthe COPYRIGHT NOTICE of any Inc.
OpenGameh t e n t You are copytng, mdi+ng or d m h t i n g . and You musf add the Player’sGuidetoRangetsandRoguegCaWnght2003,WhiteWolfhbllshlng,
title,the~htdate,andthecqnFghtholdehnametotheCOPYRIGHTNOTlCE
ofany ~ r i gOpen
~ ~ Game
l Content you bhte.
Scarred Lands Campaign Setting: Termana C.qynght 2003, White Wolf
7. of PrcdUCt Identiol:YOU agree not to use any product Identity,lnchdlng p,,bllshW, lnc,
asanudicationasto~tibility,exceptasexpresslylicensedmanother,I-ent
Agreement with the owner cf each element of that Product Identity You ape not to CreatureCollection111: SavageBes!jacy Copynst 2003, White Wolfhbllsh-
dicatecompatibilityorcoadaptabilitywithanyTlidemarkinconjunctionwithawork “g* InC
containing Open Game Content except as expressly I d m another, independent Player‘sGuide to Monks and paiadins Capvneht 2004,White Wolfhbllshlng,
AgreementwiththeavnerofsuchTrademark.Theuseofany Product Identity in Open InC.
Game Gntentdoes notconstitutea challenge to the ownershipofthat Product Identity Edge of Infinity: The Scarred Planes cownght 2004, White Wolfhblwhmg,
TheownerofanyProductldentityusedinOpenGameContentshallre~mallnghts.titIe Inc
and interest in and to that Product Identity

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