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Copyright 1997, 1998 by Jon Winter and others
Special thanks to Chris Nichols
Last modified 31st May 1998
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* The Abyss:
Index
* Concordance
* Layers *
Burgs*
* View Another
Plane *
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From the
Fraternity of Order's ever-growing
Survey of the Abyss...
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Layer the
Fourteenth, called "A'Shad'Ifohg"
(by Draegarius)
Even evil has its more
tolerable sides. This layer while not being the most important, is
perhaps still the second most traveled layer in the abyss (the
plane of infinite portals is still "the" gateway to the abyss) and
brings together an unlikely crowd of merchants, smugglers,
yugoloth's (offering their services for the blood war or for any
powerful lord rich enough to afford their prices), cutthroats and
thugs, mercenaries, adventurers and others. This is the "Abyssal
Bazaar", the greatest center of trade in the lower planes. Watch
your back. The same merchant who sold you your dagger might get it
back a moment later, or give it to you the fast way.
A full description of this layer and its burgs can be
found in Draegarius' site: The
Dustmen's Mortuary.
Layer the
Fifteenth, called "The
Courts of Mustering",
discovered by Alex Hargrove,
half-elven sage of the Fraternity of Order
(by Chris Nichols)
The Courts of Mustering are
a launch point for Blood War armies. This layer is filled with an
endless series of tastefully appointed courtyards and gardens. A
infinity of marble and tile courts, where in swarms of least and
lesser tanar'ri ready for assaults on the stronghold of their
enemies. The layer is filled with portals to many planes, mostly
Lower Planes, but portals to others exist. Most of these portals
are one-way, making missions launch from this layer suicide
missions. The authority on this plane is the balor Gurtheoinr, who
watches and directs the armies from his gem-studded tower, the
single elevated structure on the layer.
Layer the
Sixteenth, called "The
Endless Graveyard",
discovered by Taxider Mey, a
Dustman working in conjunction with our Fraternity
(by Chris Nichols)
An infinite ribbon of earth
winding through a void, the Endless Graveyard is precisely that,
an endless graveyard. A field of crypt, gravemarkers, mausoleums,
pyres, and gallows, the strip of land the makes up the Endless
Graveyard is surrounded by an endlessly raging storm. Those coming
in contact with the storm a transported else where [50%
chances of being sent to the Negative Energy Plane or being
dropped over the spikes of Impalator].
Under the bloated, skull-faced full moon, in the centre of the
layer, the Palace of Skulls can be found. Here the mysterious lady
of this realm can be found. All manner of the living, restless
dead populate this layer as well as a wide variety of undead
animals and tanar'ri. Currently, some of the vampires and tanar'ri
of this realm have betrayed the mistress of the Endless Graveyard
to another Abyssal lord.
[With apologies to Chaos!
Comics]
Layer the
Seventeenth, called "The
Whispering Lights",
discovered by Factor Benson the
Scorzari. Interdicted
(by Chris Nichols)
The layer known a "The
Whispering Lights" was discovered when Benson the Scorzari, a
factor in our Fraternity, mounted an expedition into the Plain of
Infinite Portals. Falling under attack from tanar'ri mobs, the
group was lost. Four months later, Benson reappeared in the
Clerk's Ward, on a killing spree that ended in the death of
thirty-one people before he was slain by Harmonium officers. Via
speak with dead spells, Fraternity of Order aides took notes on
Benson's journey on the layer he called "The Whispering Lights."
This layer is a void filled with fog and corsecating coloured
lights resembling the auroras of polar regions of certain prime
worlds. This void is filled with thousands of voices whispering
malicious suggestions on the wind. These voices twist into the
minds of all visitors to the plane (excepting tanar'ri) driving
them to homicidal schizophrenia [in game terms, a Madness
Check at -1 or checks versus Intelligence and Wisdom at -2 for
each hour spent on this layer; if any check fails, the character
succumbs to the horrific suggestions of the whispers and falls
into violent paranoid schizophrenia, becoming an NPC under the
DM's control]
The only other feature of this layer is what Benson the
Scorzari called "the obscene islands," floating masses of organic
matter, black lumps of fiendish faces, organs, insectile limbs,
skin and bones, all mashed and fused together. Here, a few
fiendish inhabitants make their homes. Legend has it that every
malicious whisper in the multiverse finds its way to this layer,
echoing through the void for eternity.
Layer the
Eighteenth, called "Carnaxius"
(by Martin
Bourassa)
The realm of Sekmeth,
Goddess of War and Fire, occupies much of this blasted layer. At
the centre of her realm lies the Pyramid of Destruction, a
structure that is ravaged by an ever raging inferno, yet never
destroyed. The Lady of Carnage herself is said to sit on her
throne at the top of the pyramid. An ever raging battle surrounds
it, filling the air with clash of steel and the battle cries of
the petitioners. They fight each other with no goal, no armies, no
organisations, forever and ever locked in a senseless frenzy of
blood and slashing. This will have no end, since it this forever
fuelled with arriving petitioners. When a new petitioner reform
here, he must take a weapon on the corpses littering the soil and
fight or be killed by the other crazed petitioners. Flaming
spheres rolls from the inferno in the melee, blasting and
scorching what stands before them. The petitioners fighting here
are mostly flinds and humans worshippers. Further from the
pyramid, the battle his less intense, ceasing on the borders.
Since other chaotic war gods may have realms here this void is not
large, but are filled with forest and ruins, and the chant goes,
with treasure. Each turn spent near the crazed petitioners,
travellers must save versus spell, or be filled with blazing fury
themselves, fighting with a +2 on damage and attack roll but with
-1 to armour class. The petitioners have the same bonus. They
fight without pause, never eating, drinking or resting. Each hour,
they may roll again versus spell to wrestle free of the fury
(travellers with at least 13 of wisdom only). Frenzied traveller
dragged in the void or out of the layer stop fighting. After three
days of fighting, even the strongest mortal will die of
exhaustion. This layer differ from Acheron because its chaotic,
each for himself. Tanar'ri are not affected by the frenzy, but
may, and often do, join the battle for fun.
