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The second citidel of Boccob, the Oerthly god of magic, is, like its mates, shaped like a pyramid with even sides. It is utterly black, with enormous ripples of chill, greedy energy coursing along its height from tip to base and back again.
There are no exits or entrances, and gaining admittance is a tricky endeavor. Occasionally, the possessor of something of interest or threat to the state of magic, like a powerful artifact or new school, will be invited in. In this case, safe transport will be provided from another plane.
It is thought that the citidel can also be accessed from the Land of Black Ice on the world of Oerth, and the two sites might be related in some manner.
The citidel is used as a base for the deployment of negative energies throughout the multiverse under Boccob's control. Specialized rilmani and stranger entities (mercane wizards, spellweavers, magitors, and elder negative quasielementals of each type) monitor the progress and conduct experiences under their god's authorization.
Several such citidels exist. The third one is in the Positive energy plane, the fourth in the Hinterlands, and the location of the first is unknown.
The Ring of Shadow
On some worlds, Darkness and Shadow are considered to be identical or are strongly associated with one another. The Ring of Shadow is a reason why.
The Ring of Shadow is an arm of the Demiplane of Shadow that entirely surrounds the Negative Energy Plane. Undead and worse inhabit this dark place, plotting the invasion and domination of one plane or another. The Ring of Shadow serves as the launching point for the hordes of darkness, the servants of Unlife.
The Ring of Shadow seems to be void, like the plane of negative energy itself, and indeed it has the minor negative energy trait. But the invisible ground is solid enough for good roads to be built. Also on the plane are twisted alternate versions of Deathheart, the Fortress of the Soul, and the towers of the Doomguard, as well as shadowy fortresses unique to the realm.
Those who walk far enough through the wild of Deep Shadow end up in the shadowy equivalents of other planes. Groups like the kalamein work to defeat those who would extend their roads this far, but as the shadowy legions gather it is unknown how long it can last.