Layer the
Nineteenth, called "Falserapture",
discovered by Athousea of the
Athar. Interdicted
(by Chris Nichols)
A place of corrupt
religion, and evil and horror masquerading as that which should be
holy, Falserapture is where the nalfeshnee send (when they feel
like it) the screaming larva who once turned good religions toward
evil and chaos and those who followed them. Here the larva return
to their earthly forms. The darkest become head of religion in
this new layer, while most become the blindly fanatic flock. All
on this layer is religion, and all religion is controlled by the
tanar'ri. The tanar'ri's Blood War strategists (under advisement
from the yugoloths) have built this place to train their force to
corrupt clerics and undermine religions, in order to drag more
souls into the Abyss. The monasteries and nunneries of this layer
are overrun with succubi and incubi. Church councils answer to
glabrezu and mariliths. Balors are worshipped as heavenly heralds.
Gangs of tanar'ri bear magical constructs resembling huge solars
across the sky randomly destroying the worshipping flocks, and
scooping up other to be delivered to a Blood War battlefield.
Generally, the fiends find all of this amusing.
Layer
the Twentieth, called "Candlesnuff"
(by Ben
Wray)
Candlesnuff if an empty
layer filled with tiny wisps of smoke gently rising upwards into
an infinite sky from an infinite pit. Tiny islands of rock float
through the void, in addition to glowing sparks whizzing through
at incredible speeds that provide this layer's light. Anyone hit
by one will take one point of heat damage. The tanar'ri use this
layer to hold prisoners, chaining them to floating rock islands,
but there are no natives to speak of.
Layer the
Twenty-Eighth, called "The
Mountains of Murder",
discovered by Fly-thee-from-All-Corruption
Regham, a Mercykiller justicar on the trail of Wegis the Snail,
murderer
(by Chris Nichols)
A place of violence, the
Mountains of Murder are a range of living mountains. The range
spreads out in a tangle spires and deep valleys, with many of the
peaks having the form of greats breaking from the earth, or
thrusting arms, or serpents writhing in air. The fact is, that
these twisted peaks are alive, living stone of malign
intelligence. Travellers on this layer are warned that the peaks
are always eager to eat, squash, or otherwise slay travellers.
Additionally, in the valleys where no peaks can reach, tanar'ri
have built shelters, where they wage constant bitter warfare upon
each other. This layer seems to promote fraction and murder. The
valleys are lit with guttering torches, and dank winds blow along
the cliffs and ledges of the layer.
Layer the
Thirtieth, called "Slimeflow",
discovered by Ignobly, an ooze mephit (by
Chris Nichols)
This layer known as
Slimeflow is a series of cliffs cover in waterfalls of slime. In
certain sections of the cliff-face, the slimefalls empty into the
Styx. The cliffs of Slimeflow have no true base or top, and are
composed of a greasy brown stone which crumbles easily. Oddly, the
stone is edible, but has no nutritious content. The cliffs slope
upward at a 50 degree angle and are cover in tall stone spires.
The cliffs of Slimeflow are pocked with holes and vents from which
burps and bubbles a thick and sticky mucous-like slime. The slime
is a translucent green and glows in the dark. It is, however,
toxic, causing hallucinations and vomiting if ingested. As the
slime seeps from the cliff-sides, it forms many rivers and falls
of green noxiousness. The life of this layer includes undead fish
that swim in the slime rivers and have a life-cycle similar to
salmon, a variety of slimes and oozes, and tanar'ri, mainly
yochlols and alkiliths. A tanar'ri lord makes this layer her home.
She is said to reside in a lake of slime, from which grow a tower
of organs and limbs, with a chamber of muscles and membranes at
the top. No one is really certain of her form, but most say it is
that of a alkilith with four bat-like wings or that of a succubus
with knots of tentacles in place of arms. The lord's name is
thought to be "Cligpha."
Layer the
Thirty-First and Thirty-Second, called
"The
Dungeon Dimensions",
(also the Deserts of Still Silver)
discovered by Pterry of the Disc. Interdicted
(by Chris Nichols)
The layers of the Abyss
widely called the Dungeon Dimensions are nearly unique among the
chaotic levels of the Plane of Infinite Horrors in than no
tanar'ri are present on these two layers. Rather, malevolent
creatures known simply as the Things dwell in the silvery
desolation [treat as triple hit dice hordlings].
These creatures seek to escape the prison of these layers, tapping
magical energies on the prime to rip open the fabric of the Abyss,
creating gates to the Prime. The Things fill the air around them
with a numbing saw-tooth buzz and can possess those who are
tainted with evil. They do not seek conquest or power, but merely
to destroy for destruction's sake.
The first layer of the Deserts of Still Silver is the
thirty-first layer of the Abyss. A vast desert of metallic silver
sand, the layer is always slightly chill and utterly still. No
wind, little noise, save the muted buzzing of the Things. On the
horizon, a encircling range of unreachable black mountains can
been seen, never reached. Clusters of Things lurk near points
where the fabric of reality has worn thin, waiting for the surge
of mystic energies that will release them. A huge sickle moon arcs
across the bulk of the starless sky, yet provides no light.
Instead, the sands cast silvery light, cold and heartless, into
the sky.
Layer thirty-two of the Abyss is the second layer of the
Dungeon Dimensions. This layer is similar to the previous
one, with its endless desert of silver sand (although here the
sand does not glow). However, here there is only silence (not even
the Things' buzzing breaks through) and it is far colder
(frostbite sets into exposed flesh in 30 minutes). No mountains
lurk on the horizons, no moon blots the sky. Rather tiny faint
stars of pale blue can be seen, and clouds of luminous silver haze
hang raggedly across the landscape. Things are less common here
for some unknown reason. The layers of the Dungeon Dimensions
shift and bleed into each other based on the mental state of those
trapped here. The more hopelessness and despair one feels, the
more likely one is to slide into the lower layer.
Layer
the Thirty-Third, called "Hollowshell",
discovered by Oolus the Lightbringer, an aasimar explorer.
Interdicted
(by Chris Nichols)
The Layer called
Hollowshell (pronounced either "hollow-shell" or
"hollows-hell") is a place of egg-shell thin walls, floating
clumps of fire and stone, and randomly shifting gravity.
Basically, Hollowshell resembles and mass of giant bubbles made of
extremely fragile pottery. The floors and walls of this are too
thin to support any real weight, causing most objects to shatter
the walls it rests on. Shattered walls release a spray of
razor-like shards which slice those near-by. The shattered walls
regenerate when broken, and the flying shards eventually crumble
to dust.
Additionally, huge clumps of stone float through these
chambers, plowing through shell-walls as they drift. Other shells
are filled with flames. These chambers explode when they are
broken, destroying many of the chambers around them. Oddly,
tanar'ri on this layer do not shatter the walls and floors of this
layer, unless they want to.
Also, gravity is inconstant on this layer, shifting randomly
ever few hours, causing things to fall, sending them flying into
surrounding shells. Tanar'ri are also immune to this effect,
unless they want to be affected. For tanar'ri, every
surface of the layer has gravity.
Finally, all creatures, even tanar'ri, who spend more than a
few days on this layer change. They become hollow, filled with
something reflecting their alignment or origin (aasimar might
become shells filled with light, while a bladeling is filled with
smoke and razor blades). The transformation is intensely painful
to lawful or good creatures.
Layer
the Thirty Seventh, called "The
Feeding Reach",
discovered by Thomas the
Shadow. Interdicted
(byChris Nichols)
The layer of the Feeding
Reach is known only due to the fact that its discoverer was
incorporeal. The Feeding Reach is a rolling plain of heaving
flesh, continuously generating and absorbing gaping mouths of all
sizes. The Reach feeds on any solid it encounters, including
itself. Any visitor with that can be consumed by the maws of the
Feeding Reach will be in a very few seconds. No creatures are
native to this layer, no resources may be found here, and few
tanar'ri care to come here. This realm of flesh and fang has no
innate intellect and no ruler. Why it exists, other than to be a
horrible place among other horrible places, is unknown.
Layer the
Forty-Nineth, called "The
Horrid Sea",
discovered by Aqualzizan, a saunguin
explorer (by Chris Nichols)
A layer formed by a murky
brown sea, covered in mats of ropey sea-weed, under a gray sky,
spread through-out with sea spires. This sea is called 'horrid'
for several reasons. First, the seas are so matted with weeds that
boats and other vessels are barely able to move. Additionally, the
waters are far to murky to see through, being a soup of decaying
plant and animal matter.
Similar visibility problem are had on the surface, where
constant drizzle and fog obscure vision and the weather is always
chillingly cold. Also, the sea teams with life: giant albino
squids, phosphorescent pirana-like fish, strange parasitic fish,
weird crustaceans and insects, and carnivorous sea plants.
Finally, there are the sea spires, great crumbling towers of stone
jutting from the ocean. Here enclaves of hostile natives, largely
tanar'ri with a few others, threaten all who pass by. The most
horrid of these is Sanspathos, the Lingering City, spoken
of in the dread Codex
of Infinite Planes.
Layer the
Sixty-Second, called "Sting",
(by Martin
Bourassa)
The 62nd layer of the
Abyss, is the realm of scorpions and poison. It's an underground
layer consisting of sky-high cavern. Maybe there's a surface, and
maybe it's even more hostile than inside, but all known life is
under. The land itself is poisonous: in many place the
walls and floor weep deadly contact poison and clouds of poisonous
gas float through the air of the caverns. The petitioners are
poison-using and even those who don't, like the drow, become
poisonous themselves. Scorpions are everywhere, in all sizes and
strengths. They're all intelligent, though, and pray the gods for
the sod who think he can escape them with tricks. The space
between caverns is all chasms and pits, and some of Lolth's webs
can be seen in the deepest of these. Chask of the scythes has his
realm in one cavern, as does the Abyssal lord Maughter. Malar of
the claw is rumoured to hide there as well, but that's just that:
rumours. Only berks who're try to impress tell that they've been
to his realm, and it's current location is still a mystery.
Chask's realm is entered only by who he, or the guardian
Cosktryst, wishes to. And who'd want to? The only entrance to the
cavern is to cross the bridge that jumps over the greatest chasm
of the layer. In the chasm is portals to deeper layer of the Abyss
or to other planes, but if someone is pushed, he'll just fall for
eternity or collide with the sides, for there is no bottom
to this pit. Only if someone willingly jumps would he fall
somewhere else. The pits apparently respect bravery...or
madness.
Maughter's realm is more inhabited. You literally walk on
scorpions (the smallest, that is). The home of Maughter is his
tower on a hill. The tower is a rock with holes everywhere; doors
for the scorpions to scuttle in and out. Maughter is seemingly in
good term with Lolth, Blackdraken and Pazrael, but he constantly
schemes behind their backs.
A character of note on the layer is Slycter, a powerful mantis
of very large proportions with a blackened chiton armour. She
travels all the planes but her kip is here. Chant goes her two
claws act as vorpal blades.
Layer the
Sixty-Fifth, called "Lolth's
Web"
(by Chris Nichols)
"Lolth controls a
number of adjacent planes (sic) [layers] but is reached
though a great web built in the midst of a primal maelstrom."
-- Manual of the Planes, pg.102
"The Abyss and Its Conduits: Panzunia, 2nd Layer, 64th
Layer, 65th Layer (Lolth's Web), 66th (Lolth's Domain), To the
Prime, To Other Layers of the Abyss" -- Manual of the
Planes, diagram, pg. 103
Lolth's Web is very similar to the drow goddess' other layer,
the Demonweb Pits. While the Demonweb Pits house Lolth's iron
spider fortress and consist of non-Euclidean web mazes, Lolth's
Web holds her catchings strung across a maelstrom of chaos. Here
vast webs, with each strand a full yard thick, connect to each
other. Caught in these webs, great behemoths and fiendish giants
lay cocooned, dead and drained or slowly dying. In between the
planes of these great webs, vortexes of primal chaos swirl,
disgorging and devouring twists and whorls of red, yellow, and
black chaos stuff.
Unlike the Demonweb Pits, one can find a path through the webs,
as the geography falls into the normal three-dimensions. The layer
is populated by drow, petitioners, spider creatures, yochlol, and
ettercap. All who come to this layer (tanar'ri included) have a
25% chance per day to develop a spider-like feature (compound
eyes, mandibles, extra spider-like limbs, spinnerets. etc.). It is
said by scholars of the Abyss that Lolth's Web reflects the chaos
of Lolth's nature, while the Demonweb Pits reflect the evil; most
explorers of the Abyss say that both realms are equally evil and
chaotic.
Layer
the Eighty-Nineth, called "Demozg"
(by Chris Nichols)
"The realm of
Demogorgon spans several layers, yet each is a jungle filled with
dinosaurs, wild apes, and bird-like monsters in addition to the
standard compliment of demonic life." -- Manual of the
Planes, pg. 102
The layer called Demozg is the other realm of
Demogorgon. Here is where is the worshippers of Demogorgon who are
not ixixachitl dwell. A hot, humid jungle of skin-tearing plants,
razor-edged rocks, disease-bearing insects, and insane predators,
Demozg is an awful place . . . with awful inhabitants. Demonic
dinosaurs, plague-bearing and blood-crazed apes, and a myriad of
aerial horrors dwell along with murderous petitioners and tanar'ri
hosts.
The major feature is the Temple of Insanity,
Demogorgon's palace, an Escherian maze of altars, blood-drains,
pits, pools, stairs, courtyards, and throne rooms. From the
outside, it looks like a cross between an Incan pyramid and a
statue of Demogorgon; the interior has no relation to the
exterior, unfortunately.
Layer
the Ninety Sixth, called "Nogard"
(by an anonymous author...if this is yours, please tell
me!)
No need to worry about
Tanar'ri here, berk. Or any other critter for that matter. The air
is breathable, and the ground is solid and flat. Nothing sneaks up
on you, and a body can take a moment to rest.
Yeah, right.
What makes this level so horrible is just that. There is
nothing here. NOTHING. No rocks, no trees, not even a sky. Just
one infinite plane of flat grey nothing. There is no sound,
either. You can make noise, but it doesn't echo as there isn't
anything for the sound to bounce off of. The crushing boringness
of this level is enough to drive a blood barmy, and quickly
too.
Magic does not work on this level at all. That means most gates
here are one way. The only way to leave a plane is to find a
portal as it opens and dive in before some berk steps through.
Given that the plane is infinite, the odds of finding such exits
are as much chance as elemental ice has surviving on the elemental
plane of fire.
Although there is nothing around, the quiet level itself
"seems" to watch poor sods who end up here, increasing their
paranoia. Everyone "feels" they are being watched, and know that
any moment, something is going to happen. Companions quickly turn
on each other. Sooner or later, thirst and starvation overcome
most, as there is no food or water here, either. Whatever supplies
are carried are the only supplies that exist here.
The chant is that truly evil fiends send people here with a
kender as a companion.
Layer the
One-Hundred and Thirteenth, called "Thanatos".(by
Chris Nichols)
"The dwelling of
Orcus is a great palace made of bones, rising out of ground bone
meal...." -- Manual of the Planes, pg. 102
Site: The Calciferous Palace - A great palace built of
bones of every description, ringed by bonfires built of burning
bones. Formerly, all manner of tanar'ri and undead lived here,
including a great undead balor. Few servants of dead (?) Orcus
remain here.
Site: Bone Meal Desert - Far from the other settlements
of this layer, the Bone Meal Desert can be found. Created by
Orcus, the desert used to grow steadily. A troop of skeletal
goristros bearing mortars and pestles were charged with capturing
wanderers in the desert and grinding them into meal to add to the
desert. In the exact centre of the desert, the Calciferous
Palace.
Layer
the One Hundred and Twenty First, called
"Degrazatz"
(by Chris Nichols)
"Graz'zt makes
his domain in a great palace that fills an entire layer and
dominates the nearby layers of lesser demon lords." --
Manual of the Planes, pg. 102
Many bashers think that the Argent Palace of the 46th layer of
the Abyss is the Abyssal lord Graz'zt's fabled infinite palace.
Sadly for them, they are only partly right. The Argent Palace is
the site where the true palace of Graz'zt spills into the layers
of Azzagrat. The infinite palace of Degrazatz is Graz'zt true
retreat, a stately pleasure dome decreed to house the degrading
infinities of an Abyssal lord's pleasure. The palace of Degrazatz
is populated by a variety of least and lesser tanar'ri, as well as
quasits, lamias, leucrotta, harpies, court visitors, and Graz'zt's
many lovers. Degrazatz fills the entire layer, without rhyme or
reason to its structure. Doors open into chasms, stairs crawl
across the ceiling, pits of lava sit in the middle of libraries,
making Degrazatz a supremely confusing place.
Looking from a window affords a view of miles of open space,
covered top to bottom with towers, domes, chimneys, courtyards,
gardens, and bridges. The open reaches are filled with smoke from
the kitchens and fireplaces of the palace, limiting vision after a
mile or so. Fortunately, gravity is uniform through out the
layer.
The palace Degrazatz is infinite meaning that none but Graz'zt
knows the full extent of it, and possibly, not even he knows all
of it. The palace's infinity spills over in to other layers. There
always exists a portion of the palace on the layers Graz'zt rules
(44, 45, & 46), as well as strategically important layers (1,
12, 49, 73, 80, 122, 263, 274, 303, 377, & 530).
Layer
the One Hundred and Twenty Second, called
"False
Fallow"
(by Chris Nichols)
"Fraz-Urb'Luu has
only recently returned to his home realms. He is still in the
process of removing those lesser creatures who usurped his domains
during his absence. At its height, Fraz-Urb'Luu's realms rivalled
the beauty of those of the Twin Paradises or Arvandor, but this is
only a cruel deception, for beneath the illusion is decay and
rotting flesh." -- Manual of the Planes, pg. 102
When Fraz Urblu, returned from his imprisonment on Oerth, he
came to find his realm over-run by his enemies. Armies of Graz'zt,
Orcus, Demogorgon, Juiblex, Yeenoghu, Poldarge, and other Abyssal
lords and godlings had infested his lands. Though he tried
mightily, his forces had been shattered by his imprisonment, and
he could not reclaim his lands. So, he retreated to the Grey
Wastes for a time to marshall his forces, before taking an
unclaimed layer of the Abyss as own.
The realm usurped from Fraz Urblu is a place of false beauty,
wondrous illusions covering rot and corruption. Orderly orchard of
trees which bear gems as fruit are honestly liquacous corpses
bound into columns. Crystal waterfalls are, under the illusions,
flows of blood and internal fluids mixed with chunks of flesh.
Gentle rains are truly maggots which fall from the skies, while
grass is a carpet of smuts and rusts. The one thing that appears
without a cloak of illusion is the ruins of Fraz Urblu's castle.
The great stone castle once had the shape of its master, a
two-mile high image of the bestial Fraz Urblu. Today, the castle
has been seared in half at a half-mile up, as if a great blade had
passed through it. The majority of the castle lies broken, piece
littering the landscape for miles in all directions.
The castle is not the only thing that has been destroyed. The
ground itself has been torn up. The tanar'ri warring on this layer
have dug chains of trenches, hundreds of miles long, all across
the layer. These fortifications are encampments and protection for
the armies which strive to claim the layer. Since Fraz Urblu
abandoned the layer, nearly ever petty lord in the Abyss has sent
a contingent to stake their claim on this layer. Thus, False
Fallow is a constant battlefield, hosting a hundred clashes at any
given moment. No one army is able gain control of the layer,
resulting in an endless, pointless war of chaos. The major players
in the war currently are the armies of Alvarez, Graz'zt,
Demogorgon, and Pazuzu. Finally, the entire layer is haunted by
chimerai, gorgons, thessalamonsters, manticores, and other
chimerical monsters.
Layer
the Two Hundred and Sixty Sixth, called
"Acid
Indecision"
(by KatClaw)
Acid Indecision is named
after its two most notable traits: its great expanses of green,
and yellow acid oceans, and its current ruler, the balor
T'el'Quay, more commonly known as 'The Sire'. T'el'Quay, unlike
most balor, hardly cares for the Blood War, choosing instead to
roam around his realm and into other planes when possible,
maintaining a large Blood War (a large proportion of which are
cambion crack troops) army which he sends to be commanded by
others of the cause. The layer is mostly run by T'el'Quay's
advisor, the marilith, Rashule. She is really the one holding the
layer together; always plotting to get T'el'Quay fully out of the
loop and take his place, putting the 266th layer back on the
planar map. T'el'Quay is obsessed with creating cambions for his
private bodyguard enclave, taking his search for suitable mating
stock into many planes, including most prime worlds. He is always
surrounded by at least 12 of his cambionic sons, all impeccably
loyal to their sire. There have only been two known sons that have
rebelled: the barmy cambion Cynge (a favourite pawn of Rashule),
and the weretiger/cambion KatClaw (part of Rashule's latest, and
in her opinion, greatest plots)
[Note: All fiends spawned on this layer take half damage
from acid, as opposed to the normal full damage.]
Layer
the Three Hundredth, called "Feng-Tu"
(by Chris Nichols)
"The Chinese
Powers Tou Mu and and Lu Yueh make their home in a realm called
Feng-Tu. Feng-Tu appears as a mighty citadel that rises up a
forked branch of the Styx called How Nai-ho. This branch can be
reached by Charon and the charonadaemons [marrenoloths].
The citadel of Feng-Tu is entered via Kuei-Men-Kuan, the gate of
the demons, which is large enough to permit elephantine behemoths
to pass through easily. The god of epidemics and the goddess of
the northstar hold sway over a household of manes and demons."
-- Manual of the Planes, pgs. 102-103
Feng-Tu is a surprisingly fertile layer of the Abyss. Fed on
silt brought by the river How Nai-ho (still foul and deadly but
not memory-draining), this layer provides a number of crops
favoured by tanar'ri, as well as certain crops which are edible by
the less fiendish races. Stench kine and thunderbeasts are also
raised here. The land is an endless river valley surrounding the
How Nai-ho, the flat region of rice paddies and muddy fields. Huge
misshapen towers of stone draped in greenery rise from the land.
The largest of these towers, shaped vaguely like a thrusting arm,
rises near the river How Nai-ho. Here is found the citadel
Feng-Tu, City of Disease and Madness.
A bridge of basalt crosses How Nai-ho, entering the city at the
great gate Kuei-Men-Kuan, the Gate of the Demons. This gate is the
sole entrance to the city. Within the walls, the city is a jumble
of shifting streets, towering buildings, slums, madhouses, sewers,
pagodas, and dens of iniquity, all in oriental styles. In the palm
of the rock spire, sits the palace of Lu Yueh and Tou Mu.
The palace's thirteen spires all connect to a great central
shaft where in a void of rushing wind, starlight, and mind-warping
insanity, Tou Mu holds court. While Lu Yueh does have a throne
room in the palace, the god normally stalks the passages beneath
the city instead. In these lightless tunnels of soft black stone,
he hunts victims to subdue, infect, and slay. The aeons of his
passing have left the tunnels with an inches-thick layer of deadly
black bacteria and viruses.
The creatures native to the layer are the barmy and diseased
petitioners of the terrible Chinese powers, in addition to
tanar'ri, hellish chattel, spirit beings of evil intent, and
undead. The nature of the plane warps mind and body. Each day
there is a 50% chance of contracting some disease. If a disease is
not contracted, then madness begins to set in. All creatures are
affected.
Layer
the Three Hundred and Forty-Fifth, called
"Fyerwold",
discovered by Hammas, a ranger of our Fraternity
(by Chris Nichols)
A forest of black pines
covering a an entire layer, Fyerwold burns eternally. This rocky
forest is forever ravaged by an undying forest- fire. The fires
never die, never truly destroying the foliage, but certainly
destroying any animals trapped here. The woods are huge black
pines, gnarled so that their trunks look as though tortured
spirits were trapped within, as well having needles sharp as pins.
The undergrowth is dry and scraggly razorvine, fuelling the
unconsuming flames. Throughout the layer, the ground is dry and
rocky, and few animals are found. Those that are are creature of
living flame and some tanar'ri. Finally, the fire that rage across
the layer appears to be alive and malignant. It can move
independently, and does all it can to burn and destroy all living
things. The flames may even draw themselves into a face, an arm,
or and body, and confront those who venture into this layer.
Layer
the Three Hundred and Sixty Sixth, called
"Azgoroth".
Interdicted
(by Joshua
Jarvis)
I'm sure you heard of the
dreaded Abyssal layers and their awful tanar'ri. But have you
heard of Azgoroth? It's a layer that is a tanar'ri. You
see, Azgoroth is some kind of immense fiend. An endless expanse of
viscous, clay like, flesh that forms mouths, eyes, tentacles,
mouths on tentacles, mouths on eyes, eyes on tentacles, tentacles
on eyes and mouths. This grotesque, overflowing sea of flesh is
believed to be a tanar'ri who somehow devoured a layer.
Azgoroth is a smart basher who can send out "sendings" of
himself. He divides out a part of his fluid flesh and sends it
through a portal. He's on a mission to leave his plane. His
sendings, they vary from spies to powerful minions. From
snake-like tentacles with an eye and mouth to more complex
starfish like things, and even miniature versions of Azgoroth
himself. These sendings strive to place tomes written by Azgoroth
himself where clueless mortals can find them. If a mortal knows
his name and summons him he can move to another place (whether it
be another Abyssal layer, another outer plane, or even the prime,
he doesn't care). Azgoroth has an insatiable hunger and can eat
anything, he ate an entire Abyssal layer. He eats mortals he
cannot use as pawns to escape. He would probably devour whole
worlds and planes if you give him half a chance.
Azgoroth the insatiable can form body parts at any place he
chooses but also does it unconsciously (he is limited to eyes,
mouths, and tentacles though they have no size limit), he can
change the hardness of his flesh (from watery to stone-like), and
even open portals (not an at will ability, he just knows a lot of
keys.) This makes Azgoroth practically a power, how many other
infinite fiends do you know of? And it also makes him the most
grotesque Abyssal layer I have ever seen, and I've seen a lot of
them, berk.
Layer
the Four Hundred and Twenty First, called "Salted Wound"
(by Chris Nichols)
"Yeenoghu's great
mansion is the size of a city. Its rolls across the barren
salt-waste of his layers, pulled by slaves and controlled by
gnolls." -- Manual of the Planes, pg. 102
The Seeping Woods is not Yeenoghu's only realm. He also holds
the previous layer, a waste of salt flats and badlands called the
Salted Wound. The layer is continuously windy, so salt dust is
a;ways in the air. Combined with the heat from a three bloated
suns which hang in the sky, the layer is almost as inhospitable as
Athas [use the rules on dehydration there]. At, night when
the ghoul packs roam, the temperatures drop far below freezing.
Yeenoghu's keep, the Juggernaut Encampment, is more a city of
baked clay on wheels than a castle. Pulled by enslaved tanar'ri,
mortals, and ghouls, all over seen by gnolls, the Encampment
slowly works its way across the wastes.
Layer the
Four Hundred and Twenty-Ninth, called
"Anagon",
(by Gothenem)
Anagon is a dark, shadowy
plane, inhabited by very few tanar'ri, because this is where
tanar'ri dump the bodies of their baatezu victims. There are two
deities that reside here, Anaroggg, the god of Murder, the Dead,
Death, Decay, Disease, and Dwarven Thieves -- from some obscure
prime world. Anaroggg is a greater power (the prime world is Big
and Obscure). His realm appears to be made of a pile of dead
baatezu, and his petitioners are all transformed into various
creatures, ie. retrievers, eyewings, hell hounds, tanar'ri, or
even dragons.
The other resident deity is a demi-power tanar'ri lord known as
Armon, Bringer of Destruction and Chaos. Armon has no real palace
or realm, He wanders the plane, counting the dead baatezu bodies
and planning attacks to Baator. Armon is usually followed by a
host of tanar'ri slave-worshippers.
Layer the
Five Hundred and Thirty-First, called
"The
Endless Torture",
(by Gothenem)
"This plane is the old home
of the Abyssal Lord Graz'zt. Graz'zt left the plane for his
current layers a few millenia ago. Now this plane is the home of
bar-Igura. Literally, millions of the ape-like fiends live here.
Graz'zt's old palace however, has not been entered, the protective
magics he put up are still working. The bar-lgura kill any
non-tanar'ri who enter the plane; if I weren't half-tanar'ri
myself, I would've been killed. There is also one other feature on
this layer, the worst feature of all: The Plains of Pain. There
also appears to be a structure here, however the fifty miles of
empty grassland has the unique ability to cause unimaginable pain.
[Game terms, save vs. paralyzation with a -8 penalty or writhe
in pain. This save must be made every round within the
Plains of Pain!] I think the main problem with the Plains of
Pain, is that the tanar'ri don't know who made it. I think the
berks in the fortress will eventually be taken over, and the darks
of the pain field will be revealed to the tanar'ri. I shudder to
think what use they'll make of them then..."
-- Krainius Talfar, Tiefling
Mercenary
Layer
the Five Hundred and Seventy-Fifth, called
"Awash",
discovered by Fian Gemshine, halfling namer of the Fraternity of
Order. Interdicted
(by Chris Nichols)
Awash is a vile place, a
plain of sucking mud covered in a calf-deep wash of blood. This
blood is polluted with mud and filth, as well as being
contaminated with a multitude of blood diseases. The foulness of
the blood causes it to be unnourishing to any creatures partaking
of it, save the plant life of the layer. [Anyone on this
layer has a 75% chance per 12 hours of contracting a blood
disease. Most disease contracted on this layer will be fatal
within a week. Tanar'ri are immune to this effect.]
Occasionally, a small mound of bloody mud will raise from the
ocean of blood. Horrible shrubs grow from these mounds. These
Abyssal plants have no leaves and roots which terminate in fanged
mouths. The roots suck and lap at the bloody covering of the
layer, although they prefer to lash out at living things to feed.
Occasionally, these scrub plants give forth seed pods. The pods
burst open when living creatures pass near, releasing 1d6
seedlings, loathsome red and brown insect-like creatures
resembling a cross of a spider and a shrimp. These seedlings will
attack the nearest source of blood, be it a living things or the
blood that the layer is awash with.
The only known settlement on this layer is the Veinous
Keep. A tower three-hundred and thirty three stories tall made
of bricks of compressed blood, the Vienous Keep gets its name from
the masses of pulsating veins and arteries that crawl over its
walls like ivy. The keep is the home of the balor Trrerguon, who
musters his armies here, forcing them to slog into battle on these
blood-soaked plains. Whirlpools, far larger than they should be
open randomly here, forming portals to other Abyssal layers and
lower planes. This way, the hosts of this plane are sent to Blood
War battles. Finally, the Styx crawls its way through this plain.
For miles a around, the blood soaks in the draining qualities of
that accursed river, snapping the memories of the unsuspecting.
This can be detected as the waters of the Styx turn the
ever-present blood-sea a distressing black colour.
Layer
the Five Hundred and Ninety Third, called
"Parch"
(by Martin
Bourassa)
All around is hate of
goodness and no water... Parch is the realm of Mot, an archaic
Draegonestinian god of drought and utter evil. There is no water
to be found here, only the black crackled earth. It pulses with
the malevolent energy of Mot the bloated one. Here Mot sees all,
there is no escaping his notice. In the sky float dark clouds,
full of a rain that will never come. Sometimes something fall from
them: ice spikes. As soon as they it the ground they they melt
into gas...no hope of drinking it, berk. The land is vast,
infinitely vast. Now plains, then hills. Along with a huge number
of tanar'ri, there is a impressive number of tanagr're. A balor
general, Bakbarr, also called the ogre king, was given control of
the hordes by Mot the bloated. But there is hope. Somewhere there
is a fountain of springing, clear water. Its called Mot's
Wound. The water possesses legendary healing powers. Along the
sides, Mot's energy flickers and dies and anything in the waters
escapes Mot's awareness. This is an act of a greater good in a
place of darkness.
According to the chant, Mot has some liking for Sekmet but
despises Blibdoolpoop. Mot hates Blackdraken the usurper, and the
latter has many times threatened to invade the layer. But Mot
laughed. Now sages are filled with fright as two great gods of
evil, the old and the new, might soon clash into a battle that
would shake the foundations of the Abyss, and perhaps spread to
the planes at large.
Layer
the Five Hundred and Ninety-Fourth, called
"the
Mistlands" or
"Erotica"
(by Shizumaru
Meioh)
This layer is probably the
most disgusting layer to the Tanar'ri, but it may be considered
the most beautiful layer to other primes, especially clueless
berks. The grounds of Mistlands is solid but a cutter ain't gonna
see much of his feet (those who have feet at least) cause vaporous
glowing clouds hung just above their knees. The planes basically
empty and "hospitable" but if a berk wanders far enough he will
see a huge golden glowing castle. And pity the berk who finds it.
Mistlands is also known as erotica, the reason being lies
within the castle, in fact extremely foolish berks might think
that they have gotten into one of the Upper Planes especially
Mount Celestia. Why they never take notice of the golden ugly
gargoyles statues and an open skull as a gate entrance no one
knows. This castle is home to the scores of incubus and succubus,
and their charms work redoubled on this terrible layer. Each day
spent here requires a saving throw vs. paralysation, fail it and
the poor sod will fight to the fullest of his abilities to remain
on this plane forever, however no magical force prevents the
cutter from leaving the plane even by force, a weeks time spent
outside this plane will cure the sod. Once a berk fails his/her
save he/she can leave this plane but they are extremely unwilling
to leave it. The interior decor of the castle is that of a
mediaeval castle, complete with an orchestra, who hide their faces
behind a white(!) silk mask, of beautiful but eerie music complete
with a slow ball room dance. The ruling and only power here is
Bale, currently
the most powerful Incubus on the layer.
Layer
the Six Hundred and Thirteenth, called
"Morgonaugh",
domain of BlackDraken the
Usurper (by Martin
Bourassa)
An unlucky traveller might
stumble upon a portal to the scorched range of black sand and ash
of that layer filled with deadly fiends and blasted trees. A very
unlucky traveller might find one of its craggy valleys where the
Styx flows. An really unlucky sod might walk trough the big
one, the valley of Morgon, the dreaded fortress of lord Horlas
BlackDraken, unrightful ruler of a god's power. The hellbound
palace sit in the centre of a forest of ironmaws (see MC appendix
II). The fortress doesn't look that big from the outside,
but from the inside, it seems it could fill half the layer. On
closer inspection, one might find the statues and decorations are
holy ones, because the palace is the displaced domain of Tashk,
the god he overthrown long ago and from whom he got all his power
from. There are a few disorganised burgs on this layer cause the
petitioners find this place a relative "haven" because the fiends
don't have time to torture them: they've all been gathered near
Morgon for some special task. There are unique native tanar'ri on
this layer, the Drakenbh'orgs, that BlackDraken as created
specially to serve him.
Layer
the Six Hundred and Twenty-Third, called
"The
Realm of Chaos"
(by Heregul)
It is said that deep within
the bowels of the Abyss lies the realm of the Abyssal Lord Chaos.
Her unholy Cathedral of the Damned lies in the middle of the Lake
of Blood, surrounded to the north, south, east, and west by the
Spires of the Arachnos, the eight-armed Nobles of Chaos. Open
warfare is common between these nobles, and woe be it to the
clueless sod that steps in the middle of their great and terrible
conflict. None of the "normal" tanar'ri that a planewalker might
be familiar with reside on this layer rather, they are all the
Sons and Daughters of Chaos or the Arachnos, with the amount of
tanar'ric blood in them determining the weakness of their powers.
Oddly enough, the most powerful types of the offspring of Chaos
actually look more human than the lesser types. Any mortal that
enters this realm is most likely to be corrupted into a Son or
Daughter of Chaos (the Daughters of Chaos are the chosen few
handmaidens of their mistress) or sold into slavery to any one of
four battling armies battling with each other for control of the
layer. However, all four of them submit before the infinite wrath
of Chaos.
Layer
the Six Hundred and Fourty-Second, called
"The
Red Jungle"
(by Chris Nichols)
"The lesser
god[dess] Kali controls her entire layer, a realm of
jagged peaks and blood-red tropical vegetation. The black earth
mother maintains a number of abodes in this realm, decaying
temples overgrown with scarlet vines and crimson flowers. Her
servants are demons and chaotic evil rakshasas." -- Manual
of the Planes, pg. 103
This layer blends into Kali's other layer, the Caverns of the
Skull. Here, Kali's realm takes the shape of a red rain
forest--red plants, red soil, red sky, red rain, red rage, red
blood. Filled with carnivores and killer plants, the jungles
covers the peaks and valleys of an unending range of jagged black
mountains. Caves and fissures into these peaks all lead to the
next layer, the Caverns of the Skull. Above, eternally over-cast
by red storm-clouds, the jungles fulfil the "kill or be killed"
ideal of the black earth mother. Tiny villages of Kali worshippers
work their sacrifices on crumbling blood-soaked altars deep in the
jungle. In fact, whole sections of the red jungles seem to be long
over-grown cities and temples, all devoted to Kali. The life here
are Kali's petitioners and worshippers, tanar'ri (especially,
oddly, succubi and incubi), carnivorous plants, jungle predators,
and chaotic rakshasas.
Layer
the Six Hundred and Fiftieth, called
"The
Timepiece Infernal"
(by Ben
Wray)
This is a layer that is
somewhat like an endless desert, with large pieces of glass and
wood jutting out of the fine sands. One this unique layer, time
slows right down, so that each day a traveller spends on it a year
passes in the outside world. This makes it slightly hard to
accurately explore, but not impossible. Each week spent on the
plane (in the plane's own time) a living thing will age one year.
This doesn't bother some tanar'ri, however, (they are
immortal, remember?) and they still live here. Using the sands
along with the material components for a chronomancy spell is
rumoured to increase its effectiveness. At the centre of the layer
is a gigantic timepiece, constantly changing, from hourglass to
sundial to mechanical clock and other machines or devices to tell
time. It is rumoured that staying here will prevent the
accelerated ageing, although time still passes outside the layer
at its usual rate.
Layer
the Six Hundred and Eighty-Third, called
"Tutiolth"
(by John Kastronis)
Tutiolth is the 683rd layer
of the Abyss. At first glance, it seems to be an ordinary layer.
The landscape is broken and blast-marked from old battles. Plants
and animals struggle to live there. But the thing that makes this
layer different from the rest of the Abyssal layers is that it
turns a cutter lawful. See, before there were mortals, and
when the Blood War was just starting, chant goes there was a
tenth layer of Baator! Through an extremely rare magical
surge, Tutiolth slid into the Abyss, but it retained its Lawful
Evilness. The layer slowly turns a blood from chaotic to lawful,
even the tanar'ri who live here. Of course, the tanar'ri don't
know, nor will they acknowledge, this. Or so the chat goes...
A complete description of this layer can be found on
John Kastronis's Tutiolth
page.
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